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Today, I tweaked my cockroach deck again; here's how it looks:
like this. I don't want to include goblins; I just don't like them.
Spells costing 1 mana – no comment. "Snipe" is good for finishing off opponents or simply hitting the leader. I usually use "Guidance" to push back cockroaches around rounds 5-7 when I can't play a powerful combo or don't have enough space on the board. I use "Circle" cautiously, as there's a risk of filling my hand, but I always use it on round 1. I removed "Tentacles" because, in the rounds when you play the cockroach combo, they don't work well without enhancements; "Dance of Death" is better.
"May" and "Kitten" – they seem okay. I don't want to include a goblin; "Lake Fairy" will fill my hand, unless I replace the fairy with a ward. "May" eliminates enemies well, and the "Kitten" passively gains double strength while you're playing the cockroach combo, and even if you don't finish off an enemy, you can eliminate a 2-2 follower, which I think is good.
"Mischief" and "Justice" are types of ward removal; I also use "Mischief" to push back cockroaches. However, it's bad because it can return a cool follower with fanfare to the opponent instead of a useless card, so you should eliminate those whenever possible.
The "Cockroach" is the foundation of the deck. Sometimes I use it to attack wards, but mostly out of desperation, because when my opponent plays a ward, it's 95% a loss.
"Goblin Mage" simply supports the cockroaches.
I'm not sure about the usefulness of "Elemental Lance"; it's a new addition, so let's see how it goes.
"Ancient Elf" is always good; I'm saving up tokens for the third one. At the beginning, it's just an annoying ward, but if the game drags on, you can use it to push back cockroaches or something else.
"Selvin Command" is also a good card if the game drags on; it works great with enhancements and has saved me a few times.
"Princess" and "Finka" are must-haves. They provide 0-cost followers, remove wards, deal good damage, and support cockroaches.
"Dance of Death" is expensive, but sometimes it saves the day with its 2 damage to the face.
I removed "Artza" because it's too expensive and not very useful. However, I liked using it to reset the "Elf" instead of the cockroach. Once, on round 7, I played a combo: "Artza," two 0-cost fairies, a cockroach, then attacked with the cockroach, and played a 0-mana ward. But such a combo is rare, so "Artza" is out; a third "Finka" is better, as it's stronger, and I sometimes run out of cockroaches.
Maybe "Winged" or "Woodkin Curse" would be good additions, but I'm not sure; it doesn't seem like I can remove anything to make room, and "Guidance" is already a good replacement for "Winged."
Overall, it's very difficult to play; besides wards, you always have to calculate the damage. I messed up a few times because of this. Today, against an aggro deck, I played a card too early and delayed my victory by a round. And that's just one example; I often mess up and don't calculate everything correctly. Most often, I evolve the cockroach when the +2 damage isn't needed, but that's just half the problem.