
Monster Harpoon provides a good option that can remove most of the metagame’s threats, but it can be sometimes tricky to activate the mana reduction. Minimorph is a great card, but over time, players have learned to play around it. The deck lacks efficient removal for big units. With Twisted Fate’s Red Card, and small damage spells still very popular in the meta, Mind Meld has lost a bit of its lure because our opponent often can limit our ability to go wide before the spell can resolve. This spell slowly sees less and less play in the archetype. Note that Yordle Captain requires you to have other units as follow-up buff targets, unlike the Lecturing Yordle, which is better as a standalone self-sufficient card. Yordle Captain serves as another way to strengthen our tempo in the midgame. It usually gets slotted in as a midrange option instead of Marai Warden, who is used as an early anti-aggro tool. This card can help with generating cheap spells while also being a great blocker at 4 mana. I encourage you to experiment with the deck, get comfortable with its general patterns, and see what works and doesn’t for you. There are many different versions of the archetype running around, so do not get attached to the exact 40 cards in the list shared above. As such, the deck often has to use chump blockers to set up a Twisted Fate Red Card for the wipe – or tank some damage before stabilizing with Nami or Shelly. Note that Curious Shellfolk is our only unit that has a decent stat line for its cost. Do not hesitate on using spells proactively – just for the purpose of activating synergies that will help your tempo. They help abuse Nami and Fleet Admiral Shelly passives, reduce Wiggly Burblefish mana cost, and also represent the main defensive tools of the deck. However, with 3 copies of Hidden Pathways and Pokey Stick, TF does have a chance of leveling up and becoming a win condition.ĭuring all phases, the key element to the deck’s development is the spell synergies. Twisted Fate is more of an answer to the opponent, and isn’t used as a primary win condition in the deck. Depending on how the game is going, the deck will be looking to keep the tempo high, while refilling its hand with Shellfolk, and enabling the Burblefish attacks (buffed by Nami or Shelly). Turn 6-7: Curious Shellfolk and Wiggly Burblefish.They will reward the player for playing more spells, converting them into tempo. Both these cards represent the ‘breaking points’ for the deck. Turn 4-5: Nami and Fleet Admiral Shelly.The card allows you to store 3 more mana by emptying your existing spell mana bank, and adds to the board, helping Nami’s level-up and fighting for tempo. While it is generally very flexible in what it can do, this build usually has some important milestones in order to establish one of its main win conditions: Once the level-up is complete, you can start generating tempo – more and more – until the opponent cannot keep up with it anymore. Nami’s level-up condition wants you to bank mana early in the game. The deck can be rather passive during the first 3 turns – if the opponent allows for it. You present several win conditions that your opponent will need to answer – and, eventually, they will get punished for not being able to deal with one of those. Nami Twisted Fate is the tempo deck in its essence, meaning that its goal is to establish board dominance through various means. At the moment of this guide’s writing, Nami Twisted Fate easily is amongst the top 3 decks in the game. It can run with Nami‘s buffs, Twisted Fate‘s level-up supported by Bandle’s great draw, and the Curious Shellfolk value, making the deck virtually impossible to run out of options.Īt the highest level, this archetype has become very popular, especially among players who enjoy the diversity of win conditions that allows them to adapt to various opponents. Among this huge variety, one deck that has found its stride and has been posting a very good win rate over a long period of time is Nami Twisted Fate. Create a 3 Yuumi in your deck.Since the hotfix, the metagame has been a bit all over the place. Otherwise, grant me SpellShield and +1|+1 instead." Old Text: " When I level up or Round Start: Grant the unit I'm Attached to SpellShield and +1|+1.

Text becomes: " Round Start: Grant the unit I'm Attached to SpellShield and +1|+1.
