Two time Pro Tour Champion Pablo Pintor breaks down his competitive Levia, Shadowborn Abomination Classic Constructed decklist, complete with sideboard and matchup tips. Levia may be a familiar face in the world of Rathe, but with a feast of new cards from Usurp the Shadow Throne at her disposal, she’s looking to consume fresh meat!
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Who doesn’t love a good underdog story? Seeing someone rise over an opponent that is naturally stronger after failing countless times is inspiring in ways rarely matched. And this story is Levia’s, one of the heroes most overlooked in Flesh and Blood history. It’s finally her time to triumph against all odds. A hero dating back to 2021, Levia was dropped alongside two of the strongest heroes ever, Prism and Chane, and has had to watch other Brutes earning their due respect, all while battling with a mechanic that was incredibly thematic, yet punishing.
But don’t get me wrong, Levia specialists are so dedicated that she has had strong showings in the past. Sadly, one day she paid for the sins of others when Art of War, one of her most powerful assets, was rightly banned. This cycle comes to an end with the release of Usurp the Shadow Throne, which sees the return of Viserai under very different circumstances, the release of Malice, the highly anticipated new Necromance, and Levia. Don’t assume you are looking at the same hero you already know because bit by bit, expansion slot by expansion slot, she has clawed her way to this point, and the terrifying new tools in this latest set will challenge everything you have ever known about her.
I couldn’t be happier with the hero I have been assigned to write about, as not only does it feel very rewarding lore-wise to have her return as a complete menace, she is also very powerful and incredibly fun to play. Stick with me as I present to you my take on the hero. If you like decks with incredibly high ceilings that take some time and set up to unlock, along with more control over the variance provided by the Brute class, then this one is for you!
First of all, let’s talk about Levia herself, so we can properly understand everything that is going to be discussed in this article. She is perhaps the only hero with an ability that does not actually directly help us to progress, but instead ensures that, under certain circumstances, we will avoid taking extra damage from the blood debt mechanic, the most defining characteristic of the Shadow talent. Levia was the first talented Brute to grace our favorite game, featuring both Shadow and Brute card pools, and forcing us to manage blood debt cards, which are more impactful at the price of being potentially dangerous to the user!
Dorinthea Pão de Queijo · Sep 25 · 71 min read0 likes00 comments0
The catch here is that Levia does not have the same relationship with blood debt that other Shadow heroes have. She does not usually try to remove them from her banished zone, nor does she aim to get as many cards banished as possible. She is more than happy if she just gets one 6 card every turn in her banished zone to satisfy her hero ability and avoid damage. Note that the banished card does not have to be Shadow, Brute, or have blood debt, any 6 card is enough.
Levia typically manages this constant requirement through cards that banished from her graveyard, such as Dread Screamer.
Most of Levia’s cards up till this point cannot be played from the banished zone. Instead, they move cards with blood debt there in exchange for being more powerful than normal. Dread Screamer is a great example, as it completely outclasses every other 2-cost 6 go again attack in Brute. This does require precise control of your graveyard, which is what separates good Levia players from great ones. The lesson here is: Make sure you don’t have too many non-6 cards in your graveyard, or not enough cards in your graveyard to fuel future turns.
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Another side effect of such an unique way of approaching value in Flesh and Blood is the fact that Levia’s graveyard is usually empty when the game starts, and while you will not take any blood debt damage during those first turns, it can be awkward to play some hands, as you usually need to defend a little bit first to generate enough cards in your graveyard.
Due to this requirement, Levia does defend a fair bit more than we are used to in Brute, and sometimes is forced to take strange lines to ensure certain scenarios (like having too many misses in the graveyard) do not happen in the future. Blood debt also means that we really really want to avoid 1-card hands in Levia, as her selection of weapons do not allow her to activate her ability. This means getting heavily disrupted and having several cards stripped away from our hand can be quite troublesome!
Most equipment, once they are destroyed by either defending or using their abilities, tend to go to the graveyard. This can be used to your advantage to generate more cards in your graveyard, but might also mean that you banish 3 random cards and don’t hit any 6 cards, which can be disastrous, so always use your equipment with this in mind.
Another great thing about Levia is that she has access to many more 3 cards with 6 than other Brutes, which means she doesn’t have to rely so heavily on yellow cards to generate resources, and opens up more powerful turns.
Her expanded card pool, high equipment options, and a feast of new tools in Usurp the Shadow Throne means a lot of the drawbacks that used to bite her are now solved, and we also have some new ways in which to play her!
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Let’s also go over the new tokens Levia has gained access to, which significantly alter her gameplan: Gate to i’Arathael and Blasmophet, the Insatiable Hunger. Both grant access to a common mechanic in other Shadow heroes that Levia couldn’t quite capitalize on – playing cards from your banished zone. Gate to i’Arathael allows you to have on-demand access to whichever card you might need, isolating you from bad hands, and enabling insanely powerful Bloodrush Bellow turns, while Blasmophet’s new form is a menace your opponent should deal with as quickly as possible, otherwise each turn you can play an action card from your banished zone. He does come with the cost of banishing a card from hand on both players’ turns, but there are ways to keep pay that cost without losing value.
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Consumed / Redeemed
One of the most unique aspects of Levia is having access to transformation if you meet certain conditions, unlocking one of two powerful new forms during your endgame.
You can transform into either Levia, Redeemed, or Blasmophet, Levia Consumed. The latter one is what we will usually aim for, as the ability to play cards with go again from your banished zone is extremely powerful. Keep in mind that you usually need to do something strange to transform into it (like defending with your whole hand whenever you are close to 13, ensuring you will lose enough from blood debt to hit 13), and it usually leaves you a little bit open to your opponent just outright killing you the turn you transform if you don’t have Carrion Husk available. The ability to banish cards instead of losing life from blood debt also means that you will start banishing cards (face-down) from the top of your deck rather quickly. The good news is that, if your is low enough to transform into Consumed, chances are your opponent is also low, and with “free” cards to choose from every turn, it shouldn’t take you much time to kill them.
Redeemed, on the other hand, is not a proactive play, but rather a reward during some endgame scenarios where you transform into her and “gain ” (assuming you have less than 8 at the time). Note that this one is an action to use, and is best activated after an attack with go again. Another scenario where you might want to transform into Redeemed is if you had to defend with your whole hand and don’t want to die to blood debt. However, it can actually be difficult to reach 13 blood debt cards in your banished zone in most games, so don’t trust Redeemed to reliably bail you out every time!
Redeemed turns all cards in your banished zone face-down, and Consumed takes cards out of your banished zone while turning any newly banished ones face-down, which means both of these transformations can switch off Hexagore (the signature weapon we are using in this deck), so plan for this accordingly.
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Gameplan
I’ve chosen to build a classic tempo-based deck, abusing the plethora of go again effects Levia has access to, while using new cards to try set up some insane turns when we find windows to do so. I’m certain there are a lot more builds left to explore, especially builds using extremely big attacks and getting insane value doing mini-combos, and I look forward to seeing some of these pop up over time.
As promised, you will see we have a lot of attacks that get go again under different conditions, and we also have a lot of cards that we can actively banish to get benefits, which all makes the previously clunky weapon Hexagore an absolute powerhouse, and the deck’s foundation. I’ll discuss Hexagore in more detail in the next section.
Our preferred turn is to play a go again attack, activate Gauntlets of Tyrannical Rex, then swing Hexagore.
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When building a new deck, I usually prefer to work inwards to outwards, taking an idea or concept that I like about the deck or that I find powerful (it could be a combination of cards that creates insane value, equipment that can be abused, or a play we can repeat most turns to reach above average value), then building around that concept, either further supporting it, or building around creating enough space to enable it. With Levia, the idea is simple: I want a deck that uses go again attacks combined with Hexagore to extract maximum value out of each hand, but also use Gates, Savage Sash, and Bloodrush Bellow to perform an incredible spike turn at some point in the game. Luckily, the cards that we need for both of these ideas mostly overlap, as our preferred attacks during Bloodrush Bellow turns are also the ones with go again.
This means sadly letting go of some of my favorite cards in the Brute class, such as Swing Big and Show of Strength, as we also need a solid resource base in order to pitch two cards each turn (we also want at least one of them to be a blue so that we can activate Gauntlets). These cards typically acted as finishers or 2-card plays, but in this build, Hexagore is simply more efficient.
With 23 blues and 13 yellows we should be pretty safe from the dreaded 4-red hand, which other decks can mitigate by defending, but we’re more limited in that regard, as fully defending does not protect us from blood debt. This resource curve also allows us to confidently pitch two cards per turn, as most of our plays will be based on that. Tools to fight against fatigue and aggro are included in the sideboard, along with equipment options to be prepared for whatever your opponent plans to throw at you.
Equipment
Hexagore, the Death Hydra
Back when it was first spoiled, Hexagore caught everyone’s attention. A 2-cost 6 weapon was the most powerful weapon to ever grace our gaming tables on paper, but it didn’t take a lot of testing to see that Hexagore was as risky as it was exciting. Not having a functional weapon during the first few turns was pretty bad, and it didn’t turn off blood debt by itself, so in order to make use of it, Levia needed far more go again attacks that also banished than she had access to. This meant that Hexagore quickly fell out of favor for safer weapons. The fact that Mandible Claws were so good with Bloodrush Bellow certainly didn’t make Hexagore more appealing. However, with new support from Usurp the Shadow Throne, Hexagore is now not only viable – it’s really, really strong!
Not only do we have a new go again attack that banishes, we can also replay banished go again attacks using Gates, giving Hexagore a new level consistency. We also have cards that we can banish willingly from hand to get things in exchange (, , go again, Gates…), which also allows us to swing Hexagore multiple times during a single game. The sheer efficiency of this weapon, coupled with how easy it is to activate Gauntlets of Tyrannical Rex, means that a lot of decks cannot keep up with the numbers we pump out each turn.
Getting to 6 cards with blood debt in your banished zone usually takes a couple turns, and sometimes we have to take 1 point of damage when we swing Hexagore, but the deck is built around turning it on as quickly as possible.
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Gauntlets of Tyrannical Rex
This fairly new addition to the Brute suite is a superb card if you are usually pitching 6cards and attacking with go again, a play pattern that fits perfectly in Levia, allowing us to get an extra point of value on many turns. The fact that we can also defend 2+1 with it is just the icing on top of a perfect cake. I love the design of this card! Think carefully before committing to the second time defending, as we plan to activate it frequently over the course of a game.
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Savage Sash
Aaaaah, Savage Sash, one of the cards that has made me sigh time and time again when my opponent activated it right before delivering an incredible turn, yet one of the cards I have also enjoyed in every Brute deck I’ve played!
Savage Sash’s value coupled with an ability that usually nets you 2-3 in a single turn makes it one of the best pieces of equipment in the game. And we are going to squeeze every drop of value out of it in this deck.
Usually what limits Bloodrush Bellow turns is the amount of resources in your hand and your action points. Savage Sash means that we can throw all common resource math out of the window and will usually act as an additional blue in your hand. Thanks to Gates, we can play more go again attacks, which also get discounted, meaning it’s not difficult to deal 30+ damage in a single turn. That high ceiling, along with a really strong floor, are what make Levia one of the contenders for best deck in the game right now.
Do not get carried away extracting maximum value with Savage Sash though, as sometimes cashing Savage Sash just to have a small but efficient turn is more than enough, even if you are not able to pair it with Gates and/or Bloodrush Bellow.
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Hooves of the Shadowbeast
Hooves of the Shadowbeast has a very clear raison d’etre, allowing us to go one card wider on our combo turn (what we will usually use it for), or sometimes just converting a hand with no go again. Because it’s a guaranteed action point, I prefer it over Scabskin Leathers, especially because in this specific deck a guaranteed action point on a key combo turn is far more important than maybe action points on multiple turns. Hooves can also be used to lead with attacks that banish but don’t have go again (like Boneyard Marauder). This type of play ensures that cards like Feeding Frenzy will have go again, or to banish key cards in order to replay them with Gates.
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Boneseer Skullcap
If you told me a month ago that Usurp the Shadow Throne would have a Brute head equipment that I would run over Scowling Flesh Bag I would have laughed, and yet here we are!
Defending for 2+1 in the head space is as good as it gets, but Boneseer Skullcap’s ability to ensure we hit all of our reveals or banishes from the top card of our deck makes it very unlikely to miss on a big turn that starts with Headstrong Stampede or Feeding Frenzy. Even if we are not running a lot of misses in the deck, it will happen from time to time and can completely wreck a game, so this increased consistency goes a long way to protect us from variance.
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Scowling Flesh Bag
There are still some heroes against which I would gladly take a hit to consistency in order to have access to Scowling Flesh Bag’s unique ability of intimidating on our opponent’s turn, as stripping a card during key turns can sometimes win the game on the spot if the opponent plays into it.
Brute mirrors and other matchups were your opponent commits a lot of resources into a single turn (like Fai or Katsu) are very vulnerable to disruption, and while we don’t have any disruption in our main deck, we get to include a pretty powerful one here. For a single spot in your sideboard, it is always worth having Scowling Flesh Bag as an option.
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Carrion Husk
I have sung about the virtues of Savage Sash, but how could we play a Shadow hero and not run Carrion Husk?! This equipment was considered overpowered for a long time, has even been happily used (by myself included) in decks that couldn’t turn off blood debt. We use this against opponents that send gigantic attacks with disruption on-hits (like Valda or Marlynn).
It also works well with Blasmophet, the Insatiable Hunger, because it counts as banishing a card with blood debt on the opponent’s turn!
Just be careful while you’re at less than 20, as you could risk taking damage past 13 and losing Carrion Husk before you get a chance to use it.
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Arcane Barrier
Another benefit of playing Brute is having access to efficient arcane damage protection with an equipment like Skullhorn, which provides Arcane Barrier 2 in a single slot, while also offering a relevant ability if we want help to find lethal lines. We play this, alongside Nullrune Gloves, into decks that deal large bursts of arcane damage, such as Oscilio (spell version).
However, when we play into Runeblade, against which Arcane Barrier 1 is usually enough, we have a much more powerful choice in the form of Spoiled Skull. It only offers Arcane Barrier 1, but also has a very powerful ability that helps close out games (usually we choose a banished Bloodrush Bellow and two different go again attacks). Spoiled Skull also comes in vs fatigue decks, as it further enables our combo turns.
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Card Choices
Go Again Attacks
Dread Screamer is everything you want: 6, 3, banishes, easy go again… if we could run 20 copies of this card we would, but we will have to settle for 6.
Another great tool in Levia’s pool, Shadowrealm Horror is usually a 2-for-7 with go again that banishes cards, which is insane. Sometimes you need to perform strange lines or have a small risk of it not banishing two 6 cards to get go again, but also sometimes it rewards you with an extra card to play, thanks to hitting all 3 targets. Incredibly powerful if you can send it when you only have 3 cards in your graveyard and they are all 6, but still very powerful in every other situation as well.
And of course, the most important addition from Usurp the Shadow Throne, Feeding Frenzy is an incredible card for several reasons.
It provides another 2-for-6 go again piece that is almost certain to have go again if we have defended with Boneseer Skullcap, and it checks if any card with 6 or more has been banished, so there are several ways to make sure it already has go again even before it banishes the top of your deck. It also operates distinctly different to many of Levia’s other cards, in that it doesn’t ask you to banish cards from your graveyard, so you go card positive in your graveyard after playing it. That ends up being quite important to not run out of gas midgame and suddenly be unable to do your powerful plays.
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On that note, Headstrong Stampede is a card that I expect to be a staple of the Brute class moving forward. 2 is more than we are used to with conditional 2-for-6 go again attacks, and it works wonders with Boneseer Skullcap. However, this attack only reeveals – not banishes – which means if you want to also swing Hexagore and not lose life to blood debt, you’ll still need to find another way to banish a card.
Headstrong Stampede also works really well with Feeding Frenzy, as long as you know the top card of your deck you can reveal it, then banish it, and it’s also fantastic in combination with Savage Sash.
Consuming Strength and Consuming Lash. Don’t get disheartened by the “must control a Blasmophet” restriction, treat them instead as yellow 1-cost instants that satisfy Levia’s hero ability, and can be combined with a Hexagore swing off a single blue. Consuming Lash can help convert a 4-card hand, and the only reason I’m not playing more copies is that I like Consuming Strength more.
A 2-card-8 when combined with Hexagore, on a yellow 3 that also turns blood debt off, Consuming Strength is one of the best buffs the weapon has seen. If you don’t want to do the Hexagore play, you can always defend with it, as it’s also a 6 for the graveyard. You can even use it to gain a surprise action point with Hooves of the Shadowbeasts. Phenomenal glue card.
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Other Attacks
2-card-9? That’s the stuff dreams are made of.
Endless Maw has always been one of Levia’s greatest cards, offering a powerful turn if you don’t have go again and a way to banish cards.
Boneyard Marauder is a great way to follow up your go again attacks in the early game when Hexagore is still not active, which will also help get Hexagore online faster. It is also an incredible card on combo turns if you use Hooves of the Shadowbeast, and I have often found myself going Boneyard Marauder, activate Hooves, swing Hexagore off a single blue in the mid to late game in order to close it out in a pinch.
Another new addition from Usurp the Shadow Throne, Beckoning Hunger is a 2-card-7 with a very powerful on-hit, and like Feeding Frenzy, also banishes the top card of our deck when it attacks. The fact that we are not running a lot of on-hits means that it will usually be met with our opponent’s equipment, but it is still a great card, especially during the first turns of the game. It does shine though against opponents that really don’t want to defend, as Blasmophet’s value is very difficult to match, so it means that they have to either commit to defending it, even if it costs tempo, or they will have to waste 6 points of value by sending it into the ally.
One of my favorite cards from this set, and the only Gate to i’Arathael generator in our main deck, Cleave the Heavens shines when we want to swing Hexagore or we have Blasmophet on the board on our opponent’s turn. It also turns off blood debt if you want to defend with three cards, offering a lot of options.
While it is true that 2 is pretty bad in a deck that wants consistent defense numbers, the impact of Gates greatly outvalues the lower defense. On paper, creating a Gate by discarding a card is not much value, right? You are just transferring one card from the current turn to a future one. But it’s not actually like that, not at all. The true power of Gates comes down to the ability to reserve value for a future spike turn, so “losing” one card now to have an extra one on a Bloodrush Bellow and/or Savage Sash turn will have much more impact than the card you banished a couple of turns ago. It is also true that, in fast games, you do not get as many windows to use Gates efficiently, thus we are not running any more copies of this card (as they would also be banish misses). However, we are running some more Gate generation in the sideboard for specific matchups.
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Non-Attacks
The card that makes our value go through the roof, Bloodrush Bellow has been a staple in Brute decks since the very start of the game, and a feared one for good reason. You’re incentivized to arsenal it and wait for a good opportunity, but it is also a great card just to fill the graveyard quickly during the start of the game, so don’t hesitate to use it early on if you desperately need cards in the graveyard.
Keep in mind that there is some risk with Bloodrush Bellow and Headstrong Stampede, as Bloodrush Bellow will make you draw first and you will not be able to ensure the top card of your deck is a 6 one.
Although it is mainly a resource card, I chose to include Battle Clearing Bellow here due to how good I have found this card to be on 4-card hands or when I need to get more cards in the graveyard, and the fact that it is an on-rate blue with 3 is amazing. It also buffs Hexagore!
A usual suspect in Levia decks, Howl from Beyond is both a way to convert your hand and to constantly fill your graveyard, as you play it from your banished zone, then it goes to your graveyard, then banish it with your next buffed up attack, rinse and repeat. This card is better into slow matchups, and the fact that it does not defend for 3 or have 6 relegates it to the inventory, but it is still an extremely important card to have.
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An unconditional go again Gate generator with 3, Planar Chaos is used in games where we need Gates to do several “mini-combo” turns in order to win. I tested it as a main deck card and it was good, but not having 6 was pretty risky and led to a few awkward positions, so this one only comes in against certain matchups.
Doomsday has a pretty easy play condition and provides us with an upgrade over Hexagore: a 0-for-6 ally! Certain decks struggle to clear Blasmophet, the Soul Harvester, and it offers a lot of value when paired with go again attacks, plus you can also use it as a 1-card play, just swing and banish a 6 from hand to avoid blood debt.
The only reason that we are not running this card in the main deck is that it is very important we can at least defend with cards in multiple blue hands, and we are already running some non-defending and 2 cards, so having too many can lead to bricks and loss of tempo.
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Defensive Tools
One of the coolest designs in Usurp the Shadow Throne, Fallen Herald is also a card that I expect to see in almost every Levia deck, acting as the strongest ever defense reaction (because you prevent ANY type of damage AND the prevention carries through multiple attacks), while also banishing itself, which makes getting to 6 blood debt cards in your banished zone much easier. Oh, and it’s a yellow 6.
Engulfing Shadows is another yellow card that grants us 4. It’s a very efficient defense reaction that gets banished instead of going to the graveyard, both accelerating Hexagore and keeping Blasmophet, the Insatiable Hunger alive.
But the most important interaction of this card is with the Blasmophet, Levia Consumed, because you get to play one blood debt card EACH turn, meaning that you can use it to send an attack on your own turn, and also defend with Engulfing Shadow on the opponent’s turn, making this single card worth 8 points of value if you manage to transform. This is a very important card to have against aggressive decks.
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Resources
Deadwood Rumbler, Wrecker Romp, Rockyard Rodeo, and Soul Harvest are all incredible cards, simply because they are blues with 6, but we will rarely play them other than if we need to fill the graveyard or banish cards. They will almost always get pitched, especially to activate Gauntlets.
Blood Harvest is a 6 card that counts as a blue, with the upside of triggering Levia, counting towards the number of banished cards for Hexagore, offering a 1-card-6 play with Hexagore, ensuring Feeding Frenzy has go again… and much more! This is an incredibly good card which has made the consistency of the deck massively improve.
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Vigorous Smashup and Energetic Impact share a similar ability, they sometimes create Vigor tokens when you defend with them.
Vigorous Smashup does not need to defend with another card, and the top of deck information gained with the clash works wonders with our go again attacks, and it’s a yellow 6, but ironically it’s more of a resource card when it defends. Energetic Impact only has 5, but it always creates a Vigor token, even against decks that are great at clashing, more than earning its place in the deck.
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But why are Vigor tokens so important? If only we could talk about the importance of pitching a single card and having 4 available to us…
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Oh, look what we have here! The latest (and last) Fabled Gem to appear in Flesh and Blood is a powerhouse in Levia, allowing us to play a 2-cost go again attack into the 2-cost Hexagore, for 1 card less, at the measly cost of just 1.
It fulfills the same role as Vigor tokens, and if you draw this on a Bloodrush Bellow turn, you usually have more opportunities to break the game even further. Fabled Gems are not always mandatory, but I do think you need this one if you want to play my specific style of Levia deck.
Sideboarding
Once again, we have a deck with a very clear picture of what it wants to do and how to do it, meaning that our base deck (without any sideboard changes) is what we will be presenting into almost everything. We’ll only make small adjustments into each opponent we face in order to be better prepared, rather than having a whole different gameplan in the sideboard.
I’m also a firm believer of running a clean 60-card deck whenever possible, and I am fairly certain that with anti-fatigue tools, we don’t ever need to go above 60.
So with that said, this deck runs a 60-card main deck, with the following cards in the inventory:
2x Howl from Beyond
3x Planar Chaos
3x Engulfing Shadows
Doomsday
Levia, Redeemed / Blasmophet, Levia Consumed
Scowling Flesh Bag
Carrion Husk
Nullrune Gloves
Spoiled Skull
Skullhorn
Into aggro decks (Ninjas, Dash, Runeblades), take out 1x Consuming Lash and 2x Consuming Strength. Bring in 3x Engulfing Shadows.
Into slower decks that aren’t necessarily fatigue (like Warrior), take out 3x Beckoning Hunger. Bring in 2x Howl from Beyond and 1x Planar Chaos.
Into fatigue decks (Guardians, Arakni) take out 1x Energetic Impact, 2x Beckoning Hunger, and 3x Fallen Herald. Bring in 2x Howl from Beyond, 3x Planar Chaos, and Doomsday.
Bring in Skullhorn and Nullrune Gloves against Wizard.
Bring in Carrion Husk against tall, disruptive decks like Valda or Marlynn.
Bring in Scowling Flesh Bag against combo oriented decks like other Brutes, Katsu, or Fai.
Bring in Spoiled Skull against Runeblades or fatigue decks.
Once again, I think it is extremely important that, after you have played some games and understood the deck, you take some time to think about the sideboard slots and decisions and question them all, as I believe it is not difficult to come up with new ideas that might suit your playstyle better, and not only improve your deck, but your ability as a player and deckbuilder!
I think that being able to analyze different matchups and the tools you will need and use to defeat them will allow you to adapt on the fly against different kinds of decks and surprises during tournaments. The latest changes to the start of game procedure make this skill even more important than before!
Metagame Position
While it’s hard to tell what will happen in the following months, as we have several heroes on the verge of going to Living Legend and the game will change based on who’s left, I believe I can confidently say that, no matter which heroes remain, Levia will be one of the decks to beat. Her combination of go again, turn to turn value, great equipment, and explosive spike turns make her the best hero I have tried in a long time.
Gravy Bones might be a thorn in the side of our Monster Queen, but there is still a lot of room to adapt the deck, and I’m sure the deck can be prepared to be much better into him if needed.
All in all, I couldn’t be happier about the state Levia is in, and I’m sure it will be a deck lots of people will consider playing in the upcoming months, so kudos to the dev team for bringing us an updated version that still plays like she has always done!