Hyperaggro Toys

Ever wanted to just beat your opponent in the face for 4000 damage before they even reach their third turn? Want to run over dumb meeboids and slow decks while they desperately attempt to set up in the early turns? Do you just enjoy drawing through your entire deck as early as turn 5?
Hyperaggro Toys can do all of this and not much more! Play your cheap yellow fighters on the first turn and use those yellow studs to draw and buff your toys to be able to plow through your opponent's early game fighters and hit them multiple times! Games with this deck will end long before you even begin to feel invested!
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== Stats ==
Name: Hyperaggro Toys 	Just the word aggro didn't seem fair to the deck's speed
Creator: SwordsArePrettyNeat 	I'm not swordcritic's alt I don't even know who that is please I'm crying
Deck Colors: Yellow 	Aggressively so
Deck Type: Aggro/Stallbreaker	If the opponent isn't building a good board turn one, this deck will murder them
Goldfish: 3-5 	If the game goes longer than 5 turns, this deck typically loses
Consistency: 5/5 	40% of the deck is card draw- you will have nothing to do every ~220th game
Complexity: 3/5 	So much card draw and buffs and multiple attacks, so many decisions
Accessibility: 3/5 	The cards are spread across a few packs
Versatility: 1/5 	All it takes to beat this deck is another deck with a very strong start or lots of aoe
Popularity: 2/5 	I've never seen someone else play toys, but everyone seems to have a history with them
 
FIGHTERS
Finland x4
Toy Truck x4
Western Bandit x2
Toy Car x3
Toy Plane x3
Toy Teeth x3
Valletta x3
Toy Boss Dino x1
Dicey Dave x1
Seranok x1
ACTIONS
Stud x3
Toy Remote x4
Consult the Archives x3
Call of the Teddy Bear x2
Oddman's Gambit x2
John Doe & Jane Doe x1
== How to Play ==
Manage your resources carefully until you lose control of the board. If you go all out for no reason, you may end up with no card draw in hand and topdeck a Stud or Finland. This deck demands a lot of yellow studs to make powerful plays each turn so try to discard at least one yellow card each turn if possible. Finland and Seranok are cards that are typically more valuable discarded than played past the first turn. It's very easy to run out of colourless studs to play toys, so it will usually be a good play to discard ones that you can't afford to play yet- you can easily draw more. Only play Oddman's Gambit if you have enough colourless studs for coming turns and keep in mind how many Studs you have left in the deck when you play it.
Try to buff your toys out of range of dying to enemy fighters and aoe by using Toy Planes and Toy Remotes to set up for turns where you can unlock them and bash your opponent's face in. Don't be afraid to play Toy Boss Dino without three toys to unlock it if you don't think your opponent can answer it. Spending those 6 yellow studs ahead of time gives you a lot of potential to attack multiple times with it on the following turn.
Turn one should be spent playing as many yellow fighters as possible without discarding more than one card to generate studs. Cards to consider discarding are extra Western Bandits or John Doe & Jane Doe and Valletta if your hand contains enough card draw already. If you go second and your opponent is building a board you can run over easily, it may be worth discarding extra cards to play Toy Remote to prepare your toys to attack next turn. If you're going first, try not to play too many non-toy fighters since you won't be able to sacrifice them to play around Bobaman1 for two turns.
Turn two is typically best spent by playing any Toy Remotes you have to increase your toys' stats so they can trade efficiently. Be on the lookout for Toy Cars to use after the remote to clear your opponent's board early on. You may have nothing good available in hand to play, in which case you should cast your card draws to look for powerful plays.
Turn three is when you will start looking to finish off your opponent if they're a slower deck through the usage of Toy Cars, Call of the Teddy Bear and Toy Boss Dino. If the opponent has control of the board here, you should draw and discard as much as possible for powerful plays in an attempt to regain control or you will lose.
== How to Beat ==
This deck loses most of the time to other decks that put a lot of power on board very early. Without the option to attack multiple times with toys, the deck doesn't have a good way to catch back up.
If the toys are cleared consistently in any manner, they won't be able to deal enough damage to burn you out and likely won't be able to attack with Toy Boss Dino. A well timed boardwipe with something like HyperVoxel when they run out of colourless studs will slow down the deck immensely.
Category:Decks