Muta Meve
Crafting cost: 7870
Tactical Advantage
0
Oneiromancy
12 : 800
Mutagenerator
11 : 200
Unicorn
9 : 800
Chironex
9 : 800
Dandelion
9 : 800
Gaunter O'Dimm
9 : 800
Seltkirk of Gulet
9 : 800
Matta Hu'uri
9 : 800
Queen Meve
9 : 800
Odrin
5 : 200
Reinforced Ballista
5 : 80
Reinforced Trebuchet
5 : 30
Siege Masterx2
5 : 30
Battering Ram
5 : 80
Temerian Drummer
5 : 30
Rivian Pikemanx2
5 : 80
Lyrian Landsknechtx2
5 : 80
Immortal Cavalryx2
5 : 80
Carroballista
5 : 30
Kerack City Guard
5 : 80
Musicians of Blaviken
4 : 200
This deck revolves around mutagenerator for boosting units in your deck and Meve as a last round finisher.
Strategies: Start out by playing Mutagenerator in the first round. Drag this round on as long as possible, mostly playing on the ranged row to boost your deck. All units have either 5 or 9 provisions. Play on the melee row only to stay in the round and keep up. Also avoid overcommitting, forcing your opponent into an early pass. If your opponent passes early, it is often OK to play until you have only 4 cards left and dry passing in round 2. It is also totally fine to stay in round 1 beyond 4 cards remaining even when far behind: to win the round after your opponent passes you have the Chironex combo, melee row placements and your boosted units can easily compensate being a card down.
Before rounds 2 and 3, mulligan aggressively for those cards that have been boosted. In round 3, time your Meve right and use a boosted Seltkirk to remove a high value target (put a shield on him).
The deck suffers against NG control (Korathi heatwave, locking Meve, removing sieg engines). Against most other decks it does well, especially if players ignore the power of Mutagenerator. At higher levels, players are more adept at dealing with Mutagenerator. It then becomes mostly a way of forcing them out of round 1.
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