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GY Sacrifice

Posted by Byste on 29/03/2017

LAND TYPE(S)
Faeria cost
3
Difficulty
Deck's likes

This is my GY Sacrifice deck. It's slow starting and often loses to rush but has a decent midgame where you can trade aggressively and you have many late game scalings.

How to play this deck?
- A control start to both wells helps secure faeria income
- Don't let yourself lose the board or you will lose. Sometimes you will have to play Soul Eaters early for tempo.
- Getting an aggressive forest helps make Grovecaller teleport plays.
- Set deserts near wells for the opportunity for Wind Soldiers to double collect + trade. Think of Doomgate as card generation and powering up your Bone Collectors and Soul Eaters when you don't have a Wrangler or Assassin to play. Turning into Ostregoth is just a perk, not a win condition to focus on.
- Dream starting hand: Bone Collector, Elderwood Hermit, Demon Wrangler -- Earthcraft is also quite nice.
- Use your Last Nightmares wisely.

Don't have all the right cards, or want to play something different?
- If you don't run Doomgate, having Village Elders is good for card cycling.
- If you don't like Earthcraft, Cartographers are good for enabling yourself to snipe great land placements and getting surprise +faeria.
- I strongly recommend using some mobility, whether that is Oradrim Fanatics or Sagami Grovecallers, it enables you to make many more plays
- Try to maintain a balance between fodder and sacrificers. I've already mentioned more fodder cards, more good sacrificers are Death Walkers and Oath to Oblivion.
- Yak Attack can be a good addition, albeit expensive. The best way to use it is around your Bone Collectors and collecting from Faeria well at the same time.
- Tethra is always good in green decks
- Ruunin is bad, but you can make her work doubletime in GY Sac if you keep her close to Bone Collectors.
- Eredon is acceptable addition but not a fan. The main reason he and Ruunin suck are the punitive faeria costs -- if you get them from Bloomsprite, rejoice.

LAND TYPES (by number of cards)

1
0
16
0
16

FAERIA COST (by number of cards)

3
0
0
1
1
12
2
10
3
2
4
3
5
2
6
0
7+
DavidFindley 30/03/2017 00:41

earthcraft was one of my favorite cards at ranks 25-17, but I didn’t start advancing (now at 8,) until well after I dropped it.

I don’t think your deck is desperate for more land, anyways.

You have other options; choking sands, falcon dive (you can take out your own elderwood hermit with it, if not use it on an enemy.)

also, problem with using too many x3 cards, is that your hand can kind of get choked with limited answers. if you make a bigger effort to reduce x3 to x2, then you can add a more cards which give you a greater variety in your draw, (and hence higher chances of drawing an answer.) …I would consider dropping wind soldier to x2, shaytan assassin to x2, and then ADDING x2 that altar of souls (?) card, that lets you sacrifice 2 life to draw a 2-cost 6/1 shadow spirit or something? …that would go well with soul eater, which, again, I would suggest dropping to x2 again. It would be terrible to have a hand with 2-3 soul eaters early in the game.

also time of legend would be great; would make it almost as if that doomgate is x2 instead of x1 (ie is almost like a copy, doubling your chances of getting it.)

Byste 02/04/2017 17:46

Hi,

Regarding Earthcraft:
The problem with GY Sac is that it can be a slow start especially with an unfortunate starting hand. I come up against a lot of rushes where I need to place prairies to defend, and getting 2/2 GY is hard enough in a timely manner to play most cards. Earthcraft helps a lot with that, AND it has a draw so it’s not slowing down your deck at all. GY Sac generally doesn’t have faeria problems so there’s pretty much no reason not to run Earthcraft besides not enough other cards (and yet, I never fatigue anyway so this is not an issue IMO).

Time of Legends would be good, yeah. I don’t have any legendaries at this point though, so it’s all a pipe dream lol.

Choking sands - I don’t have any of these anyway, so it’s a moot point, but I definitely don’t think it’s a good card to put in. We have Last Nightmare for removal already and I rarely find creatures with 1-3 attack to be a real threat. I’m more concerned with sacrificing my creatures than sacrificing theirs. The main use of Choking sands would be to remove some burn cards, that’s pretty much it.

3 Soul Eaters is mandatory. Against decks with removal, you can generally kiss 1-2 Soul Eaters goodbye without getting to use them at all, and considering this is your main late game hope, running any less is a big risk.

Altar of Souls introduces self harm into the deck, which I’m extremely uncomfortable with when I have no healing. It’s inviting disaster if I run into a burn deck. There’s also like no point running this AND Doomgate.

You forget the upside of running cards in 3x, it increases the likelihood that you won’t get trolled out of drawing them. I don’t feel like this deck is lacking answers. I just struggle most using it against burn and Y rush, perhaps this is from inexperience though.

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