Phantom Tempo is a brutal and ruthless deck, striving to disrupt everything the opponent wants to do while simultaneously rushing down towers. Where the typical hero killer list will convert kills into gold and big items at the cost of tempo (payday and track), Phantom Tempo aims to create tempo. Packed into this list is a relentless combination of disruptive spells and powerful creeps, leading to apunish game rivaling even that of Combo Storm. We want to spend the first 2 turns setting up our aggressive red creeps, positioning us so that our plethora of disruption spells and hero removal can be used to push tower damage. If the opponent manages to survive the onslaught of creeps and removal spells, they then have to deal with Primal Roar and Time of Triumph. Playing 4 red heroes massively increases the odds of a well positioned Roar and Time of Triumph is by far the best finisher. This aggressive tempo list is quickly rising through the ranks, and it would not be surprising to see
it start to win major tournaments.
- When possible, try to deploy Phantom Assassin in the first lane to set up forward Ganks, as well as to help win lane one.
- It is almost never a good idea to duel turn one, save it for when it can disrupt your opponent, keeping in mind your opponents strongest mana turns.
- Fight Through the Pain is a flexible card: it can be advantageous to use the armor and initiative with Duel or Berserker's Call if keeping your hero alive would be favorable.
- Enough magic is useful for both offense and defense, while also being strong combo disruption. For example, if your opponent casts stars align on 6 mana with a red hero in the lane you can Enough Magic to stop the Time of Triumph.
This control heavy Econ Hero Killer list is designed to beat Combo Storm. Built by Stancifka to counter a Combo Storm heavy meta, this deck proved itself when he won a closed beta tournament with the list, winning against several combo players. While this deck is one of the only decks with a winning match up against combo, it still fairs well against the rest of the field, winning or going even with most other decks. The meta has changed significantly since this deck got its win and it is likely that more changes will need to be made to the list if it is to keep its tier one spot. For now though, it continues to crush combo and perform well overall, continuing to fight for its spot at the top of the meta game.
- Fighting for control of lane one is very important given the number of cross lane spells this list plays.
- Bristle Back can be swapped for Legion Commander if you feel you need more control over the field. If your Bounty Hunter keeps dying turn one try deploying a red hero first.
- It is important to learn when to save gold for late game items and when to spend it to get an early lead. Put a lot of thought into each decision involving gold until you are consistently making good choices.
Red Blue Control is a powerful deck deck able to control many of the Tier 1 and Tier 2 decks. Starting with 3 red heroes on the board allows us to properly begin the game with control over the board, and playing 3 Bronze Legionnaires and 3 Stonehall Elites lets us both push and defend efficiently. Kanna's passive along with Prey on the Weak give us an extremely strong lane of our choosing, typically the first lane. To prevent the opponent from overwhelming us, we're running 3 At Any Cost and 3 Annihilation. This deck keeps wide lists and all-in aggro decks at bay, and can be modified in particular ways to win win most match ups.
- You will almost always need to win the first lane in order to make use of the powerful blue crosslane spells. Because of this it is usually best to deploy Kanna in the first lane.
- If you find this deck struggling against Payday decks try teching in ...And One For Me.
- Be careful not to use Prey On The Weak too early. You should usually aim for a minimum of 5 dogs.
- Try to play the Stonehall Elites in a lane without Kanna as you will want to have extra bodies in your off-lanes. This is important for pushing towers, defending your tower, and for giving enemy creeps somewhere to spawn that isn't always blocking your hero.
Tinker Aggro has become popular since it was first featured by XIXO and Hoej in the WePlay invitational. This aggressive list starts with powerfully stated heroes and many turn one creeps that gain compounding value from Assault Ladders, The Oath, and Disciple of Nevermore. March of The Machines gives both reach and access to a sweeper, while also being able to be played from Oath lanes. The deck is also playing some removal in the form of Berserker’s Call, Gank, Duel, and Coup de Grace all of which are primarily used for pushing tower damage. Aside from a few circumstances, the best play will almost always be whichever play results in the most tower damage. While this deck wins almost all of its match ups, it does usually lose hard to blue decks that run At Any Cost and Annihilation, including Combo and Blue Red Control.
- Tyler Estate Censor plays an extremely vital role against blue decks as it can delay Annihilation for an entire turn, which will often mean the difference between a win and a loss.
- The deployment of Solra Khan is both extremely critical and difficult to consistently do well. If you find yourself not performing as well as you would like, the first area of focus should be on your Solra Khan deployments.
- It is often important to have a black hero in lane one so they can utilize the cross lane spells to boost the tempo in other lanes.
Solid list, great against all decks besides UG combo. This deck will curve out very well and pressure the board with strong heroes and creeps. It's a very optimized deck that can handle all situatations, Censors will be great against all blue decks and ramps while Disciple of Nevermore allow the Ancient to be threatened fairly quickly. Unlike 3b aggros this deck doesn't slow down late game, it can instead contest all boards utilizing Spring the Trap and uses Time of Triump as a finisher.