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A campaign farming deck usable by Coyotle! The wait is over - now ALL races have a farming deck option!
Here is my current deck:From what you see here i have 1-2 more cards, max 4, of most of them. Except legendaries.I use it for arena and a variant of it for campaign.
I also have a PvP variant in which I take out the PvE cards and use more of the others, but I haven’t tried PvP yet.I have a few cards that I see other similar decks use, but I don’t have several of them (mostly the brood priest legendary).I also feel that it should be only 60 cards, but I don’t know which to cut.Overall the deck seems ok, it wins a lot of the arena games, but I get some draws that are crazy good, then others that I re-draw 3 times and can’t get a good spread.Any help optimizing the deck would be helpful. Originally posted by:From this is IMO the definitive Terror Mill list for Arena:Champion: Nin the ShadowTroops4x Nazhk Lookout (Can use Trinket - but I prefer on Call the Grave)4x Dream Eagle (Gloves Equip)Spells4x Arcane Focus3x Call the Grave (Trinket Equip)4x Chronic Madness4x Phenteo's Gift (Chest + Weapon Equip)3x Syzygy4x Infernal Professor4x Lunacy4x Chaotic Murmurs (Head Equip)Resources8x Blood Shard10x Sapphire Shard4x Shard of CunningThanks for the deck, I will have to give it a try. However, i am more interested in making my current deck better. I feel my current deck and the one you posted are quite diffrent. I have already invested alot of time and some money into my current deck, so i would like to make it the best it can be.
![Designs Designs](/uploads/1/2/5/6/125656997/551020452.jpg)
Thank you again for your help! When figuring out what cards to cut from a deck I'm making, I typically view the deck as stacks of cards and then sort by cost so I can see the resource curve of the deck. Then I make choices accordingly.Also, more 4-ofs make a deck more consistent.You have a lot of good cards in your deck so cutting becomes problematic. Spider decks thrive on egg generation and mill so you need to make cuts based on how efficient a card is on doing its role. For instance, Skitter of the Arachnid is a very efficient card even if you don't play it for free.
Likewise, Azure Fang Decree does double duty so is very efficient for its cost. When building any deck, you're going to start like this by piling on the 'good' cards. Next up comes eliminating anything that doesn't function as part of the synergy of the deck, the combo as it were.
You want your deck to be so well tuned that any hand you pull is satisfactory.Generally if a card is effective for 2 spots then it's effective for 4. Start by eliminating things that are high cost to reduce the curve and improve consistency. You have only 5 1-drops, 10 2-drops, and 15 3-drops. This is horrible for consistency and is a very late game approach that demands more shards.So cards to Eliminate:1) Parriphagy - Replace this with a cheaper removal, it's too costly for your purposes as you'll never want to waste an entire turn to play it and you need removal sooner if you're waiting for spiders.2) Arachnomancer - No point. Most of your stuff is evasive or has effects that are unblockable. If you really need to shut something down there's always Terorantulas or hard removal.3) Bastardspawn - There are better and faster ways to mill for a vennen deck, stick with vennen and actions. It's too expensive to wait for in this type of deck.4) Eggblight Stalker - Just convert these to more Runeweb Infiltrators.
It's slightly stronger but the extra cost will slow the deck down and the infiltrators do what they're supposed to do. It's better for blood focused decks.5) Hatchery Cultivators - Great if you're only using low spider count stuff, not worth the slot if you have this much spider spam.Cards you should really have four of:1) Azure Fang Decree - Your deck is spider mill. This has both. Duh.2) Azure Fang Hierarch - He's not unique and has powers that do both of the things you want.3) Tribunal Magistrate - He's the most broken card ever designed for a spider deck.4) Nahzk Lookout - This guy mills like crazy and you should use the Trinket on him for free cards.5) Runeweb Infiltrator - Extremely inexpensive evasive spideregg layer that works well with Psychic Torment or Skitter of the Arachnid.6) Phenteo's Gift - Unless you switch to a pure sapphire vennen spidermill, this is arguably one of the strongest cards in PVE.
Originally posted by:When building any deck, you're going to start like this by piling on the 'good' cards. Next up comes eliminating anything that doesn't function as part of the synergy of the deck, the combo as it were. You want your deck to be so well tuned that any hand you pull is satisfactory.Generally if a card is effective for 2 spots then it's effective for 4. Start by eliminating things that are high cost to reduce the curve and improve consistency. You have only 5 1-drops, 10 2-drops, and 15 3-drops.
This is horrible for consistency and is a very late game approach that demands more shards.So cards to Eliminate:1) Parriphagy - Replace this with a cheaper removal, it's too costly for your purposes as you'll never want to waste an entire turn to play it and you need removal sooner if you're waiting for spiders.2) Arachnomancer - No point. Most of your stuff is evasive or has effects that are unblockable. If you really need to shut something down there's always Terorantulas or hard removal.3) Bastardspawn - There are better and faster ways to mill for a vennen deck, stick with vennen and actions. It's too expensive to wait for in this type of deck.4) Eggblight Stalker - Just convert these to more Runeweb Infiltrators. It's slightly stronger but the extra cost will slow the deck down and the infiltrators do what they're supposed to do. It's better for blood focused decks.5) Hatchery Cultivators - Great if you're only using low spider count stuff, not worth the slot if you have this much spider spam.Cards you should really have four of:1) Azure Fang Decree - Your deck is spider mill. This has both.
![Deck Deck](/uploads/1/2/5/6/125656997/273974885.png)
Duh.2) Azure Fang Hierarch - He's not unique and has powers that do both of the things you want.3) Tribunal Magistrate - He's the most broken card ever designed for a spider deck.4) Nahzk Lookout - This guy mills like crazy and you should use the Trinket on him for free cards.5) Runeweb Infiltrator - Extremely inexpensive evasive spideregg layer that works well with Psychic Torment or Skitter of the Arachnid.6) Phenteo's Gift - Unless you switch to a pure sapphire vennen spidermill, this is arguably one of the strongest cards in PVE.this is exacly what i needed, thanks. Yeah i thought the parriphagy was not that great, is there some other hard removal you would recomend?I dont really understand your second point about the Arachnomancer, i can see it is slow but i dont see what it has to do with removal or my units being unblockable. It is the 5 mana 3/3 that draws cards when you get a spider right?i think i can make most of these changes now.
Thank you again for the help. If you still need removal, I'd dump the Hatchery priests and replace with x4 Morphology w/glove equip. I would actually take out -2 Runeweb Infiltrators, -2 Hatchery PriestsOther changes I'd recommend are -2 Runeweb Infiltrators, -2 Brood Baron and -1 Sapphire Shard, replace with x2 Incubation Webs if you've got them and x3 Arcane Focus.You'll have a ton more control, more draw, and more consistency.If any new players want to know, Terrormill was much faster before they nerfed all the Dream cards, so when it lost Dream Eagle (used to have no shard requirement so you could chain then on T1, use Call the Grave, chain them again and have basically everything you needed).
And when they added the threshold requirement it change the enitre dynamic. Set 4 brought some nice additions, but it's never been quite as fast as the old version.
Flaming Terrormill is really fast, but further departed from the original concept.