AMARGOR (version 1.1)
6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u2 6u2 6u2 6u2 6u2 6u5 6u8 6u9 6u9 6u9 6ua 6ua 6ua 6ua 6ua 6ua 711 711 714 714 714 719 719 71b 71b 71b 71b 71e 71e 71e 71f 71f 71f
6ts 6ts 6ts 6ts 6ts 6ts 6u2 6u2 6u2 6u2 6u2 6u5 6u8 6u9 6u9 6u9 6ua 6ua 6ua 6ua 6ve 6ve 6ve 711 711 714 714 714 719 719 71b 71b 71b 71b 71e 71e 71e 71f 71f 71f
Amargor: (noun, Spanish) bitterness, sorrow, vexation.
Amargor was born from the gnawing despair of the world. As disease and disorder reign supreme across the land, the Golden Age of Wonder is long past, but not forgotten. It now serves as a bitter memory in this age of wither and decay. The knowledge and splendor of times past are lost, perhaps forever--the only certainties in the Dark Ages are hardship, cruelty and death. And with each passing soul, Amargor's power grows.
This deck uses 5 of the "new" cards (Deathstalker, Soul catcher, Schrodinger's Cat, Butterfly Effect, Pandemonium) and 1 rare (Discord.)
Death and Entropy are natural choices for the theme "Dark Ages" as they entail dying and decay.
With the 3x Death mark, relatively low cost of cards, and Schrodinger Cat/Soul Catcher combo this deck should get damage out early and keep building.
Deathstalkers are good for a poison splash and give Otyugh's indigestion. Chaos power either powers deathstalkers or toughens up the cats/condors--either way, a good deal.
Bonewalls + SC make it tough to whittle down 200 hp without creature spam or momentum.
Lots of CC and some PC: beatable, but with bonus deck draws, growing condors, poison and dragons, you probably need a good opening hand and some luck.