Corruption/Rage Mid-Range Control
Corruption/Rage Mid-Range Control Deck Tech
Hi there, first time doing something like this but since GingerRaven asked so nicely I guess I can extoll the virtues of this deck a little. This is my general-purpose control deck, I replace the 3x Cleanse for conquest format, which usually sees me hovering in the top 10 on the rating ladder (though normally below 4th).
The focus of this deck is preventing the opponent from gaining too much advantage or removing their kill condition when they are creature focused. This deck struggles against opponents that make heavy use of protected, other ways of restricting spell use (Tren, Rysha) or simply don’t use many creatures. It operates best in the mid-game, survives most early game scenarios but can find itself at a serious disadvantage against decks built mostly around late game such as DDWW or WWRR control. There are no killer combos with this deck, simply consistency in shutting down opponents and chipping away health mid-to-late game.
Aamon the Immortal has become something of a staple on the rating ladder and is almost always an auto-ban in conquest format (which in some ways makes other deck choices easier). No other hero has the flexibility he affords, and the extra life can be a god-send particularly against rush decks. It can be slightly irritating to go to CCCR for some of the powers so planning your level progression needs to be done carefully mid-battle, typically around turn 4/5 you should have an idea if you NEED to change or whether it can be kept in reserve.
This is not a creature heavy deck and was largely adapted from a previous CCC deck. Bezarock and Devourer have been dropped in favour of Archibald and Battle-scarred Elder which can helpfully survive board wipes from Suffocate and Dragon Assault (which doesn’t damage dragons, please remember!!!) however they’re primarily included because they are much quicker to play and serve as the sturdy backbone of the deck. Archibald is incredible, and I would include more if he wasn’t legendary, he’s tough, can embody for cheapness/swift, can kill anything when attacking and distributes weakness emblems on death; truly the epitome of flexible mid-range play.
On the cheaper end of things Deathcurse-Shaman can serve as a road bump early on or contribute some decent spot removal or extra damage later. Mes-Spirit should typically be thrown on the field straight away to fit your mana curve (or out of necessity) or stored until the endgame to discard something critical. Vultures are good for pressuring the opponent to use spot removal early on and crucially allows from some graveyard manipulation to either prevent death by mill or to remove Reanimation targets for your opponent.
Lastly, the Succubus. She should be held back for dealing finishing blows in almost all cases (except when being rushed) as she contributes little in the way of board control (compared to her cost) which this deck depends on so heavily. She is the card I sacrifice for Divine Offering the most, unless there is another obviously useless card in my hand.
Dragon Assault and Suffocate are key tools for board wiping especially since they don’t wipe most of your own board by themselves. They don’t handle plague crab or zombie hordes as well, particularly when spot removal for any Flesh Sculptors/Charles is in short supply. Fireball serves as primary early game spot removal alongside Death-curse Shaman (a sometimes-difficult juggling act considering level progression) with Dragonfire and Cleanse taking over later and supplying methods for removing artefacts and spells. If possible retain Fireball for splash damage on the enemy hero late game and bear in mind that cards removed with Cleanse can show up again if the game becomes drawn out. It should also be noted that these two cards are your only instant play cards so use them sparingly in drawn out matches.
Lastly, a semi-pivotal card is Tombs and you should know straight away in a match if it’s going to be necessary or totally useless. For games of attrition this is a necessity; for rush games it’s only a hindrance and an awkward play on the mana/level curve.
This is a deck that sits very comfortably next to the previously universal meta of mono C Aamon the Immortal decklists. It is adapted to be slightly faster on the curve, incorporates some rage for better removal and slightly tougher 4/4 creatures than typically seen in CCC decks. A lack of late-game and stand out combos can leave it somewhat weaker than others in the current meta, but it displays remarkably consistent results all things considered due to its removal options and flexibility.