Midmaw


 * Deck Archetype: Midrange

This deck seeks to use Doubloons to push out relatively early large threats and then continues bashing on opponent until they are dead. Against aggro decks you can take a defensive stance as your late game tends to be stronger.

A basic strong start for this deck is to go for turn 3 Call to Legs (backed up by turn 2 Minor Adjustment perhaps) or Chased Chicken / Lizaboi on turn 2 into turn 3 Consuming Horror / Magma Amalgam. Note that if your targeted unit to be "sacrificed" has already died when Horror or Amalgam tries to target them, there is no penalty and you get them without the sac drawback. This means you can queue up a duelist to have it do a suicide run and then target it with these dudes. What this is also means is that once you drop your Chicken on turn 2, there is no stopping you from going into Amalgam or Horror as an opponent removing the Chicken will only lose a card that way.

Midgame revolves around using the most you can out of duelists and pushing threats out at a steady pace. Imp of Leeching is a great card to punish wide boards and can easily gain you more HP than aggro decks can deal with.

In the late game, you can go with Food Cart to amass massive attacks with your already existing board if need be. Do note that Cart only affects units with 5 or less ATK so unfortunately it won't do anything with Horror.

Other notes
Strength aggro staples:
 * Lizaboi

Strength control staples:
 * Consume
 * Shika's Disciple
 * Chaotic Hellhound