Premises: What does a 1 attack deck need. First it needs to be able to get its attack through. Second it has to be able to build faster the their opponent. Third it needs enough control and disruption to stop quick damaging players. The last thing the deck needs is to somehow hides its intent. The deck is as much psychological as it is technical.
Symbols: What are the best symbols for this type of deck. In all honesty you are stuck with void and death. More so death then void. Earth is a possibility but the stall is more active and is easily undone. The control needs to be irreversible. This forces you to play effects that blow up cards if possible.
Characters: The more I think about it if one is planning on focusing on one kill and nothing else there are only 2 characters that stand out. That is Ragnar and Rashotep. Both characters have enough hp to take some hits while everything is being setup. Both characters can transition into the offensive phase really easily. The easiest one to use is Ragnar. While void King and Algol can be considered as well I think that they can be faster and more efficient not running this setup. Algol can make it so they can go through their deck fast. This allows them to get key pieces and when the final turn comes one could get everything needed in hand. King could just play all the setup in the world and wait for 1 throw to flip and 1 throw to be in hand and end it. For the deck sake I’m sticking with Ragnar.
Foundations: These are the foundations I would use.
56 CARDS:
Cursed blood x4
Dead for One Thousand Years x4
Lives for Battle x4
Distracting Tauntx4
Heir to the storm x4
All life is prey x 4
G-corp leader x4
Valued but Not Trusted x4
Dead for One Thousand Years x4
Ka Technique x4
Might Makes Right x3
War Between Sisters x3
Sa, Symbol of Protection x4
In Search of Plunder x3
i-pressence x3
Attacks: I believe the finisher is a throw. The reason I say that is to gurantee an attack would get passed another player at turn 4 is going to be hard. Most staging areas would have at least 10 foundations on the low end. Adding in cards for speed pumps is a bad idea and it weighs down the deck. Also strange fashion can be taken care off with valued but not trusted. Thus a throw would go off. There is nothing in the meta that can stop a throw from being a throw. Thus the attack is a throw.
The attack I will be picking is Sandstorm Throw. The reason I’m picking this attack is that it covers your but just in case there is another E that you need to negate. It has a base 4 damage and it is a 5 difficulity. With all the foundations in your deck you don’t have to check anything. Thus this makes this the most prime attack for you to play because it maximizes your checks. Getting the attack to an 8 damage to kick in Might makes right would not be hard.
How it plays in theory: You mulligan your first hand if you do not have a cursed blood or Value but not trusted in your hand. You need cursed blood more so then any other foundation. Try to 4 or 5 foundations. Remember you are going to keep checking 5’s. By the end of turn 2 you should have the following in play at least 1 cursed blood, 1 ka technique, 1 Valued but not trusted, and at least 1 G-corp. You are using cursed blood to fill your foundations faster. By turn 4 you should have had 2-3 cursed bloods in your staging area. Thing is Ragnar wants to cut himself. He does this to fuel heir with the storm. By turn 4 you should have enough fodder out to blow up that you should be able to do over 50 damage if played out right and using Ragnar’s effects.
Here is an optimized setup assuming that you have 20 foundations in play. These 20 are…
Cursed blood x3
Lives for battle x1
Valued but not trusted x2
G-corp x2
All life is prey x2
Might makes right x1
In search of plunder x2
Ka technique x2
Distracting taunt x2
Heir to the storm x3
Pop valued but not trusted to take out any pesky E that will hurt you. Commit G-corp. Loose 2 life. Pop valued but not trusted to take out any pesky E that will hurt you again. G-corp leader loose 2 vitality. Then use lives for battle. Next use Ragnar E. This gives you 3 damage. You loose 2 health. Commit one of the cursed bloods to pay for cost. Use in search for plunder loose 2 health and gain 2 damage. Pop might makes right. Play In search for punder again and loose 2 health and gain 2 damage. Use your cursed bloods to pay cost. Play Heir to the storm first e and blow up Distracting Taunt to get 3 damage. Do it again for another 3 damage. This destroys 2 cards. Use the last heir to the storm to get 2 damage for destroying a in search of plunder. Destroy each Heir to the storm each giving you 10 damage a piece so that’s 30 damage. So you destroy three more cards. Next you play your 2 all lifes are prey for 9 each so that’s 18 damage. Add up the other damage you gained is 15 damage. This totals out 53 damage. Divided by 2 rounded up it would do 27 damage. One more all life is prey would have made it gone off with no problem. But I thought having 3 out was pushing it. This can one shot almost any character in the game at turn 4 with this optimized setup. Devil Gene is not even needed in the deck at all.
Analysis: The biggest lynch pin to make this work is cursed blood. Sad to say it shouldn’t have been allowed in the block. It allows a person to build this deck up fast. Without the build the turn for kill is harder pressed. Not only that there is a higher risk that defensive options will not be in play as well. The next culprit is Valued but not trusted. It can shut down anything on the board. Might makes right is the E that the opponent has to stop or else there is no chance of getting the crazy damage down. With Ragnar’s 30 hp and using G-corp Valued but not trusted loop he will have plenty of Hp to finish the game even if he goes into desperation. He needs at least 15 health to be on the safe side. Sad thing is that the defensive options of Ka technique and Destracting taunt just stall the game until the setup is done. They don’t break the deck they just slow everything down. Draw cards would only make the deck go faster and be able to block more on defensive turns. Death must not get draw. Sandstorm throw adds insult to injury on game 2 because if their was some card that caused the deck problems you could just name that card and shut it down. Yes Crushing Embrace of the Jotun, Body Slam, and One-Handed Crocodile Grasp do more base damage. It also takes longer for might makes right to kick in making it more risky for the opponent to do something like a Sa symbol of protection.
Feel free to copy and tweak how you like. If you find weakness in the format feel free to post and comment.