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A Shadow Simp's Vynnset Deck Tech
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Vynnset Free

A Shadow Simp's Vynnset Deck Tech

Ian Hsu Ian Hsu
· 32 min read

I will be completely honest with you, playing Vynnset is not for the faint of heart, and a lot of times traditional gameplay and perception is warped by the fact that you will regularly be put into positions that other players would categorize as unwinnable. It is not uncommon for Vynnset to concede a huge life deficit in the early game, and I regularly joke that my hero starts at 20 life because of how regularly I find myself in an early game state where my opponent is sitting at full life and I am already in the teens. It is harrowing to sit for multiple turns with at least one card in Blood Debt and look at a full life opponent who pitches 3 and blocks 6 every turn while your life slowly ticks down due to your own cards. But there is no other deck that comes back in quite the same fashion that Vynnset does: you can be at single digit life totals, and suddenly swing 30 damage out of cards you have carefully sown and watered with your life-blood to reap your opponent’s life total. To play Vynnset you have to give in to the shadows: to understand there is no victory without sacrifice—no power without pain. You have to be comfortable with every hand and situation your deck will throw at you: every Runeblade hand, every tick of Blood Debt, every life paid to your hero ability, and every card that will be ripped out of your hand, all in service of a greater cause.

Embrace the Iron Maiden: I can promise you will not leave unscathed, but neither will your opponents.


Background

I recently came in 2nd in the January AGE Los Angeles Open, but this is far from my first foray into card gaming. I started playing trading card games when I was very young (about 5-6 years old), starting with Yu Gi Oh and moving on to Magic when I got into middle school (2012, Return to Ravnica had just dropped). After playing Magic for a long time, I found Flesh and Blood in late 2024: just before Rosetta was released but post book-burning. From my start in the game and playing Classic Constructed, I have always played Shadow heroes (Vynnset and Levia). I played these heroes because I enjoyed their aesthetics, game mechanics, and the fact that they were considered low-tier heroes. Although there were many people I could talk to about Levia, there were less people who played Vynnset in my local scene. Thus, much of my deck building and the evolution of how I play Vynnset are based on personal reflections and choices as well as conversing with my friend and fellow Vynnset player/Viserai refugee @_DennistheTall. Looking back at my conversations with Dennis, a lot of how we talk is:

Dennis:X card is good you should run it”

Me: “Nah bro, X card sucks”

Pause in conversation as we don’t see each other for 2 weeks

Dennis: “Yeah, you’re right, X card sucks” or Me: “Nah I was wrong, X card is good”

So, I will do my best to expand upon our insights and musings about the deck, but I cannot guarantee that this deck tech will be devoid of some Dennis inspired brainrot.

  case in point…

Dennis signed Flail of Agony with the name changed to "sexy whip"

Vynnset Core and Overview

If we’re gonna start anywhere, might as well start from the hero card:

Vynnet, Iron Maiden is a 4 intellect 40 life Shadow Runeblade Hero that says: “At the start of your turn, banish a card from your hand. If you do, create a Runechant token” and “Whenever you play a Shadow non-attack action card, you may pay 1 life. If you do, the next Runechant effect that would deal damage this turn can’t be prevented”. On the surface, Vynnset is a 4 intellect hero, but her hero ability makes her effectively a 3 intellect hero because if she has any cards in hand at the start of her turn, she must banish one of them. Because of this, a core aspect of Vynnset’s gameplay is centered around using the cards she forces you to banish, and any Vynnset deck that seeks to succeed should play a healthy amount of cards that can be played from banish.

Additionally, unlike her predecessor Chane—who can banish many cards—Vynnset is only allowed to banish 1 card from her hand per turn from her hero ability. This restriction makes Vynnset prefer high impact cards and taller attacks that generate more value per card rather than many cards that are highly synergistic with one another: e.g. Widespread Annihilation vs Rift Bind. This is all a very long and convoluted way of saying Vynnset’s core gameplay should be centered around Rune Gate cards, sending tall attacks that are free because of the unique way Rune Gate cards work.

Rune Gate

Rune Gate: If you control Runechants equal to or greater than this card’s cost, you may play this card from your banished zone without paying its resource cost

The downside to Rune Gate is that the cards we banish with Rune Gate can only be played if we have enough Runechants to send them, if we do not, we will incur a price in the form of Blood Debt from leaving them there. Therefore, if we want to play  Rune Gate cards, we will also need a fair bit of Runechant generation, preferably with Go Again. I personally have enjoyed 26 Rune Gate attacks in the deck at any given time so our core looks like this:

Malefic Incantation and Deadwood Dirge are by far the most effective ways to generate Runechants with Go Again, so putting as many copies as we can seems like a no-brainer. With 8 of our attacks being Deathly Wail (the only Rune Gate card that also generates Runechants), we have 17 cards in our mainboard that should help us generate a healthy amount of Runechants for our games and allow us to attack with our Rune Gate cards.

Rounding out the Core

The final component that Vynnset wants in her deck are sources of Go Again, as attacking with two or more Rune Gate cards in a turn is how you win games. Therefore, Shadow Puppetry, Succumb to Temptation, and Machinations of Dominion easily make the cut as playsets, as these are our best sources of Go Again.

Additionally, Cull is probably the most stupidly overpowered card LSS has printed for Shadow Runeblade, so we add a playset to our deck.

It helps you banish more, you can play it from banish, it takes cards from your opponent, it is a shadow non-attack, it can be played as an instant, it combos with Eloquence tokens, Chane can only play 1 in LL…

Cull, banishing a Cull, play second Cull banishing a Cull, play third Cull

absolute vynn-ema
When all is said and done this core is what you will come to expect when building Vynnset:

Rune Gate Attacks (26 for me)

  • 6 Malefic Incantations (Red and Yellow)
  • 3 Deadwood Dirge
  • 3 Shadow Puppetry
  • 3 Succumb to Temptation
  • 3 Machinations of Dominion
  • 3 Cull

And you can see this core being reflected in my list:

Quirks of My List

Now that we got that stuff out of the way, we can talk about why I have certain cards in my list.

Armor

Face Purgatory

Face is hands-down one of the best head equipment in the game; being able to force your opponent to discard a card on their turn usually means that their turn will be less impactful overall. Additionally, if you time it well enough, the discarded card will be a chain ender like Maximum Velocity, Pummel, or even Codex of Frailty. There will be games where this does just become a 2-block piece of armor, but the amount of tempo you can generate from this card usually means you’re overblocking on a weaker attack to get the disruptive effect.

“Block, trigger Face, discard your Max V. Yeah, you’re pissed.”

Crown of Dichotomy

Crown of Dichotomy is a new piece of tech specifically in the list to combat Verdance. This, along with Dyadic Carapace, means you can bring AB 3 into Verdance while also bringing Reaping Blade to mitigate their life-gain. Additionally, in late game scenarios, it can set up a hail mary hand to close out the game. Verdance is an extremely horrible matchup, so this is my one and only sideboard slot for her.

Fyendal’s Spring Tunic

One of the most ubiquitous chest pieces in the game, Fyendal’s Spring Tunic makes almost every Vynnset list, and it will be played into every matchup where Dyadic Carapace’s AB 2 and 3-Block aren’t important. This card has massive synergy with Spellbound Creepers, it allows my deck to run more 1-costs (Envelop in Darkness and Runeblood Incantation), and I love that I can use it to swing Reaping Blade.

Dyadic Carapace

I don’t know why LSS gave Runeblade AB 2 and Temper 2 on a piece of equipment. This card is too good for what it does. 

“As a Runeblade player, I deserve everything and more.”

Grasp of the Arknight

One of the primary differences between my Vynnset list and many more mainstream Vynnset lists is the heavy use of Grasp of the Arknight over Vexing Quillhand. While on the surface Vexing Quillhand may seem more synergistic with Vynnset’s kit and smoothing out Runeblade hands, I enjoy the fact that Grasp of the Arknight helps Vynnset in three distinct areas where Vexing Quillhand falls short: 

  1. Blocking: First, one of the primary drawbacks to Vynnset is that she requires you to keep multiple cards in hand if you want to play a non-Rune Gate card. Because of this, being able to insulate cards in hand on turns when your opponent sends on-hit effects via blocking with Grasp of the Arknight is especially good. 
  2. Setup: Second, when you start up a game as Vynnset, more often than not you will take your first turn off in order to set up both a banished Shadow card and Runechants for a future turn. Because many of your Rune Gates cost 3, if you start the game without auras or effects that can lead to you having 3 Runechants on turn two, it can result in you taking a second turn in a row off just to set up. Both Grasp of the Arknight and Vexing Quillhand can mitigate this problem, but whereas Grasp of the Arknight is a repeatable effect, Vexing Quillhand requires you to break the equipment in order to gain its Runechant generating benefit. Additionally, pitching to Grasp of the Arknight makes your turn zero/turn one plays very consistent. 
  3. Cycling: Finally, Vynnset often draws up a hand of multiple Rune Gate attacks. Other than the fact that these attack action cards can profitably block on an opponent’s turn, more than one Rune Gate card in a hand usually doesn’t amount to much in terms of maximizing the value out of your hand. Therefore, having a way to cycle allows you to convert more hands, especially when you have full tempo. Additionally, having a way to cycle means you can more reliably see the powerful non-attack actions and runechant generators in your deck.
“It’s like Vexing Quillhand, except it blocks 3!”

Spellbound Creepers

Another auto-include for Vynnset, there is no reason why she should be running any other leg piece. This card is often up for multiple turns in Vynnset when you use it, and will be used multiple times in the scenarios where it is up for more than two turns. The fact that Vynnset can use Creepers and force it to stay up by paying life to Shadow non-attack actions also makes this card insane for Vynnset. Although the ceiling of this card is very high, there are times when it will be a glorified Ironrot Legs, mostly against heroes that are more aggressive (Cindra, Dash I/O, Fang, and Oscillio).

Reaping Blade

I love Reaping Blade. It is by far one of the strongest weapons for Runeblade and it’s not hard to see why: it costs 1 to attack for 3. That math is just good. It also synergizes well with Tunic and can be used to cycle cards just like Grasp. Additionally, having a consistent option to push damage against decks that want to play more fatigue-happy into you is another way you can win against those styles of decks: suddenly they are the ones giving you a card while you’re the one pitching. Finally, that relevant piece of text that says players can’t gain life if they’re at higher life feels just magnificent, especially with more players putting Sigil of Solace, Fiddler's Green, Arcane Polarity, and Sirens of Safe Harbor into their decks. 

The look on an earth player’s face when they realize their Everbloom//Life does nothing: priceless.

meme that depicts a mother saying she loves Reaping Blade more than Flail of Agony

Flail of Agony/Bloodied Oval/Grimoire of the Haunt

The strongest part about Flail of Agony, in my opinion, is the fact that it is one-handed: allowing you to use an off-hand with it. There are synergies that Flail has with your Rune Gate attacks, but unless your opponent is playing aggressively—and is not willing to block most of your attacks—I find that this weapon almost never actually connects and creates a Runechant. The only time I find Flail necessary is when dealing with Illusionists’ Spectra Auras.
Bloodied Oval is here to block physical attacks in aggro matchups, as well as be a target for T-Bone against Mechanologists. Grimoire of the Haunt is the most powerful of these three pieces of equipment. Having a convenient source of Arcane Barrier when you run into another Runeblade or Wizard is powerful, and the Eloquence-generating effect is very useful for closing out games. 

“Attack for 1”

Cards in Deck

Choice of Rune Gate Attacks

Other than the typical playsets of many standard Rune Gates that go into every Vynnset list, my list contains certain Rune Gates that are 2ofs: Eloquent Eulogy, Vantom Banshee, Deathly Wail Blue, and Widespread Annihilation.

  1. Eloquent Eulogy is powerful in the fact that if you have no Runechants, you can send this card by itself for a 1 card 5 if you block with 3 cards, and in late game scenarios, it is a boon to draw. Vynnset, however, doesn’t want to be in scenarios where she has no Runechants and is forced to bank on this card to save her. Additionally, as I have said before, Vynnset wants to be sending large attacks that have a high impact-to-card ratio. In my experience, that ratio on Eulogy just isn’t there in most games; and if the text on this card is negligible (which it often is), I’d rather run vanilla attacks that do more damage.
  2. Vantom Banshee is strong but has the problem of not having relevant text for the work it takes to send. Getting to 3 Runechants is not always easy for Vynnset, and she would much rather take the 1 value on attack and swap it for the value of making Runechants or having a debilitating on-damage effect.
  3. Deathly Wail is arguably the strongest Rune Gate to Vynnset, and getting the value on the red and yellow copies of this card is how she is able to reliably generate a healthy stack of Runechants turn-to-turn. The value proposition of this card becomes a lot weaker in blue, and since we are already running 6 copies in other colors, having only 2 here has felt correct.
  4. Widespread Annihilation is the strongest disruptive Rune Gate attack, but it suffers from the opposite problem of Eloquent Eulogy: the fact that it is prohibitively hard to play because of its strong effect. If my list was running a bit more Runechant generation and support for this card, I would definitely consider running a playset. As it stands, however, I enjoy having 2 in my list.

Beseech the Demigon

Beseech the Demigon (red) is one of those cards that finds itself into a lot of Vynnset lists, usually for very good reasons. First, it is a card that allows you to convert extra cards from your hand. Second, it makes your attacks taller to do more damage. Finally, it is a Shadow non-attack action that can be used to turn on Vynnset’s ability as well as the reciprocal pain effects of many Rune Gate cards.

In addition to the reasons listed above, I have found Beseech the Demigon to be one of the most powerful innocuous-looking cards for Vynnset because of two other reasons. First, this card pairs insanely well with Succumb to Temptation: not only does it create unpreventable arcane damage for opponents so that Succumb’s instant speed playability is always online, but it also makes your attacks taller to pave the way for Succumb’s crippling on-hit ability. Secondly, this pump makes opponents less inclined to block out not only the damage of your Rune Gate attack, but also the Runechants that go along with it. There are many scenarios where you will send 3 Runechants with a Rune Gate attack, but if your opponent has a blue, more likely than not, they are covering the 3 Runechants with their blue. If you force one of the Runechants through with Vynnset’s ability, they are suddenly less incentivized to pitch their blue if they’re only getting 2 value out of preventing 2 Runechants; therefore, this card can often turn your Rune Gate attacks into guaranteed 3 arcane and plus 3 physical damage.

Snap 3-of.

Runeblood Incantation

As stated previously, having Runechant generation is crucial to Vynnset’s gameplan. Runeblood Incantation can fill the role of having another source of purple circles, and I almost always include it in a matchup where I will be running Tunic. Additionally, it has a unique synergy with Deadwood Dirge. Because Incantation will stay around for one extra turn after it has depleted all its counters, you can Deadwood Dirge an empty Runeblood Incantation for full value from the Dirge, instead of netting only 2 Runechants when you target a Runechant with it. Do be wary that, unlike Vynnset’s hero ability, Runeblood Incantation triggers at the start of your action phase, meaning your opponent can respond with a Ripple Away, Chum activation, or Arc Light Sentinel

More purple circle = good = we run 3 of these

Haunting Rendition/Reduce to Runechant

Both Haunting Rendition and Reduce to Runechant are defensive tools that can generate Runechants. If I find myself in a matchup where I will need to be somewhat defensive, Reduce to Runechant is usually the first card I add to the list to shore up my defenses. Haunting Rendition will come in when I really need to batten down the hatches or when I see a Flick Knives abuser.

This make purple circle too and block 4? 3 of for each!

Envelop in Darkness

I will be completely honest, Envelop in Darkness is a card I deeply love, and is a card that I will keep in my list for as long as I can. For the functionality side of things, it is a great card that can fulfill many of the same roles as Beseech the Demigon, but it is simply outclassed by the fact that it costs 1. Your hero already starts at basically 3 intellect, paying for cards is not something Vynnset likes to do, so unless the Envelop can line up perfectly with Tunic, it is a glorified 2-block.

Now if it said your next attack gets Go Again, we would be so up, alas our boy is by himself at 1 copy in red…

meme of Wolverine looking longingly at a picture of yellow Envelop in Darkness

Mauvrion Skies (Red/Blue)

Mauvrion Skies is another Go Again enabler in the list, and is quite powerful versus Gravy Bones. Because I am running Grasp of the Arknight, I find myself boarding in the blues into many matchups because the flexibility of being able to pitch it as well as play it is invaluable to my build. Additionally, most opponents will respect the on-hit of even a blue Mauvrion Skies, buying you cards from their hand. Finally, against opponents that don’t like to block you––Cindra, Fai, Oscillio, Dash––the red Mauvrions are worth running to slow them down if they respect you, or generate you 3 free Runechants if they don’t.

This maybe make more purple circle? 2-of seems fair for each.

Mordred Tide

Mordred Tide is my go-to card versus fatigue/defensive decks. It pairs very well with our Malefic Incantations, as it makes each verse counter generate 2 Runechants instead of 1 for the turn. Additionally, it can make Deathly Wail generate 3 Runechants, which makes each Deathly Wail combo into the next. Usually into defensive decks, you will want to arsenal this card, stick a few Malefic Incantations on board without playing Rune Gates and stack your banished zone. Then, when you have 3 Rune Gates and sufficient Go Again sources to attack, you pop this to make a big-damage spike turn to get over their hand of blues and d-reacts.

We run 2

“It’s Mordred Time baby!”

Pummel (Peak!)

Pummel is a newer inclusion that hasn’t seen super serious play in Vynnset since the pre-Rosetta days. I really enjoy it for the surprise factor it can create, especially against any defensive deck that will not respect Pummel. This is yet another card that has found a home in the Verdance matchup, but I have also killed a few Kassais with this devious attack reaction. If you are lucky enough to resolve both Pummel and Succumb to Temptation on the same attack, make sure to resolve Pummel’s discard trigger first, allowing you to make a decision based on the two or three cards they end up keeping.

E.g. Your Verdance opponent’s hand is Blue Autumn's touch, Mental Block, Felling of the Crown, and Light up the Leaves. If you were to resolve Succumb to Temptation’s discard trigger first, no matter what card you picked from their hand, they could still either send Light up the Leaves or Felling of the Crown by choosing to discard a blue if you made them discard a red or choose to discard a red if you made them discard a blue. If you instead make them first discard a card with the trigger from pummel, then take a look at their hand with Succumb, you can always brick their turn by forcing them to discard the same color card that they already chose to discard.

Make sure to let your opponent know that your Guardian friends also send their regards when you Pummel them with the 1of:

Marcus Brown signed Pummel that says "You've been taken to Brown Town"

Invert Existence

Another card for Gravy Bones, Invert Existence is surprisingly useful in a lot more scenarios than just banishing those scurvy dogs. Let me be clear that this card is only here because Gravy exists, and you should probably hide this card in your arsenal versus him, but I also find use for it in Verdance and Cindra. For Cindra, it is pretty straightforward: they flick daggers, then you banish their daggers when she uses her hero power to retrieve them. For Verdance, it is a bit of a weirder tech card. If you draw Invert early into Verdance you can deny a Decompose trigger. If you draw it in the mid-game, it’s not bad as a blue to pitch to Arcane Barrier. And in the late game, you can sometimes snipe Verdance when she tries to kill you in order to steal a game. I will say that Invert should not be a card you hold in the matchup into Verdance, but as I have said, the matchup is so miserable that any weird card you put in is probably good just to marginally increase your win percentage.

2 copies is fine.

“He inverted my daggers on turn 2!”

Oblivion

Ah Nasreth, I wish I could summon you in every game. Something about Oblivion just seems so cinematic and cool. I do want to point out that you need exactly 6 Runechants to play the card, but this can be navigated through attacks: because each Runechant triggers separately, you can attack with more than 6 Runechants and wait until you have only 6 that have not triggered yet before resolving Oblivion and summoning Nasreth. Additionally, Malefic Incantations trigger during the same window that Runechants trigger, so if you find that you have only 4 Runechants but you have 2 Malefic Incantations, you can stack the triggers on an attack to generate 2 Runechants from the Malefics, play Oblivion, then trigger your 4 Runechants to deal arcane damage. Oblivion only comes into games where you are also bringing in Tunic because you will need time in order to set up an Oblivion. Additionally, one of the skills of playing with Oblivion is setting up suitable disruption around Nasreth so that your opponent can’t just kill your demon friend on their following turn. I personally like to make sure I have either a Cull in banish with my Rune Gate attack or a Widespread Annihilation to pair with Oblivion.

Don’t cheat, you can only run 1.

“You never know when you might have 6 Runechants lying around ya know?”

Cards NOT in Deck

Now that we got past the more intellectual part of the deck tech, I get the privilege of telling you why some cards are trash.

Painful Passage

Painful Passage is bait. It's the newest Vynnset card on the block and it seems appealing at first glance: it banishes cards to allow you to play, it can give Go Again or buff an attack, it’s a Shadow non-attack action, and it blocks for 3. For a player that understands all the things that Vynnset does, this card seems insane and should be a 3of in the deck. Why this isn’t included in the deck at all is simply because Vynnset’s first line in her hero ability already exists along with the fact that there are not enough non-attack actions in the cardpool to support such a greedy card. Let’s break it down:

You want to play Painful Passage, ok. What’s the best hand for Painful Passage to exist in?

  • When I have 2 Rune Gate cards in hand along with my Painful Passage.
  • Hopefully one of the Rune Gate cards is Deathly Wail and the other is a 2 cost Rune Gate card so I can play Painful Passage, give Go Again and attack again.

What if you don’t have 2 Rune Gate cards in hand to begin with?

  • Having a 3 block isn’t bad, but this card probably replaced another Go Again enabler or pump that you could play instead to swing your weapon.

What if you do have 2 Rune Gate attacks but don’t have a Deathly Wail in hand? 

  • You will have to find a way to make Runechants if you want to benefit off of the banish Painful Passage gives you. Otherwise Painful Passage, on the turn you play it, becomes +3 attack, lose 1 life. Additionally, if you cut more Go Again enablers in your deck, you might have trouble finding a way to convert the extra Rune Gate cards in banish, and Painful Passage could easily lose you another 2 to 3 life depending on how many turns the extra card stays in banish.

What if I already have Malefic Incantations/ways to make Runechants already on board so I can benefit off of the Go Again?

  • Sounds great! You will still need to have 2 Rune Gate attacks in hand, and you won’t have Runechants to start your next turn with.

To even play Painful Passage profitably you have to keep extra Rune Gate attacks in your hand. That means that we will be forced to block with other non-attack actions (the majority of which block for 2 in this deck), and if we don’t block with them, we will need to find a way to convert them in a turn where Painful Passage is our main focus. Additionally, even when the conditions for Painful Passage are perfect, we will still be forced to start our next turn without Runechants unless we have two or more Malefic Incantations on board to go along with the Deathly Wail and 2 cost Rune Gate card in hand.

Now is this card actually trash? No. This card can be great for finishing games and finding a spike turn, and I would even recommend this card for a lower-life format like Blitz. In CC, however, the card pool isn’t set up in such a way to support this card. If we get more attacks that can be played from banish while making Runechants (like a Spellblade Assault from banish), more non-attack actions that can be played from banish or want to be played from banish, or more Go Again enablers/Runechant generating non-attack actions that block for 3, this card can be strong. 

As it stands however…

popular "The Office" meme of Pam showing two things that are identical but asking someone else to tell the difference: the two pictures are of a "Bait" token and Painful Passage

Funeral Moon

I loathe Funeral Moon with a burning passion. It sucks. You cannot convince me that a card that only makes 1 Runechant in red is good. I would much rather run yellow Deadwood Dirge than this card.

“I don’t believe in Santa Claus, the Tooth Fairy, or Funeral Moon.”

Blessing of Occult

Just run Read the Runes.

"Oh yeah huh"

Read the Runes

Don’t run this card.

Ok, ok. Jokes aside, could definitely become more playable depending on meta and new cards in PEN.

Arcane Cussing

If a good amount of the deck was Shadow non-attack actions, Arcane Cussing would be fairly strong. The fact that we cannot always create a scenario where Cussing is guaranteed to activate through Vynnset’s ability means that, although it is a card that generates multiple Runechants and has Go Again, it unfortunately does not make the cut. Additionally, if there was a world where Vynnset wanted to pitch every turn, this card would be playable.

Just run Runeblood Incantation lol.

Ebon Fold

Ebon Fold is a sick card and I truly wish it was more playable. As it stands, the opportunity cost of not having Face Purgatory makes this card infinitely worse. Additionally, since the LL of Kano, I don’t feel a need to have Spellvoid 2.

Revel in Runeblood

Revel in Runeblood is an exceptional card. Whenever you can resolve Revel in Runeblood, it is by far the best card you can be playing to generate sufficient Runechants for a Rune Gate attack. My list, however, is not built to maximize Revel in Runeblood’s value because it is not running all three copies of Widespread Annihilation and Vantom Banshee. Additionally, I have 8 copies of Deathly Wail that don’t often like to be paired with a card like Revel. If we get more high cost Rune Gate cards that don’t make Runechants (hint hint) or if I no longer feel the need to run 8 copies of Deathly Wail, it will definitely make a comeback.

Sonata Galaxia

I have been on the fence many times about Sonata Galaxia. There are many pros and cons I could espouse about this card and create a mini-debate here, but I think the main reason why Sonata Galaxia doesn’t make the list boils down to the fact that I am on Grasp of the Arknight mainboard and not Vexing Quillhand. Popping Quillhand for 2 Runechants makes this card cost 1 if you want the Go Again clause of the card to be active (because you will be on 3 Runechants with Quillhand and the start of turn banish to Vynnset), and this card is outstanding if it consistently has Go Again

Matchups

VYNNSET PSA: IF YOU WIN THE DIE ROLL, ALWAYS CHOOSE TO GO FIRST!!!

Time to move onto what happens when you sit down to play a game. Vynnset, especially with my list, will play very differently when paired against different heroes. Unlike with other classes or heroes who can always enact their gameplan, Vynnset needs to be played in a rather reactionary manner, and understanding your opponent is most imperative.

In this vein, Vynnset has two distinct playstyles that will change how you play the game, and what decisions/cards you value.

  1. The first playstyle is something I like to call midrange/trade-happy. This is characterized by the Vynnset player consistently sending one Rune Gate attack every turn and blocking with the majority of the cards in hand. This style of play is very suitable if you find your opponent is not blocking that much and you can utilize the fact that you have one-card-9 damage effects in your deck.
  2. The second playstyle is more setup-focused/turtle-burst in practice. This is characterized by the Vynnset player taking off-turns to set up multiple auras and leaking damage to Blood Debt in order to keep cards in banish. This style of play is more suitable if you find your opponent blocking a lot and not sending a lot of damage. 

Over the course of a game, you can often find yourself switching between these playstyles, especially as your opponents’ gameplay changes in accordance to what they believe to be their win condition. The matchups that are easiest to navigate are those that you can focus on only one of these gameplans, but to win with Vynnset you must go confidently into the hard-to-navigate matchups and recognize when to switch between playstyles and adapt to conditions.

Aggro

Slippy, Fang, Dash I/O, Katsu

-1x Crown of Dichotomy

-1x Fyendal's Spring Tunic

-1x Grimoire of the Haunt

-1x Reaping Blade

-1x Envelop in Darkness

-2x Mordred Tide

-1x Pummel

-3x Runeblood Incantation

-2x Invert Existence

-1x Oblivion

Into more aggressive strategies you want to bring as much armor as you can and block with more of your cards. Aggro is usually the easiest matchup for Vynnset to navigate as she just has to enact a midrange gameplan and outvalue opponents with big-damage Rune Gates. I would recommend not blocking with armor for as long as you can and highly valuing your Malefic Incantations and Succumb to Temptations. Block with everything else unless playing the cards is going to generate insane amounts of value.

Oscillio

-1x Crown of Dichotomy

-1x Fyendal's Spring Tunic

-1x Bloodied Oval

-1x Reaping Blade

-1x Envelop in Darkness

-2x Mordred Tide

-1x Pummel

-3x Runeblood Incantation

-2x Invert Existence

-1x Oblivion

Cut Bloodied Oval for Grimoire of the Haunt.

Mario

-1x Bloodied Oval

-1x Crown of Dichotomy

-1x Dyadic Carapace

-1x Flail of Agony

-1x Grimoire of the Haunt

-1x Envelop in Darkness

-2x Mauvrion Skies Red

-2x Mordred Tide

-1x Pummel

-1x Runeblood Incantation

-2x Invert Existence

-1x Oblivion

The way Mario is being played right now is definitely skewed more aggressive so I would put it here. Try to enact more of a midrange playstyle, but this is a matchup where you will have to sometimes switch gameplans.

Cindra/Fai

-1x Crown of Dichotomy

-1x Fyendal's Spring Tunic

-1x Grimoire of the Haunt

-2x Beseech the Demigon

-1x Envelop in Darkness

-2x Mordred Tide

-1x Pummel

-3x Runeblood Incantation

-1x Oblivion

The main thing here is cutting Beseech the Demigon for Invert Existence.

Midrange

Ira, Kayo, Levia, Marlynn, Maxx, Puffin, Rhinar, Riptide, Boltyn, Tuffnut, Uzuri, Victor

-1x Bloodied Oval

-1x Crown of Dichotomy

-1x Dyadic Carapace

-1x Flail of Agony

-1x Grimoire of the Haunt

-3x Haunting Rendition

-2x Mauvrion Skies Red

-2x Mordred Tide

-1x Pummel

-2x Invert Existence

Midrange can be rough because people can reliably adapt their gameplans to what you are trying to do. As with Mario, you will need to walk a fine line between your differing gameplans. Into most midrange heroes, finding opportunities to resolve Oblivion can help you turn the corner, just be wary of how much you commit to setting up a Nasreth

Prism

-1x Bloodied Oval

-1x Crown of Dichotomy

-1x Dyadic Carapace

-1x Reaping Blade

-3x Haunting Rendition

-2x Mordred Tide

-1x Pummel

-1x Runeblood Incantation

-2x Invert Existence

-1x Oblivion

Try to keep a shadow non-attack in your arsenal for their Ward, and make sure to actively kill their Spectra with Flail of Agony.

Gravy

-1x Bloodied Oval

-1x Crown of Dichotomy

-1x Dyadic Carapace

-1x Flail of Agony

-1x Grimoire of the Haunt

-1x Envelop in Darkness

-3x Haunting Rendition

-1x Pummel

-3x Reduce to Runechant

-1x Runeblood Incantation

-1x Oblivion

Try to keep Invert Existence in your arsenal if you don’t play it immediately because your priority windows will be limited if Gravy understands that Invert is wandering around waiting to get him. This is a rougher matchup, but one that is a lot more winnable than earth heroes.

Control

Jarl, R-Kayo, Pleiades, Teklo

-1x Bloodied Oval

-1x Crown of Dichotomy

-1x Dyadic Carapace

-1x Flail of Agony

-1x Grimoire of the Haunt

-3x Haunting Rendition

-2x Mauvrion Skies Red

-3x Reduce to Runechant

-2x Invert Existence

Most of this game will be devoted to a setup and burst gameplan. Try to keep your offensive turns dedicated to sending more than 3 Runechants or more than one attack. Setup when you can and try to get a big spike turn in there.

Verdance

-1x Bloodied Oval

-1x Face Purgatory

-1x Flail of Agony

-1x Fyendal's Spring Tunic

-1x Grimoire of the Haunt

-3x Haunting Rendition

-2x Mauvrion Skies Red

-3x Reduce to Runechant

-2x Runeblood Incantation

This is your worst matchup. Pray and hope her Scours are not that good, that she doesn’t draw too many Fellings of the Crown, and maybe you can win. I will pray for you as well.

Good Luck! Have Fun, and never stop simping for them shadows baby!

discord screenshot of a player being punished by GEM pairings for choosing to play Vynnset

About the Author
Ian Hsu

Ian Hsu

Shadow Simp, Socal Local. I like playing da game XD

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