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Egg Haven probably got the most broken card in the entire set, lol.

Yeah, we're talking about Demonic Epitaph. Quite possibly the strongest aggro card in the entire game, it buffs Egg Haven into a true Tier 1 deck that every other class needs to tech against in order to win!

Despite how it looks on the surface, Egg Haven is primarily an aggro deck with the option to play a longer game via its EX Area and stacking damage via Eggsplosion.

Decklist

Typically, there are two main builds for Fable Haven, one which runs Eggsplosion, and another that all-ins on early tempo with Goblins > Eggsplosion. Both are viable options, and the difference is effectively early strength (and consistency) vs late game potential. It is worth noting that in the case of this deck, early game strength reduces the amount of late game potential you actually require, so they end up being similar in reality, and therefore a preference choice.

The list above is the one that I currently use (and the basis for this guide). Feel free to consider other build, as the guide will still be applicable in those scenarios.

Some card choices to discuss:

  • Some builds run 2 Alice Evo and 2 Pinion Prince Evo. Personally, I have yet to play a game that has required two Pinion Prince Evo, though I could see such a scenario eventually. Conversely, I have played games where I needed 3 Alice Evo. Neither is particularly likely to occur in the average game, but you can adjust between the two as per your own experiences

  • 2 Odette: Some lists forego this card altogether, I think it's good. It can be cheated early via Teatime (and can really snowball certain game states), but it's also hard castable in certain situations, such as when you are already ahead of the opponent, and also as one of the only forms of healing. It can also be given Assail and Rush via Alice's Adventure. The final point is that it can also be used to buff Egg to 4/6, which allows it to survive its own effect

  • 2 Snipe or 3? Snipe is just a generically good card in the current format. Two copies seems fine so far in practice, the opponent is usually the one being forced to answer your board anyways. That said, it's rather essential in the mirror match to prevent the disadvantages in tempo associated with going second. It can be worthwhile to run 3

  • Other tech, such as Lyrial? Keep in mind that whenever you slot in tech, they are usually not fable cards, which means they can't be searched via Alice, Teatime etc. There needs to be a base level of consistency which your Fable engine, which is why I currently prefer a list that runs cards like Eggsplosions and Odette

Go first or second? 

In my opinion, this deck should always go first versus every deck. Of course, if my opinion changes, I will update the guide, but I personally think first is the most reliable choice.

The main reason for this is because of how much more damage can be chipped on the opponent in the early game when going first compared to second, allowing you to win the game from as early as turn 2 against certain matchups.

Demonic Epitaph is a major reason for why going first is especially good. Turn 1 2/2s require the opponent to also have a 1-cost removal or follower to clear, and if they miss this early-game check, they are taking a lot more damage over the course of the game. When a single 2/2 can push in 6-8 damage into the opponent simply because it was played on Turn 1, how can any other card be worth more?

Supposing that they are able to answer this, Epitaph is unique in that it requires no play points to evolve. Usually, evolves are supposed to be tempo reversal tools to assist the player going 2nd in getting access to stronger followers to offset the loss in play points. However, in this case, the player going first gets a 3/4, basically impossible to answer for any class that does not draw turn 2 Surefire Bullet.

This, of course, opens the Epitaph player to swing for 3 damage on turn 3, and due to its 3/4 bane stats, the opponent's 3-cost + evo point answer generally has to trade into Epitaph, which lets you develop Alice evo on turn 4 without any contest from the opponent. After this is all said and done, your opponent typically takes at least 2 damage from your turn 1 2/2, and at least 5 damage from your Epitaph. Your opponent is down to 13 hp and the game has barely even begun.

Conversely, in a world where you go second, your turn 1 2/2 and turn 2 3/4 are significantly easier to clear. Your opponent can hold a play point to clear your turn 1 2/2 (unless it's andromeda), or play their own 2/2. On their turn 2, they play their own 2-cost follower. Now, if you play Epitaph, their turn 3 can be far more types of removal outside of Surefire Bullet, for example, Splendor's Craving, Serpent's Wrath, etc. You can see that when you go first, it's a lot easier to get unavoidable damage into the opponent, whereas when you go second, the opponent takes a lot less damage in general.

It's for this easily replicable reason that I think going first is generally the best option, as you can unironically claim that a turn 1 2/2 into Epitaph curve is where the game is decided against many decks.

What about the benefits of evo point going second? 

Now, to be clear, going second is still good for Egg Haven. It's one of the few decks in the game that the evo point can create otherwise inaccessible and very strong curves. For example, access to Cudgel and Alice on Turn 4. The ability to play March Hare Teatime on Turn 4 and still be able to evolve Alice. The ability to evolve Pinion Prince on curve. Yes, these are all very strong plays with Evo Points, but again, even though this is smoother, getting free damage on the enemy due to going first is essentially equivalent to setting up a better EX zone, wouldn't you say?

Mulligan 

The mulligan strategy is fairly simple, your primary target is any 1-cost 2/2 and Demonic Epitaph. If you draw these two cards, you are generally very far ahead of your opponent.

Andromeda is very strong going 2nd against decks that run angelic snipe and its equivalents. Keep in mind that if you play this on Turn 1 going second, end phase, snipe does zero damage and your opponent probably loses on the spot.

Once you have secured your first two turns, that's when you can consider cards like Alice or Teatime to start your pipeline of EX Zone followers.

Despite Epitaph being strong, I do not keep Epitaph going first if I do not have a playable 1-cost follower. I consider a 1-cost follower to be extremely important, especially going first. However, if going second, I think you can take the risk, as your deck runs many 1-cost followers and your have a little bit more leeway due to the turn 3 evolve option (Alice/Cudgel).

Another card that can be considered going first is Feena against decks that are likely to curve 1-costs against you. For example, opening with a 2/2 on t1 and then shooting their 1-cost with Feena on Turn 2 gives you 2 free damage into the opponent and also leaves you with 3/2 and 2/2 into their next turn.

Some players will ask, should I mulligan for Alice, Wonderland Explorer? The answer is typically "no". Your deck runs a very large amount of starters, such as 3x Teatime, 3x Alice, Wonderland Explorer, 3x Alice's Adventure and, against Usurpation, 3x Pinion Prince. So in reality, you are statistically likely to draw into Alice eventually.

What's more important is to secure the early curve, because this is what gets you your first 7+ damage. If you miss the early curve, you won't have the opportunity to get that free damage again. Whereas if you miss Alice early, you still have a chance to draw into one of nine outs on every single turn.

What do I discard with Epitaph? 

Most of the time, discard excess combo pieces first, such as Tin Soldier, Humpty Dumpty, Eggsplosion. Otherwise, assess your upcoming curves and try to work out what card you are least likely to play over the next few turns.

Early Game 

It's already been covered to an extent, but your turn 1 should almost always be 2/2, or Angelic Snipe going second.

Your turn 2 play should be curving out your hand. So this is either Epitaph, or 2x 2/2s from hand. Both Feena effects are also fairly strong here, though I'd caution you to play it after you attack with your followers on board first, and consider the risk of it being killed by Angelic Snipe in the end phase. It is never Alice's Adventure unless you have no tempo play available at all.

Your turn 3 play is also typically a curve-angle. If you are going first, you can tempo out any 3-cost, such as Cudgel/Alice/Tin Soldier/Humpty Dumpty (no evo). I generally hold Alice in hand if I only have one copy and it's risky to curve her, but it's a case by case basis. Your ideal curve after an aggro start is Tin Soldier on 3 and then Alice Evo (give counter to your tin soldier) on turn 4.

When going second, you will typically aim for a tempo evolve with either Alice Evo or Cudgel Evo as your primary targets. Consider leaving them standing depending on the opponent's deck (do they have easy ways to clear standing 4/4s?). In addition, consider if it's possible to go for a Humpty Dumpty + Andromeda angle the next turn.

On turn 4, going first, it's typically an "evo your 3-cost" angle. If you have no better options, then Teatime is generally OK, but you can't evolve anything that you search off it. Nevertheless, if they clear the Alice or whatever you pick off Teatime, you can always bring it back for 2pp on turn 5 and evo it then.

On turn 4, going second, Teatime is always a safe play, as you can evolve anything you hit off it, and you can cheat out Pinion Princes or Odette, both of which are solid options.

Mid game 

The ideal position in the mid game is that your opponent has already taken 10+ damage due to your early aggression. Ideally, you will also have set up your EX Area to some extent.

The cards you should typically prioritise in your EX Area, in no particular order, are as follows: Tin Soldier, other Alices, Teatime, Humpty Dumpty and Eggsplosion. These cards typically secure your plays for the mid and late game.

Once you have secured a decent Ex Zone, this is typically when you can consider using Humpty Dumpty Evolves. Discarding your hand no longer matters, as your real hand is in the EX Area.

The ideal scenario is having Andromeda on the same turn you have Humpty Dumpty, although this is merely a plus, not a necessity. Keep in mind that Odette can also be used to buff followers by 2hp, which allows them to survive a Humpty Dumpty evolve.

Tip: Don't forget that Alice's Adventure can be used to give a follower rush and assail

Tip: Keep track of what cards you have seen in the mulligan phase and your Alice/Teatime searches. This can be very helpful in determining when to play Feena to try and hit Andromeda.

Tip: Don't stack your EX Zone Tin Soldiers too much against decks that are likely to tech Urd.

Late game 

This is typically the part where your opponent is desperately trying to find healing to avoid being lethalled through your burn damage. In some cases, it may come down to top decking for lethal outs, but in general, consider factors like leaving your followers standing instead of trading (to force them to have answers).

I also think it's generally important to space out your evolve followers. For example, suppose you have two cards with evolve in hand, Alice and Pinion Prince. You may have another play in your hand that doesn't utilise an evolve but is slightly better in the current turn. However, if you do not use one of your evolves, you are still stuck with two evolve followers the next turn, and this will end up punishing you if you are forced to use a Humpty Dumpty later on.

The only other thing I'd caution is to consider what happens if your opponent truly does have the healing options or, god forbid, cards like Lyrial. Sometimes, it is possible to play safer and still secure a win, rather than rushing into things and getting blindsided by tech from the opponent.

Apart from that, the late game is typically rather straightforward, due to limited resources after discarding your hand via Humpty Dumpty. Just make sure to assess what type of burn damage you have and play towards the lethal plan your EX Zone tells you is possible.

Typically, if your early game went well, then this "late game" component is extremely easy to navigate.

Matchups

I'll be honest, I haven't actually felt like any deck beats Egg Haven so far, nor do I think there's any real reason not to go first against any deck. Nevertheless, here's some generic pointers vs different decks.

Usurpation Sword: Note that Pinion Prince is effectively a tutor in this matchup, as the opponent is milling your entire deck for you. Track the cards that you have mulliganed and the cards in your graveyard to assess the odds of "hitting" with Alice/Teatime/Feena (for Andromeda). Generally, you will have the tempo lead against Usurpation Sword in the early game. Early game, there's not many cards that can deal with standing 4/4s, but note Swordsman as their main out. Apostle of Usurpation's evolve effect does 4 damage as well, so consider this when transitioning in the mid game.

In the late game, watch out for 5/2 storm via Disciple of Usurpation (which can be cleared via snipe). I would play around Leonidas - try to put them in a situation where even if they use Leo, they will take too much damage the following turn. Otherwise, consider leaving your followers standing to prevent them from getting a free Leonidas turn (they need to be cautious of an Egg + Andromeda setup).

Disdain Dragon: Played against this deck a bunch and in general, Egg Haven has all the tempo advantage. The only card worth fearing is Draconir in the early game. Since it can deal 4 damage on evolve, in some situations, you do need to prioritise clearing their followers to prevent them from getting this play off. Otherwise, you typically have superior followers on every single turn in the early game, and Oracle is so expensive to play on turn 2 if they're facing down a board of 2/2 + 3/4.

In the later stages of the game, I would be cautious of their removals (Blazing/Serpent's Wrath), noting that Andromeda can negate effect damage on your turn. The other card to give ample consideration is Riko Kashimoto. It having 6/6 in stats can force awkward trades from the Egg Haven player. Sometimes, it can be correct to not swing with a 2/2 if it means not giving them a free Riko angle with 3 burn damage.

Midrange Forest: You can actually run into trouble if you can't close out the game relatively quickly vs this deck. They're one of the few decks that can tech Lyrial without any issues, and this is quite tough to deal with in the latter stages of the game, particularly in conjunction with Marvelous Sunday healing.

However, they do have specific weaknesses in the early game. For one thing, they typically run very few ways to contest you on turn 1 and turn 2 respectively. Most of the time, your 2/2 and 3/4 are uncontested, so you can almost always get early face damage in. The other positive is that all of their early game power plays can be answered by Humpty Dumpty, particularly if in conjunction with Andromeda and existing followers. Leave your followers standing before attacking face if you can, but be careful from turn 5 onwards via Cassiopeia.

Overall, the matchup is fine for Egg Haven, but just be sure to maximise your early game advantage because if you give them a free early game, you will lose.

Versus Control Decks:

The strategy vs every control deck is the same in principle - play an early, aggressive curve and force them to have the answer.

Turn 1, play Goblin - Force them to have angelic Snipe.

Turn 2, Play Epitaph/2 1-costs/Feena - Force them to have more removal

Turn 3, Play Tin Soldier or any of your 3-costs - Force them to have the correct removal.

If they missed their removal, they take so much face damage that their later healing and removal just simply won't be enough. If they managed to draw all of it, then they get to play the game and have a chance of winning, it is what it is.

In the late game, be cautious of Gilnelese (noting that when they go first, GIlnelese drain is only 3 on turn 7). And also, a majority of control decks tend to play Craving's Splendor, so 4hp followers are much more vulnerable in these matchups.

The other thing to be cautious of is Urd Evo. Many control decks run this to prevent you from stacking Tin Soldier. Which is fine - just don't overcommit to stacking Tin Soldier and just utilise the burn damage when you can.

Lishenna Rune: The main callout for this matchup is that they want to drop Lishenna in order to start getting their permanent healing online. That's why your goal in this matchup is to make it as hard for them to play Lishenna as possible. They can play it if they want, but you want them to pay their life as a resource to do it. Generally, this matchup has felt pretty good for Egg Haven, the only thing to really fear is Merlin turbo healing with Concentration for 6, and even then, you can mitigate this if you don't let them play it for free (that is, by having a field that they can't clear while healing).

Aegis Control Haven: The main thing to consider is that this deck has access to Themis and other AOE board clear. As a result, just focus on hitting their face as much as you can. This deck can brick pretty hard, so sometimes they will miss one crucial component. Marwynn Evo is pretty annoying, but remember that you have an extra turn. If you have Andromeda, you can set up a backbreaking play by using Humpty on the second turn, for instance.

The deck also has access to a lot of burn damage, which means that you might need to be careful of playing Tin Soldiers on the board if the banish is going to be an issue later (locking you out of recursion).

Everything else: Haven't really played extensively vs the other decks, but the matchups generally play out the same way. Egg Haven is forcing the enemy to play a different version of Shadowverse Evolve, so in reality, the opponent is generally adapting to you, and you play roughly the same game of Shadowverse every time.

Conclusion

Egg Haven is almost certainly one of the best decks of the format in BP05. It's not unbeatable, but it undoubtedly will have one of the highest win rates of any deck in this format and is a solid pick for any tournament. It's possible that people will tech against you, but there's no tech that just automatically beats Egg Haven, as it's a fundamentally strong deck that can answer even cards like Lyrial.

With a guide like this by your side (idk why it's only $5 lol, maybe I just love my patreons too much), it should be free wins for the entire expansion. Cool deck.

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