Deck #62 Blackstone Trail v1.11.1.144 · current

StormyMuffin's TUTORIAL

StormyMuffin · 2026-05-15 · 2 days ago
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Beresad
Hero
/ overview
Hello friends, this is the deck I was playing when I won Ironhide's first official tourney, the Great Tournament of Linirea. I think Beresad/Druid/Necro is an absolutely nasty trio of cards, they way they synergize and enable each other is unmatched. This deck obliterate groups of enemies with Beresad, Druid grouping, Necro poison, and the spell cycle. You can overwhelm and swarm your enemies with Frost Giants + Deathriders + tower disable. I'm writing this article out as sort of a general guide for this deck--so not specific to the Blackstone Trail map--and the slot where "paladins" are in this deck can be swapped out with any card (Musketeers, Crossbow Fort, Royal archers, Rangers' Hideout, almost whatever you want). AGAIN, Beresad/Druid/Necro are the core of what I'm writing about here. ------------------------------------------------------------------------------------------------------------------------------------------------------------- THE CORE STRATEGY: Our priority with this deck is to get 2 Necromancers in the BIS (best in slot -- ideal build plots) part of any map and to upgrade its skills ASAP. Necromancer summons gimp your opponent's clear, the posion spell cycle clear is unmatched. Beresad is going to clear slower than other heroes, that's just how the matchup goes like 60% of the time. We're RUNNING BERESAD BECAUSE OF HIS "DEATH TAX" GOLD GENERATION. Otherwise, the summons are a nightmare to afford and you're at the mercy of merchant of death. At the time of writing this article there's no other gold generation hero or tower in the game. Maybe Captain Blackthorne or Dune Sentinels will be added into the game and we'll have more ways of farming gold (Dune Sentinels would fit so nicely into the 4th slot, Ironhide pls), until then we're running Neresad. Whether you want to upgrade druids, DWAARPs, or Rocket Gunners by wave 6 depends on what archetype of the deck we're playing. ------------------------------------------------------------------------------------------------------------------------------------------------------------- TOWER SUBSTITUTIONS: Quick disclaimer, I'm writing this guide May 2026. The meta could have shifted, creeps might be tankier in stadium, a tower might have been added that we always want to run over paladins now. Archery Scouts: if you're in a tourney where RG is banned, it acts as boss kill insurance. Not as strong as RG. DWAARP: Sub this in for paladins if you're playing a straight tower disable strat. You NEED RG or Scouts to deal with fliers with this substituion. ------------------------------------------------------------------------------------------------------------------------------------------------------------- BOOSTERS PRIORITY: Do not take this as an absolute. Every game and situation is different. This is a rough rule of thumb based solely on my opinion. --- RG Boss kill strat: 1. Defensive boosters -- Merchant of death is SSS+++ tier. It gives you the money to do whatever the hell you want. You can fully max your necromancers, RGs, and Druids for disrupt, and then sell everything and fill your board with RG sting missiles that just 1 shot the boss. Mighty tower is always solid because of how it boosts sting missile and poison damage. 2. Tower disable -- Tower disable gives you another wincon and can apply lots of pressure when combo'd with Druid 3. Creeps and mini bosses -- Call of the Dragon is really strong right now on the right maps. It counters RG and dragon heroes pretty effectively. However, I think you're best off just picking other boosters with this strat YOU HAVE TO MAKE SURE YOU HIT MERCHANT OF DEATH 4 IF YOU OPT FOR IT. In my Great Tournament of Linirea part 2 (not linked) I lost matches because I didn't opt for merchant of death 4 and I lost multiple games because of it. --- DWAARP/Druid disrupt strat: 1. Creeps and Mini bosses -- if you can roll warmadillos, ambushers, or dragublons, it's going to put a ton of pressure on your opponent. Wave 6, it's going to be a nightmare for them to try and clear everything with all their build slots disabled and their spell cycle spent on dragoblons or warmadillos. 2. Defensive boosters -- Merchant of death is good, but it can be really hard to know how to spend it once your tower disable is online. (You're not selling your towers and buying RGs with this strat since you need your tower abilities. Same rule with merchant of death applies, you NEED to get it up to 4.) 3. Tower disable -- honestly, I could be wrong and this could be the #2 priority with this strat. But I believe it's just overkill most of the time if you're disabling their entire board already with double DWAARP and a druid or 2.
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StormyMuffin author 2 days ago
MY FEATURED VIDEOS PLAYING THIS DECK ARCHETYPE: The first video I have listed, I don't play this deck super well and the video format is scuffed on mobile devices. However, there are three "best of 3" sets I play in the video with the OG format. The other two videos I'm playing the core of Beresad/Necro/Druid with DWAARP and Archery Scouts subbed in for paladins and RG respectively.