The best defense is Gargantuars 1.5

Introduction

It’s been about 2 months since I posted a deck, and boy howdy have things changed with 8 more event cards.  If you’d like to see what 1.4 looked like, click here

So here is the 5th iteration of my take on the Rustbolt DE archetype.  Defensive EndArmored 1 Plant Tricks cost 2 Sun more. is an amazingly strong card, even at 6 brains.  What if you could guarantee that it would cost only 4?  With TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card. and GargologistGargantuars cost 2 Brains less. you can do just that!  Mix in a little bit of removal, some minor card draw, some Bullseye and some Frenzy and you’ve got a deck that went 19-6 in testing at Ultimate League.  Yes, I had the exact same results with 1.4 as 1.5.

 

General Strategy Overview

If you can live the dream: Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck. into Sumo WrestlerGravestone When revealed: Move a Plant. into TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card.GargologistGargantuars cost 2 Brains less. into Defensive EndArmored 1 Plant Tricks cost 2 Sun more..  If you can’t live the dream, play a relatively normal control Rustbolt with amazing end game threats that can be played in the Tricks phase.

 

Card Review

Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck.: Hey!  Where did Arm WrestlerThis gets +1/+1 when a Plant enters this lane. go? It used to be a staple card!  Sadly, most of the time Arm WrestlerThis gets +1/+1 when a Plant enters this lane. sat as a 2/2 in an empty lane until removed with no benefit.  Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck. adds card draw to your deck, which is desperately needed, while still being a reliable 2/2 chump on the board.

TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card.: This card cheats.  Your opponent cannot react to zombies you teleport in.  It also cycles, so don’t be afraid to throw it away if you need the draw.  You need 4 to make the deck work.

GargologistGargantuars cost 2 Brains less.: This girl will be crucial to your plans.  In the early game, she teleports in for a guaranteed discount.  In the late game, she’s a free body when you play a Gargantuar.  Don’t worry if she eats removal.

Lurch for LunchA Zombie does a Bonus Attack.: A psuedo-removal if the enemy is chump blocking one of your Gargantuars, this trick is extremely helpful when you’re trying to close out the game.

 Sumo WrestlerGravestone When revealed: Move a Plant.: A staple card of any Hearty deck.  Used to feed weak plants into Arm WrestlerThis gets +1/+1 when a Plant enters this lane. or move pesky chump blockers out of the way.  The tombstone is also invaluable against Re-Peat MossWhen you play a Trick, this does a Bonus Attack. decks.

Rocket ScienceDestroy a Plant that has 4 Strength or more.: See that big threat to your board?  Remove it with the power of science!

Weed SprayDestroy each Plant with 2 Strength or less.: If you get behind on the early game, you can come back with this.  This card is can have great value if used correctly.  Proper Weed SprayDestroy each Plant with 2 Strength or less. use is key to victory with any Hearty hero.  I personally find that 3 is the proper number to run.  Just enough to draw consistently, but not enough to glut your deck.

Bonus Track BucketheadArmored 1 Plants can't do Bonus Attacks.: A useful tech card against popular bonus attacking plants.  Solid stats make the card worthwhile, while the effect makes it shine against Mega-Grow heroes.

MedicWhen played: Heal 4.: Since you need to survive against aggro, then you need this card to keep you healed up.  It can also heal an early Gargantuar that the enemy is trying to whittle down.  The 3/3 body is a nice statline as well.

Defensive EndArmored 1 Plant Tricks cost 2 Sun more.:  That has armor and an amazing ability!  This is the cornerstone of this deck.  There’s a reason the deck runs four.

Wizard GargantuarAll Gargantuars have Bullseye.: I was ambivalent about this card being in the deck at first.   Then I won a game with the Bullseye ability and I swore to never doubt the card again.  It’s even better with…

Wannabe HeroFrenzy When played: This gets +1 Health for each Health your Hero has.: I know, I know.  I’ve always hated this card and found it pointless and without merit and win-more.  But it has Frenzy!  I’ve had so much success with this card I’m considering swapping it in for Rodeo GargantuarGravestone When revealed: Move a Plant. in other decks.

Cut Down to SizeDestroy a Plant that has 5 Strength or more.: In this deck this is effectively another, cheaper Rocket ScienceDestroy a Plant that has 4 Strength or more. with fewer targets.  Not great in the opening hand, but nothing can be done about that.

Heroic HealthHeal your Hero for 6.: Heal up, stay in the game, win with ramped value.

Rock WallA Zombie gets +5 Health.: If the enemy doesn’t have hard removal (from the Solar class) then this card is amazing on high health, armored zombies.  Or to just save a zombie that needs to stay alive.

Shrink RayA Plant gets -3. Draw a card.: Useful to drop plants into 0 attack uselessness or Weed SprayDestroy each Plant with 2 Strength or less. range.  The cycling cannot be denied in a deck with so little draw.

 

Mulligan

The dream is Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck. into Sumo WrestlerGravestone When revealed: Move a Plant. into TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card.GargologistGargantuars cost 2 Brains less. into Defensive EndArmored 1 Plant Tricks cost 2 Sun more..  But the dream requires 5 cards, not just 4.  So you can’t mulligan for it every time.

Try to keep one TeleportYou may play a Zombie when it's time for Tricks this turn. Draw a card. for the surprise value.  Keep Rocket ScienceDestroy a Plant that has 4 Strength or more. vs Kabloom and Weed SprayDestroy each Plant with 2 Strength or less. vs Guardian.  Remember that you can win in the early game with a solid curve, the mid-game if you manage to ramp, and the late game with huge threats.  Focus on the early and mid-game with your mulligan.

 

Matchups

Solar: SquashDestroy a Zombie. is your enemy.  Try to diversify your threats so that the opponent can’t destroy your game with a single well placed card.  Games against Solar Heroes will probably last into turn 9+ due to 2nd-Best Taco of All TimeHeal 4. Draw a card..  Your big threats are immune to most of their removal (Whack-a-ZombieDestroy a Zombie with 3 Strength or less.,ToadstoolWhen played: Destroy a Zombie here with 4 Strength or less. Start of turn: You get +1 Attack this turn.), but your small threats are not.  Don’t rely on synergy, but instead rely upon multiple threats that must be addressed immediately.  Try to tempo them down

Guardian: Beware of Doom-ShroomDestroy all Plants and Zombies with 4 Attack or more. and ShamrocketDestroy a Zombie that has 4 Attack or more. clearing your big threats.  Weed SprayDestroy each Plant with 2 Strength or less. is the key to your victory.  Remember that Guardian has access to Aquatic plants.

Kabloom: Rocket ScienceDestroy a Plant that has 4 Strength or more. will win you this game.  Force the opponent to burn their burn on your lesser threats to gain a card advantage.  Then drop large threats that your opponent cannot respond to anymore.

Mega-Grow: The key to victory is Bonus Track BucketheadArmored 1 Plants can't do Bonus Attacks..  Mega-Grow without bonus attacks must spend multiple cards to address your big threats; giving you card advantage.

Smarty: Beans, Freeze and Aquatic.  That’s all Smarty adds right now.  Focus your counter-strategy on the other component of the enemy Hero, since that’s where the threat is.

 

FAQ

Where did the Regifting ZombieWhen played: Each player draws two cards. go? The Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck. is so much better.  It is a 1 drop chump blocker with card draw.  The imp also grants card advantage, rather than parity.

What if I don’t have 4x of both GargologistGargantuars cost 2 Brains less. and Defensive EndArmored 1 Plant Tricks cost 2 Sun more.? I’d recommend a different archetype, sadly.  The deck was built to exploit the advantages of both, and really falls apart when they can’t be reliably drawn.

Aren’t you just using previous decklists you submitted as a template at this point?  There isn’t much new information in this huge guide.  Shhhhhh!  New players will see the use in a guide at every stage, and experienced players will gloss over this section to make comments.

 

Notes for the future

I’m very happy with this version of the deck.  The record is solid, the games are dynamic and the deck is fun.  I’m not planning on any further iterations for the foreseeable future.  Then again, that’s what I said last time…

 

Final Thoughts

You need 4x of both event cards to run this deck effectively.  It’s surprisingly similar to the TricksterWhile in your hand: This costs 1 Brain less when you play a Trick. When played: This does a Bonus Attack. Rustbolt decks I’ve been running before.  I’m sorry to see the Arm WrestlerThis gets +1/+1 when a Plant enters this lane. go, but I think the addition of Leprechaun ImpWhen played: Shuffle two Pots of Gold (1 Brain, Draw three cards.) into your deck. and Bonus Track BucketheadArmored 1 Plants can't do Bonus Attacks. makes the deck stronger.  And, as always with these write ups, I think the deck is fun to play.

Let me know what you think, what your own results are, and how you’d tweak this in the comments.  And if you’ve read this far, why not like the deck to show that you enjoy in-depth guides like this one?

 

Thanks for reading this!  Have fun!

Rate this Deck

Like or Dislike? Take a second to tell us how you feel!

+14

14 thoughts on “The best defense is Gargantuars 1.5

  1. Mj Cat
    April 24, 2017 at 8:45 pm

    Is it possible to replace a few wannabe heroes with smashing gargs or is it not possible with this version?

    Reply
    • Gearbox
      April 24, 2017 at 9:24 pm

      Unfortunately, Smashing Garg is Beastly and cannot be played in a Rustbolt deck. If you don’t have the Wannabes, then I recommend using Rodeo Gargs instead.

      Reply
  2. Angizacca
    April 24, 2017 at 1:58 pm

    YOU ARE ALIVE!!!!!!!!!!!!!!!!!!
    Thanks for updating this list, this is probably my favourite deck.
    I don’t have any leprechaun, but i think i will craft them when it will be possible
    Hope you will be more active on this site 😀

    Reply
  3. Bruhthemaster
    April 22, 2017 at 2:22 pm

    A legend is back

    Reply
    • ZombotProSkillitronic
      April 22, 2017 at 4:43 pm

      Not that much.

      Reply
    • Gearbox
      April 24, 2017 at 9:23 pm

      Let’s not go overboard. I like making decks that I think will be competitive and I like sharing them on this site. That’s all. 🙂

      Reply
  4. ZombotProSkillitronic
    April 22, 2017 at 1:41 pm

    Nice to see you make decks again Gear. If you’d like to discuss the new meta, I have started a part in the Forum Page 🙂

    Reply
  5. Nautilus
    April 21, 2017 at 4:48 am

    Thanks for updating the deck 🙂 I see you’ve taken a different early game approach with this version.
    How is Lep Imp in this deck? i dont have them myself but I heard that they are not as reliable and are best suited for more control style decks with additional card draw.
    Plant meta has changed quite a bit with the release of lily. not having any rolling stone might hurt your chances.
    Do you really need 3 BTB? Bonus attack decks are not in the meta now and DE should take care of a majority of that.
    While DE is still a strong card, it’s effectiveness has been reduced largely due to release of sham rocket.
    Personally i would like to have more than 9 Gargs in a dedicated Garg deck to get value of the 4 gargoloists.

    Reply
    • Gearbox
      April 21, 2017 at 4:51 pm

      Thank you for the questions and comments! Let me try to address your concerns:
      1) Lep Imp. It’s here for the early drop to contest the board and chump block. It’s pulling double duty by adding card draw to the deck, and that added card draw is useful later when your hand empties.
      2) Rolling Stone: I rely on my Weed Spray to address low attack plants. I don’t find Rolling stone as valuable when I can use Weed Spray instead.
      3) BTB: Probably unnecessary in the current meta, but this is not an “anti meta” deck, it’s the evolution of what came before. I like the card, so I put it into the space cleared out by regifting and arm wrestling zombies.
      4) Shamrocket: A great addition to the plant arsenal, it is still a 5 sun for 4 brain investment if you tele-gargologist. Honestly, ALL garg decks are limited by Shamrocket, not just DE.
      5) The issue that arises with gargologist decks is when your opening hand is glutted by gargs with no ologists. If you have too many gargs, you may mulligan gargs away for more gargs. Putting some early to midgame into the deck helps smooth out the curve. You can’t rely on the 4 cost garg to save you these days, so you need to make it into the late game where your gargs can do work even when hard cast.

      Reply
  6. e
    April 21, 2017 at 3:59 am

    This deck is too reliant on having gargologist played safely and early by turns 3-4,which is a tall order unless rustbolt draws shrink ray/rock wall as the starting super power or triggers the block meter. The other options are playing sumo and gargologist on turn 4 and teleporting gargologist early.You also need to fulfill the prerequisite of having a gargologist and garg early, otherwise this deck just falls apart by being too slow.

    The problem with this deck is that this deck has no answer to freeze control rose. 3/4 of rose’s super powers directly prevent gargologist or gargs from coming into play early, and weed whack can be somewhat mitigated with shrink ray/rock wall. Even when a garg is played early, there is a chance that it will be frozen or transmogrified, negating the usefulness of an early garg.

    Another issue it faces is early aggro and tempo decks. We don’t want our gargologist to die so we are relying purely on sumo to allow us to start off with the gargologist combo. If we play gargologist on turns 3-4 we don’t have enough brains to prevent the enemy from fronting gargologist and taking it out, outside of super powers. If We cant get gargologist early, then this deck isn’t ramp but slow useless gargs with a weak early-mid game.

    Reply
    • Gearbox
      April 21, 2017 at 5:10 pm

      Have you… have you tried the deck? You’re making quite a few pronouncements about how it plays that don’t mesh with my experience over 25 games.

      The deck can either ramp early with a tele’d gargologist into turn 4 garg, or it can stall chump stall until late game full cost gargs hit the table. I don’t care if I don’t draw gargologist all game, I can still win.

      You are right that freeze control rose is a problem for this deck, but one bad matchup does not make a deck bad. The best counter to her is bonus attacks. I’ve won games on turn 9 by teleporting a wizard into an empty lane and landing a bonus attack for 12 damage.

      Like I said before, I don’t care if the gargologist dies. If it goes card for card, it’s done its job. I get the sneaking suspicion that you don’t have teleports in your collection, or you’d realize how much that card counters so much of your criticism.

      True, if there is no gargologist, there is no ramp. But stalling and healing into the late game with our one, two, and four drops is possible, profitable, and fun. If you can’t ramp, stall out and control the game. You’ve got the removal to do so, unless they’re running a 3 attack only deck, which metas against rustbolt hard.

      In conclusion: I’m not sure where you’re coming from in your criticism. I can’t find any of your decks on this site to compare and contrast this to. It feels like you didn’t read the guide, and that you haven’t tried the deck out at all. I hope you find success on the ladder and look forward to seeing your future efforts on this site.

      Reply
  7. Johannes12db
    April 20, 2017 at 10:06 pm

    Nice deck Gearbox 🙂 Great to see you still making decks!

    Reply
    • Gearbox
      April 20, 2017 at 10:15 pm

      Thank you for the compliment. I’ve been reengaged by the daily challenge and am hoping to squeeze out a few more ideas before the next set comes along and throws the whole meta into chaos.

      Reply
      • FreezShocka
        April 22, 2017 at 12:18 am

        LOL IDK whether to be excited about it or not…

        Reply

Leave a Comment

Your email address will not be published. Required fields are marked *

Register to keep track of your comments. You can also build and favorite decks!

Comment Policy: Any comments that are overly derogatory will be removed and could result in an account or site ban.