LoR Deck Guide: TF GP Impact

LoR Deck Guide: TF GP Impact

How to Play TF GP Impact

Throughout the launch of Bandlewood, we’ve seen a ton of new and unique archetypes.

There’s been Pranks, Discard, Darkness, Bandle Tree; the list goes on!

Today we’re returning to a more simple time. An aggressive, wide-attacking burn deck!

It’s Trevor “Shugo” Yung here and today we’re exploring a newer deck boasting a 58% win rate on ladder!

If you’re looking to climb fast and haven’t found the right fit, jump onto this list while it’s hot!

TF GP Impact (LoR Deck)

Deck Code: CEBQMAQGAQNB6IBNHQCQKCQHIVEWBJQBAECQMAIBAICQUGWGAEAA

[See TF GP Impact deck details]

Deck Overview

TF GP is an aggressive deck that aims to establish a wide board and end the game with burn.

This deck plays efficiently for the board early on, then overwhelms the opponent through the midgame while progressing towards Gangplank.

Impact is a fantastic keyword that helps ensure we deal at least one point of damage on our attacking turns.

The addition of an Inventive Chemist also allows for a guaranteed trigger, albeit delayed.

inventive chemist (lor card)

Our closest comparison is to Pirates. The key difference is we’re less burn-heavy and more focused on winning the board before we make our final push.

The Bandle City package also provides a ton of fuel, so unlike the traditional burn deck, we’re able to play the long game!

Mulligan Tips

Mulligan aggressively for your 1-drops. If you don’t have one, toss your hand to find it. There are few priority cards worth keeping in exchange for missing our curve.

So give yourself the best odds of having at least a 1-drop and 2-drop.

  • Always Keep:
    • Crackshot Corsair
    • Inventive Chemist
  • Situational Keep:
    • Twisted Fate: Solid keep overall assuming the rest of your hand is good.
    • Dreadway Deckhand: Keep in combination with Make it Rain against aggro.
    • Marai Warden: Always keep unless you don’t have a 1-drop.
    • Stone Stackers: Always keep unless you don’t have a 1-drop.
    • Group Shot: Kills a turn one Zoe when attacking on evens.
    • Make it Rain: Good keep against decks with many one health units, or with Deckhand.
    • Pokey Stick: Good keep against decks with many one health units.

Example Hand 1

TF GP Impact (LoR Mulligan)

Example Hand 2

TF GP Impact (LoR Mulligan2)

Game Plans

Play aggressively for the board with a focus on efficiency early on. We almost always want to be curving a 1-drop into a 2-drop, then adjust accordingly for turn three.

There are no three mana cards in this deck. This way, we have some flexible mana to help us gain an advantage with spells while still applying pressure.

Make it Rain provides excellent value when you can kill off two units. It’s also fine just pinging one enemy plus the Nexus to allow us to deal damage on our defending turns.

Pokey Stick is generically strong as a zero commitment 2-for-1 against weak units.

Group Shot is extremely cost-effective in this list as both Dreadway Deckhand and Marai Warden generate two bodies with one card.

Alongside another 1-drop or 2-drop on turn three we can already threaten a one mana, two damage removal spell.

All while establishing a large board! This gives us a huge tempo advantage and with the Powder Keg, it’s even possible to deal three damage.

Just be mindful that the opponent can interact by removing your units to have less than four.

One of the deck’s greatest strengths is its ability to go super wide, super fast! Marai Warden and Tenor of Terror let us expand and threaten absurd amounts of damage for their mana investment.

We’re typically attacking with 2-3 power on each unit before applying Impact.

While these won’t always trade well into the enemy, our abundance of pings allow us to recoup any lost value from unfavourable blocks.

Gangplank as our top-end lets us threaten a mini-board wipe on top of his massive Overwhelm damage.

By the mid to late game he’ll likely be leveled, or within a turn away. Set up as wide as possible without overextending into a board wipe.

If we can safely flip Gangplank at the end of our defending turn, we can launch into an open attack with an extra Powder Keg.

Between Gangplank and Double Up, we’ve got plenty of over-the-top damage to push through even the highest of life totals!

Win Conditions

Twisted Fate

Twisted Fate (LoR card) Twisted Fate Level 2 (LoR card)

TF plays more of a supporting role for the deck. Red Card will often be the choice to win the board and chip the Nexus.

Nonetheless, Twisted Fate offers invaluable flexibility and can potentially level up with help from the Bandle City package; just don’t count on it.

We’ve already got more than enough value from his play effect and 2|2 Quick Attack body. The threat of level-up is simply a bonus!

Gangplank

Gangplank level 1 (LoR Card)Gangplank level 2 (LoR Card)

The Keg King returns once again. If you’ve been reading my articles for a while you may have noticed the constant appearance of Gangplank.

I swear it wasn’t intended, but GP keeps showing up time and time again.

Impact really lets him shine in a more aggressive shell outside of Pirates. Plus, his kegs are fantastic with Bandle’s cheap spells. What’s not to like?

Tenor of Terror

Tenor of Terror (LoR card)

This card is actually bonkers. No, it’s not a 2|3 and 3|2 for four mana. These guys strike for SEVEN DAMAGE.

That is an absurd amount for the cost while also threatening more burn on following attacks if not killed thanks to Impact. Just make sure to kill an enemy with a spell before playing it.

If deciding to cast your removal during combat on a unit you’ve already blocked, stop and think again.

Sure, you can block for two and ping one damage to kill their three health unit. But the spell will resolve first and not count as killing the target.

So just block and remove it post-combat.

Double Up

Double Up (LoR Card)

A fast speed Decimate, plus two damage removal? Sign me up!

Okay, it doesn’t always work out this way. So make sure to plan carefully before you cast it.

Buffs are the biggest challenge, so you may have to bait them out first with other removals.

Also, be aware that they can kill their own unit in response to deny the Nexus damage.

Lastly, if you’re holding onto Double Up, it can be smart to leave a unit on their board. Don’t just remove everything or you’ll lack a target to use it on.

Other Considerations

Conchologist

Conchologist (LoR card)

Some versions of this deck are running Conchologist in place of Marai Warden.

Both lists have a pretty equal win rate, so it’ll take some experimenting to decide the right build. This choice provides more value at the cost of aggression.

Notably, it does make Group Shot worse and lessens our ability to pressure damage.

Stone Stackers and Dreadway Deckhand are also too good to replace.

Conchologist is a great 2-drop but the list is tight and there’s too much competition.

Monster Harpoon

Monster Harpoon (LoR Card)

With all our Plunder triggers you may wonder why Monster Harpoon isn’t a slam-dunk in this list. The truth is we just don’t need it.

Our game plan is proactive and we want to apply as much pressure as possible.

Monster Harpoon just doesn’t follow but is a very reasonable consideration if the meta calls for it. I could see the potential for a slower build with Conchologist and Monster Harpoon. We’ll have to see.

Shugo’s Productivity Thought of the Day

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For more Beyond the Bandlewood decks, head to the Deck Library! To build your own, head to the Deck Builder.