Epic: Evil Deck

If you haven’t checked out the base set Evil analysis, do that now!

Epic decks are not required to stay “pure” colored. So when you talk about having an “Evil” deck, what you must know is what it means to be Evil. Evil is all about messing with your opponent so that you can strike back. Weaken them, minimize their plays and use your own to make a stand. You must choose an offensive strategy in this game and there are only really a few: you can swing in the air, freeze, swing wide, simplify the game for opportunity swings, breakthrough (+blitz) on the ground, or burn.

Evil has a lot of options including burn (Soul Hunter and Blood Drinker), airborne (Succubus and Angel of Death), wide (Demon and Zombie token production), breakthrough (Trihorror), and control (myriad of kill cards). However, most of them would fail miserably as there are only 1-2 cards that can participate in the offensive strategy, leaving Evil high and dry most of the time and easily stopped. The strategies that they can most easily and consistently deploy are swinging wide and control. This actually makes for a deadly combination. Each time they use a spot-removal card, the field becomes filtered such that the opponent’s field is relatively weaker. Not just in number but in quality as well, since you as the Evil player want to target what hurts them the most.

As for the wide method, Evil excels at this. With good (and unbreakable) Silver champions as well as tons of token producers, it’s trivial to get this engine going. When attempting, you’ll want an easy way to get 3 Demons or 6 Zombies to try this. Force the opponent to block your unbreakables or big stuff, then attack individually with each token/silver to deal damage over what they can afford to block realistically (using groups to threaten kills where applicable). This method is extremely weak to board wipes. If a board wipe hits, it might not just stagnate your strategy but potentially force you to minus if you overextended to get your tokens and silvers out. In general, each gold is worth 5 zombies or 3 demons. In addition, if you used any of your spot-removal before the next board wipe, that also counts against cards that you minused. Be very aware of this as you play an Evil deck. Try a low-cost way of baiting out the first board wipe early. This can cause an opponent to waste a turn and leave you with free-reign to use your control and tokens for 7-8 turns if the game lasts that long.

However, you always have the ability to respond to threats. Don’t worry if an opponent board wipes after playing a threat and having it broken. This generally indicates that you have wrecked their main play and they’re doing damage control trying to drain your hand. That’s the moment you should immediately stop playing conservatively since you know they’ve used up a threat and a board wipe. Aggro hard.

Note about board wipes and this particular deck: This deck is not weak to board wipes even if its main offensive strategy can be. This is because of its ability to dodge AOEs. Any time you have lots of silvers with Blitz, you can easily recover from a just-played board wipe. The same goes for some golds with blitz and anything unbreakable on your turn. Trihorror also dodges board wipes due to its ability and Final Task can bring back Trihorror, unbreakable stuff or just whatever is needed. Corpse Taker can immediately return something after an opponent board wipes so you can just re-play it. If you play smart, growing your field back from a board wipe is trivial in the deck on purpose.

Legend for deck keypoints:

  • OPP – Counts as playable on the opponent’s turn. This is essential to keeping good rhythm and affecting game play every single turn. Doesn’t count re-usable.
  • DRW – Draws at least 2 cards, or is a draw engine. Required to keep playing cards every turn including on the opponent’s turn, especially if you’re board wiping.
  • TKN – Used for anything that helps you swing wide (or produce Tokens which can also swing wide). Main offensive strategy. Doesn’t necessarily only mean “Tokens”.
  • CTL – Control. Spot-removal used to control threats on the field and filter the opponent’s best Champions away.
  • MVP – Don’t squander these as they’re your best cards. Deck has more MVPs than usual due to specific plays.
Demon Nuke
Silver 0: 15

3 Corpse Taker – Dodge a board wipe or opponent’s control, re-use MVPs or Trihorror, situational use. MVP

3 Wither – Used to wipe out other token strategies and 18/22 or 82% of Silvers (includes Tokens),  6/51 or 12% of Golds cards in base set or 33% of Champions total. Can also screw discards. CTL OPP

3 Dark Knight – Great recovery from a board wipe and works for your own as well. Augment your wide swinging with Dark Knight but don’t play it too early. TKN OPP

3 Thrasher Demon – Recovery from a board wipe and always trades up. Used for aggro. TKN

3 Guilt Demon – Recovery from a board wipe and can screw the opponent’s discard so they can’t Recycle. Use that sparingly as you have Necromancer.TKN OPP

Gold 1: 45

Removal: 25
3 Murderous Necromancer – Major threat the opponent must immediately kill. Provides a turn of good defense and repeated kills. Can help with offense potentially. TKN CTL

3 Medusa – Has a blocking body that can ambush for control too. One of the best cards for control.OPP CTL

3 Dark Assassin – Yet another threat like Murderous Necromancer but can be used immediately and doubles as an attacker. CTL

2 Angel of Death – Great AOE if you want and potential Air damage.

3 Apocalypse – Run mostly for the draw but the deck must have AOEs to gain advantage sometimes. Many other decks will out-body you, hence the large amount of board wipes. OPP DRW

2 Drain Essence – Kill spell for all the Silvers in the game and 37/51 or 72% of Golds plus the life gain rivaling that of Inner Peace makes for an excellent poptart. This goes doubly well with your other control cards which will naturally filter out anything that has 10+ defense. OPP CTL

3 Bitten – Generic control but works best on the opponent’s turn unlike Inner Demon. Most control will likely be played on the opponent’s turn. OPP DRW CTL

3 Inheritance of the Meek (Good) – AOE specifically for banishing out anything that isn’t a token, letting you often swing for game. This results in Inheritance of the Meek often being your endgame solution if drawn. Note: You can board wipe with this during an opponent’s turn! OPP DRW TKN CTL

3 Zombie Apocalypse – A great AOE to play when your token population is low, since you don’t get anything back for them. Works well at converting used up Silvers and Trihorror into masses of Zombies. If you have Wither in hand, you can disgustingly wipe out the opponent’s new toys as well. Note: You can board wipe with this during an opponent’s turn! OPP DRW TKN

Offense: 14
3 Trihorror – I would call this “MVP” if it wasn’t usable basically any time. Trihorror is something you actually want to slap down ASAP since it has breakthrough and you lose nothing if it dies, in fact he just splits into equal power and defense worth of Demons. This card is ridiculous and can be used with Final Task for stupidity as well as Corpse Taker to frustrate an opponent. This is also the best body in Evil. TKN

3 Infernal Gatekeeper – Main token generator. Be careful when you play this card as it’s usually a huge target the moment it hits the field. Try to ally every single turn, burning your health with you. If possible, resurrect a Righteous champion or use Drain Essence to replenish this HP. Reconsider if you mulligan 4+ cards in your opening hand how many you can afford to get. Generally rule of thumb is no more than 4 Demons from one Infernal Gatekeeper or you tend to suffer greatly during boardwipe. However, Inheritance of the Meek can turn extras into game. TKN MVP

2 Demon Breach – Used seldomly unless a board wipe was just played. Demon Breach is great on your own turn but only works on an opponent’s if you have no need for draw or have no control cards. On your turn, Demon Breach explodes into 3 demons and can come back any time you have a spare gold laying around to help pay for loyalty and re-play it. OPP TKN

3 The Risen – Can swing for game if there’s a clear field from an AOE set up previous turn. Also useful for a fast 9 extra damage to the wide swinging wall of tokens that turn, plus the extra power for everything else. Doesn’t count as OPP since it’s very bad at that moment. TKN DRW

3 Necromancer Lord – Most important card in the deck and can be used to recover from a board wipe. Use this sparingly and smartly and you can easily go for game. Remember the types of offense strategies (burn/freeze/air/breakthrough) and try those, or just go for blitz. Proper use of this requires dodging opponent’s Recycle attempts and knowing the better cards in the game. MVP

Utility: 6
3 Thought Plucker (Sage) – Pure draw and hand filtering engine. OPP DRW

3 Final Task – Combos with Trihorror effectively and useful with many others. Grab Corpse Taker on an opponent’s turn, then use Taker’s ability to grab a Champion you can permanently call next turn. Use it on an unbreakable. Use on Necromancer Lord to get a permanent Champion of your opponent’s instead of temporary. Thought Plucker on your turn gives you a total of Draw 2 Discard 2(opponent) which is far more than Final Task’s alternate effect. Murderous Necromancer for 3 zombies immediately and a kill. Angel of Death for an AOE with wings. Then there are a myriad of opponent’s cards!. OPP DRW

dark_knight
thrasher_demon
wither
guilt_demon
thought_plucker
murderous_necromancer
infernal_gatekeeper
trihorror
medusa
necromancer_lord
the_risen
final_task
drain_essence
demon_breach
dark_assassin
bitten
apocalypse
zombie_apocalypse
angel_of_death
inheritance_of_the_meek

 

Key Point stats

Keypoint totals:

  • OPP – 12 unique, 34 total cards. 57% of the deck works well on the opponent’s turn.
  • TKN – 10 unique, 29 total cards. 48% of the deck swings wide.
  • DRW – 7 unique, 21 total cards. 35% of the deck can give net hand advantage after it’s played.
  • CTL – 7 unique, 20 total cards. 33% of the deck can filter the field and answer threats.

Intersection – 173% total, spillover (intersection) of 73%. Cards, on average have 1.7 of the deck’s key points on each card. Therefore each draw in this deck has a quality rating of 1.7.


Draw quality (+10). Reminder this is extra over the normal 100%.

Please note that card quality does not mean anything objective. It’s a subjective self-measure of how well the deck does what it says it wants to. It measures synergy.

Card Changes

Right now, there are only 6 cards (10% of the deck, or 1/10 draws) that can confound loyalty/ally.

  • Loyalty/Ally – 6 unique, 17 total cards. 28% of the deck requires at least two other Evils.
  • Removable – 1 unique, 2 total cards. 5% of the loyals can be removed if something better is used.
  • Confound – 2 unique, 6 total cards. 10% of the deck screws up 28% of the deck. Low screw rate and basically only ever need the 3 minimum cards to activate a loyalty.

Removable Cards:

  • Angel of Death. This card is great but basically exists for you to dodge your own AOE as explained before and then get an extra attacker out of it. Not quite synergistic and can be replaced by Avenging Angel (Good).
  • Drain Essence. It’s pretty extra in this deck but works well for the purposes of healing. If you want something else that can help you stay alive while benefiting from existing control, try Drinker of Blood which also dodges your AOEs.
  • Demon Breach. While it’s part of your attacking strategy, Demon Breach is just one of those cards that can easily be changed into something else without much loss occurring at all. It’s helpful but can sometimes fall flat. For something that really helps you swing wide, try Deadly Raid (Sage).
  • Wither. Can be removed for the final copies of Deadly Raid and Avenging Angel if you don’t have all three of each in. Keep any remaining copies.

This is also covered in “Deck Stats” but here is a comprehensive list of the major cards recommended for this deck if you swap anything (within Base Set).

avenging_angel
deadly_raid
drinker_of_blood

Listed in order of desirability. Check below for what to replace and the updated Deck Stats.

Replace:

  1. Angel of Death
  2. Wither

Deck Stats:

  • No positive change. Purely for aggro and protection.
  • Small amount of control omitted.

Replace:

  1. Demon Breach
  2. Wither

Deck Stats:

  • OPP +5% (both are bad on opponent’s turn but this one has draw)
  • DRW +5%
  • Small amount of Control omitted.
  • Overall +10% (change to intersection/card quality)

Replace:

  1. Drain Essence
  2. Wither

Deck Stats:

  • OPP -3%
  • CTL -3%
  • Overall -6% (change to intersection/card quality)
  • Change is purely for more bodies, more AOE dodge and draining/direct damage which is consistent

Stats with All Changes

  • OPP59% of the deck works well on the opponent’s turn.
  • TKN48% of the deck swings wide.
  • DRW40% of the deck can give net hand advantage after it’s played.
  • CTL30% of the deck can filter the field and answer threats.

Intersection – 177% total, spillover (intersection) of 77%. Cards, on average have 1.8 of the deck’s key points on each card. Therefore each draw in this deck has a quality rating of 1.8.


Draw quality (+10). Reminder this is extra over the normal 100%.

New loyalty problems:

  • Loyalty/Ally – 5 unique, 15 total cards. 25% of the deck requires at least two other Evils.
  • Confound – 4 unique, 12 total cards. 20% of the deck screws up 25% of the deck. Not a horrible screw rate, about a comfortable need of 4 cards in hand for Loyalty.

Recommended change method for maximum deck efficacy. No efficiency changed, only card quality.

Stats with 2 Changes

Using only Avenging Angel and Deadly Raid, the stats become the following:

  • OPP62% of the deck works well on the opponent’s turn.
  • TKN48% of the deck swings wide.
  • DRW40% of the deck can give net hand advantage after it’s played.
  • CTL33% of the deck can filter the field and answer threats.

Intersection – 183% total, spillover (intersection) of 83%. Cards, on average have 1.8 of the deck’s key points on each card. Therefore each draw in this deck has a quality rating of 1.8.


Draw quality (+10). Reminder this is extra over the normal 100%.

New loyalty problems:

  • Loyalty/Ally – 5 unique, 15 total cards. 25% of the deck requires at least two other Evils.
  • Confound – 4 unique, 12 total cards. 20% of the deck screws up 25% of the deck. Not a horrible screw rate, about a comfortable need of 4 cards in hand for Loyalty.

Recommended change for less efficacy but the same efficiency as the above with slightly less card quality than the default.

This deck tends to be very fun to play for someone who enjoys field control and tempo-geared decks. Your own champions are about middle-power when they come down and you can filter your opponent down to that level with control cards. You’ll basically never run out of hand either. Always having a board wipe in hand for the right moment is crucial in Epic and this Evil deck has it in spades. Being able to answer any threat feels so safe and comfy. Evil really lacks decent bodies and hardcore Demon support in the base set but we make due with what we have here. Using a few “go for game” cards like Inheritance of the Meet, The Risen, or Deadly Raid can make the game end very quickly and suddenly if the opponent is not prepared.

This deck is easily frustrated by anything that can pull out a lot of healing while successfully fogging it. Thankfully, it’s difficult to actually pull something like that off against this deck. It can also become very easily frustrated by human token spam as it lacks much air or breakthrough.

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Alice White

Alice is the webmaster of VMundi, author, editor, mathematician, and autodidact. She has over 6 years of publishing experience writing articles for various self-run sites. Her interests include game design, economics, Game Theory, graphical design, and mathematics.

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