I'm going to look at the Parawall mod introduced and successfully used for team Darkness last war by our very own Trial Overseer
CCCombobreaker. It was the teams most successful deck with a 4-1 record beating
Entropy Grabbow,
Light Grabbow,
PUGons and
Ghostmare. First off here's the basic mod of the deck;
CCCs Parawall
Hover over cards for details, click for permalink
52r 534 5un 5un 5un 5un 5un 5un 5up 5up 5v0 5v0 5v0 5v8 606 606 606 606 606 606 606 606 606 606 606 606 606 606 71b 71b 71b 8pk
Cards:Mark of Death: Needed to power the Parasites ability as well as support Bone Walls.
Bone Wall: The Wall half of Parawall. Your main defence. Slows down opponents rushes.
Grey Nymph: A useful utility card. Poison your opponents creatures, add poison to your voodoos, or build up a malignant cell army. Whichever the situation calls for.
Parasite: The Para half of the deck. Infect your opponents creatures or add counters to your dolls.
Steal: A useful card in nearly any deck. Removes dangerous permanents such as Lobotomiser or Eternity.
Voodoo Doll: Infect these guys with as much poison as possible to add poison counters to your opponent.
Black Nymph: Another utility card. Poison your dolls, your opponents creatures or use it as a pseudo-lobotomise ability.
Dark Pendulum: Keeps the necessary quanta coming in.
Strategy:Use the Bone Walls to stall while you build up poison damage through your Voodoo Dolls. Keep the wall alive mainly by infecting your opponents creatures although sometimes you may need a Parasite to suicide for the good of the wall.
Strengths:One of Darkness's strongest cards is undoubtedly the Devourer and other teams know this. For this reason Darkness are often facing Nova decks (See
Round 2 last war where Darkness faced 6 Nova decks in 6 matches) of which the most common is the War favourite, the Grabbow. While this is bad news for Devourers, it's a match up where this deck often does well.
The deck is also quite versatile with a few different options and strategies available both in the deckbuilding and playing stages.
Weaknesses:Losing the first Parasite can greatly slow down any attempts at control and Fractal decks will run down your Bone Walls. Bigger stalls can also be a problem as shown by
the decks only loss last war against Lights Siphonary. Also, not everyone has those Nymphs.
Possible cards to be added:Flesh Recluse: An efficient attacker which gives a more aggressive option for the deck.
Eclipse: There will often be several Death and Darkness creatures on the field to appreciate the +2/+1 boost.
Plague: An option to help against Fractal decks, especially the dangerous RoL/Hope which can cause problems for many decks.
Arsenic: More poison damage is never a bad thing.
Vampire Dagger: Another card likely to be in the vault that can provide the deck with some healing.