A ten-card main deck with two consumable shields in reserve. The named drains remain easy to draw, with a Prism and reshuffle response for fights that require them.
- Activity
- Level 26+ PvE quests and ordinary bosses
- Edition / reference
- PC English Wizard101; core Death spell and pip mechanics reviewed October 2026. Not ranked PvP or a spellement-branch build.
- Named choices
- 10
Configuration and exact selections
- School and stage
- Death, level 26+
Complete the relevant school quests and train the listed spells first.
- Main hit
- Vampire ×2
Four-pip Death drain; two copies provide a second attack.
- Low-cost hit
- Ghoul ×1
A lower-pip drain for a small remaining health total.
- Blade
- Deathblade ×2
Self support before a Death hit; the same ordinary blade does not stack with itself.
- Trap
- Death Trap ×1
A separate target modifier from the blade.
- Boss trap
- Feint ×1
Adds a target trap and a separate trap on yourself; use deliberately.
- Death resistance answer
- Death Prism ×1
Use before the hit when converting its damage is appropriate.
- Recovery
- Pixie ×1
An off-school heal: do not count Death power pips as doubled Life pips.
- Card reserve
- Reshuffle ×1
Train the spell if using this main-deck arrangement; costs differ from the treasure-card version.
- Side-deck defence
- Tower Shield Treasure Card ×2
Consumable side-deck reserve; no five-point Ice training route assumed.
How to use this setup
- Equip the ten-card main deck; place the two Tower Shield treasure cards in the side deck.
- Against a suitable target, apply Deathblade and build the usable pips for Vampire.
- For a tougher target, add Death Trap or Feint only when the extra setup turn and self-trap risk are acceptable.
- Against Death resistance, prepare Death Prism before the intended hit and inspect competing shields or traps.
- Use Vampire to damage and recover; Ghoul can finish a smaller target. Keep Reshuffle for a genuinely exhausted deck.
Priorities and progression
- Main deck total: 2 Vampire + 1 Ghoul + 2 Deathblade + 1 Death Trap + 1 Feint + 1 Death Prism + 1 Pixie + 1 Reshuffle = 10 cards.
- Prioritise usable Death damage, accuracy, health and power-pip chance for this stage; no level-26 critical target is invented.
- Treasure cards are consumed and must be replenished.
How the selected kit works
The deck’s compactness is a choice for ordinary questing, not a rule for advanced or PvP encounters. Feint is powerful but creates a second trap on you, so using it on a weak enemy can add risk without saving a turn. A Death power pip supports Death attacks efficiently; it is not automatically worth two pips for Pixie or the Balance Reshuffle. The consumable shield reserve avoids silently requiring the full Ice training path.
