Brief Summary of Build
Hey guys OceanMud here, with my Eriden Wild Frost deck that I created and gave to PetrifySC who climbed from 3900 to 4270 with a 75% win rate. The deck closely plays as the dagon hybrid fog lists, although it removes the fog/foglets for added consistency in mulligans and uses powerful swarm units with Earth Elemental and Celaeno Harpy, combined with powerful buff cards such as Thunder Bolt Potion which allows for quick tempo swings. The objective is to take round 1 with Crones and carryover units into round 2 or pass while 2 cards up which can be furthered with either more carryover units or a dry pass with card advantage turn 3.
You can see Petrify talking about the deck Here
Celaeno Harpy: Nerfed twice and still an auto include in monster decks. These should be played traditionally at the beginning of a round after you play an Earth Elemental to allow the Elemental's death wish to spawn or in a situation at the end of the round when trying to drain your opponent of cards and you are ahead around 10-20 points. Harpy's are critical to Thunderbolt Potions full potential.
Celaeno Harpy Advanced Strategy:
Use to block Rot Tosser / Bekkers Twisted Mirror / Place in frost to prevent unnecessary damage to minions (mostly round 2/3)
Most of the time it is correct to place Harpys in the middle row at the round start or place on the far left of any monsters if necessary. Try to picture as well how the placement affects Thunder Bolt Potions
Earth Elemental: A solid body that works well with Celaeno Harpy. Always place these on the far right of a row. These should be played traditionally at the beginning of a round before you play a harpy to allow the Elemental's death wish to spawn or in a situation at the end of the round when trying to drain your opponent of cards and you are ahead around 10-20 points. Elementals also help Thunderbolt Potions with their death wish which spawns 2 mini elementals on the same row.
Earth Elemental Advanced Strategy:
Wait until after Celaeno Harpy eggs trigger in a round to place a second Earth Elemental to give the maximum profit off the Elemental's death wish.
Earth Elemental deathwish will not trigger with Celaeno Harpy unless placed on the far right of a row.
Wild Hunt Hound: Vastly underrated card right now and the only reason why we are running Eredin. Wild Hunt Hound is used to thin your deck through the use of your leader. Frost is great in the current meta for popping Harpy Eggs which keep the opponent invested in the round while you protect your carryover because the opponent is playing fog.
Wild Hunt Hound Advanced Strategy:
if you have 2 Wild Hunt Hounds in your hand, play the first one from your hand and then pull another one through your Leader. Your opponent will think you have no other hounds in your hand and will clear skies / use a mage card. This will allow you to play the third WHH unabated.
Bait out weather clear with 2 frosts before playing the third Wild Hunt Hound, otherwise when the opponent clear skies, it removes a lot of damage over time.
Thunderbolt Potion: a deceptively powerful card which provides 12 power in a single bronze. The condition of having three units is easily achieved by Harpy egg synergy as well as Crones. These should be played as a comeback mechanism in the round to keep the enemy invested and should be used mainly round 1 and 2.
Thunderbolt Potion Advanced Strategy:
Use to counter enemy Bork and defensively disrupt the enemy strategy of getting multiple units on the same str. Can also be used to buff only two units even if you have 3 on the board to offset your point totals.
Be mindful of scorch targets as well as G: Igni targets before using.
Scorch: Played as a tech card vs Nilfgaard spotters, Consume Ekkimarra and against other buff decks such as Northern Realm Reavers. Should be used proactively and most of the time will destroy two opponents cards for the cost of 1.
Scorch Advanced Strategy:
Scorch can be used proactively with your own Frightener. Be careful with using your scorch too early as this decks biggest minion is 8 str (Crone) so you are highly likely to find a great scorch target depending on the matchup.
Frightener: Creates card advantage and pulls opponent minion into potential frost. Frightener can also be used to disrupt enemy positioning and is a Decent Scorch target / prevents opponent from scorching.
Frightener Advanced Strategy:
if Frightener is chosen through Ge'els then your next card will automatically be gold if still in your deck.
Play Frightener after you play the Crones/frost to prevent drawing unwanted cards.
Waterhag: Auto include in most monster decks due to the ability of using lacerate which you will choose 95% of the time for massive damage. Works very well with Frightener / Carinthar. Should not be used for clear skies unless all of your rows are covered or it is late in the round and its clear the opponent has no other weather effects. Try to use Waterhag as a catch up mechanism late in a round to overtake the opponent in 1 card.
Water Hag Advanced Strategy:
Using Torrential Rain essentially prevents Triss:Butterfly effect
Crones: 20 points in a single card for the sacrifice of 2 other silver cards. This becomes worth it with the use of Ge'els which allows you to play other high impact silvers after getting the Crones out of your hand. Crones for the most part should be played round 1 as a catchup swing / proactive play.
Using Thunderbolt Potions on Crones is fine as long as they are all separate str otherwise they become susceptible to G:Igni .
Ge'els: Auto include in monster decks. Used after Crones or when you know there is 1 gold left in your deck.
Carinthar: Decent sized body with a useful effect. Used in long rounds after all other frosts have been expended or to evade enemy removal effects. Can be combo'd with Water Hag nicely.
Immeralth: Decent sized body with a useful effect. Used as a method of removal for opponents Grave Hag / Arachaes Behemoth in frost / Redanian Knight.
Caretaker: Very useful vs decks that require use of a graveyard -- With example to Queens guard or Reavers. Also important vs monsters for the Water hag resurrect.
Comprehensive Mulligan Guide
With three Crones in hand
3 Crones / 3 frost : Mulligan 2 crones and then 1 frost
3 Crones / 2 frost : Mulligan 1 frost and then 2 Crones
3 Crones / 1 frost : Mulligan 1 frost and then 2 Crones
3 Crones / 0 frost : Mulligan 1 Crone and frost if needed then mulligan the second Crone.
With two Crones in hand
2 Crones / 3 frost : Mulligan 1 Crone (then a second Crone if drawn) and then frost
2 Crones / 2 frost : Mulligan 1 frost and then 2 Crones
2 Crones / 1 frost : Mulligan 1 frost and then 2 Crones
2 Crones / 0 frost : Mulligan 1 Crone and then frost if needed and then third Crone if needed.
With one Crone in hand
1 Crone / 3 frost : Mulligan 1 frost (then a second and third Crone if drawn)
1 Crone / 2 frost : Mulligan 1 frost (then a second and third Crone if drawn)
1 Crone / 1 frost : Mulligan 1 frost and then any extra Crones
1 Crones / 0 frost : Hold Mulligan unless you need to risk (for example not having any Wild Hunt Hounds) getting second Crone into Biting Frost or vice versa
Warning with one crone in hand: Although it might feel unnatural to hold mulligans with additional frost in hand, it is the correct move in most situations due to mulliganing the additional frosts round 2 and round 3. If you risk a mulligan on the additional frosts you might get a Crone into Crone scenario which would leave you with 2 Crones. This does require you to play around your hand a bit.
With zero Crones in hand
0 Crone / 3 frost : Mulligan frost until a Crone is drawn
0 Crone / 2 frost : Mulligan frost until a Crone is drawn
0 Crone / 1 frost : Mulligan 1 frost and then Thunderbolt Potions if you have more than 1 until Crone is drawn. Otherwise mulligan 3rd Wildhunt Hound if in hand.
0 Crone / 0 frost : Mulligan Thunderbolt Potion if you have more than 1 until Crone is drawn. Otherwise mulligan 3rd Wildhunt Hound if in hand. Mulligan any frost obtained as needed.
9 times out of 10 you will stay in the round until you have either 2 card advantage or up by at least 15 - 20 points
Start with Earth Elemental into Harpy in middle row 7 times out of 10. This sets up the death wish of the Earth Elemental nicely. Otherwise frost opponent harpies to prevent consume / NR sargeant buffs. A final consideration is to play Crones if opponent plays a huge leader power such as Nilfgaard to prevent a pass. Read each cards write up to determine when it is correct to play them Round 1.
Start with Earth Elemental into Harpy in middle row 9 times out of 10. This sets up the death wish of the Earth Elemental. depending on card advantage or opponents carry over - consider going 2-0 which this deck is more than willing to do. Most of the time if you can have card advantage then passing into the third round is a viable strategy. Read each cards write up to determine when it is correct to play them Round 2.
Having card advantage round 3 should be pretty easy for this deck and the rest is straight forward. Make sure you are up to date with the meta and knowing which cards they run as this will help you to not walk into any unseen traps.
Like this Deck?
Let us know what you think about this deck by giving it a rating!