Za Warudo

Silver 0:

3 Plentiful Dead – Constant source of free zombies you don’t realize will be incredibly necessary. Since you can play it before your gold, then play a gold, then do the same thing on your opponent’s turn, it’s easy to manufacture 4 per round per copy of this card. So this will count as +4 zombies. TKN

3 Wither – Second-easiest way to start the OTK in the deck and best of all, it still gets all zombies regardless of whose you target first. ACE RMV

3 Hands From Below – Used when your own zombies attack in a mass group to kill them all (or demons/wolves given by your opponent) while Drinker is on the field. Can alternatively be used to just get 2 extra zombies when needed if you have a different out. +2 Zombies. TKN RMV

3 Arcane Research – Used to fish very deeply for Drinker of Blood. Even if you fail, that can be around 5 cards deeper than you were. Totally invaluable for this deck and always at least replaces itself. Be careful of your greyboxes in the discard. Run Spike Trap instead if you have more trouble getting finishers (you probably won’t). Because of the intense amount of digging, it’s listed as DRW despite not giving a +1, please remember this! The DRW is for Drinker anyway. OPP DRW

3 Muse – Draw engine. Cheeky 2 damage in the air which can reduce the amount of zombies required to OTK by 1 each time (with some risk). DRW

3 Flash Fire – Primary and easiest way to perform the OTK in the deck. ACE OPP DRW RMV

Gold 1: 42



Removal: 12

3 Hurricane – Reminder do not play this on an opponent’s turn immediately after dropping Drinker. You won’t need to anyway but this is mostly to field clear weird stuff your opponent drops. OPP DRW RMV

3 Transform – Works really well for giving you yet another token to kill to Drinker as well as spot removal for anything that’s unbreakable or unbanishable (the former of which this deck is weak to). OPP DRW RMV

3 Zombie Apocalypse – A real horrorshow. +X Zombies. OPP DRW TKN RMV

3 Necrovirus – This spot removal puts 2 new zombies on the field and makes 3 more the moment you play an ally. Counts as +4 zombies total (1 goes to the opponent). OPP TKN RMV

Zombie Army: 9

3 Zealous Necromancer – Always good to have ambush draw, plus you can slow-roll a zombie army when your opponent’s stuff dies. +4 Zombies on average in testing. OPP DRW TKN

3 Reap or Sow – Always take the zombies. You should have plenty of board wipes otherwise. This is best used as OPP, especially if Necrovirus is in the discard, as that creates huge armies quickly. +4 Zombies. OPP TKN RMV

3 The Risen – Unlike a typical zombie deck or spammy evil token deck, it’s not used for swinging with some zombies. Mostly it’s used to build an army on OPP so you can surprise OTK on your turn. Use as needed however. +3 Zombies. OPP DRW TKN

Utility: 21

3 Drinker of Blood – Make sure this will either kill or permanently cripple an opponent when finally dropped. It’s too precious to squander. Look for creative and weird ways to extend your damage as hard as possible (Flash Fire, Muse, opponent’s weaklings, etc.) Draw until you get this as it’s required to win. Be clever and sneaky about what you’re doing, so you don’t provoke an enemy board wipe. I can usually get away with 4-6 zombie tokens completely right before I spend my gold on my opponent’s turn before I play Drinker, and yet still end up extending my zombie generation between that time period to an OTK. MVP

3 The Gudgeon – Precious discard protection. Precious draw. Ping every turn to reduce our zombie army requirements by 1 each time it attacks. DRW

3 Final Task – This is just for emergencies to bring back a dead Drinker. By that point late in the game, with all your draw engine, you’ll have one just fine (and it can swing in the air with unbreakable, which extends the damage that turn). Also used to grab draw engines. OPP DRW

3 Winter Fairy – Draw engine and strong Turn 1 play. OPP DRW

3 Thoughtplucker – Draw engine and hand control. OPP DRW

3 Crystal Golem – Minor draw, some needed OPP and fills the Sage slot better than anything else. OPP DRW

3 Battle Cry – (If lack of champions bothers you, run Triceratops, Jungle Queen, or Sea Hydra instead.) Used as an alternate out for your zombie army when you have to swing early. Almost always just used to defend and draw 2 on an opponent’s turn, though. Remember that with an all-breakthrough field you want to swing as a group for maximum damage and minimum responses. OPP DRW