Having Azel in this deck would only cripple Karrions ability.
"This deck is gun have a hard time vs strong attk manip abilities (think Martha or even Rodney), SOB/SOA abilities and Skeelz"
Well obviously. Skeelz, Attack abilities, Soa and Sob are all counters to sob. Any Nightmare/Piranas deck will have a hard time against these cards, that's like saying a Gheist deck will have trouble against Stop cards.
Dont like it no way to mitigate dmg , artus the only one worthy of mention in nightmare for this role and you dont even use him.
Honestly i struggle to even build a halfdeck i am satisfied with nightmare, going mono is hard. Artus phyllis is always in next two varies depending the other deck but combination of edwin, pan, azael/karrion seems like a good idea. I dont think this clan has enough great cards to go mono.
Karrion -> Azel
Why would you ever pick Karrion over Azel? They have the same combat abilities yet Azel has better tie breaks. Azel has a stronger poison. As a bluff, an opponent will play just as many pills against Azel as they would against Karrion.
Mawpin -> Artus
Artus is far more unique than Mawpin, and I wouldn't put Mawpin and Artus in the same preset because the potential power is way too low.
Pan -> Azgroth
Azgroth is really staple in Nightmare. A character that can win with very little pills or while at a pill disadvantage is extremely important.
Pick either Kenny or Glorg, but not both. You simply can't have 2 6 power characters with no combat ability or Defeat/ DR.
Take a look.
14hp. Karrion strikes. 9hp
2nd round. 7hp.
3rd round. 5hp.
4th round. 3hp.
14hp. Azel strikes. 10hp.
2nd round. 7hp.
3rd round. 4hp.
4th round. 3hp.
In the end, it's not much of a difference. BUT. If I manage to hit opponent with my other card in 2nd round, or even 3rd, Azel's poison will lose all it's effectivness, while Karrion's poison will work for whole battle. No chance swapping Karrion and Azel.
Glorg or Kenny? I would rather have them both. I'll tell you why: Glorg has SoA- it's the only SoA in this deck. So you might say: "discard Kenny then". But it's wrong- Kenny is an amazing character with an ability to make at most 15 points of life gap, which is very important. This way you have 2 gamechanging cards, instead of 1. Karrion is a power of this deck, but we need Kenny for games without Karrion.
Mawpin is a great 2* with 8/4. However, having a DR in deck would be a good idea. I think that wats_happenin got the point: Artus instead of Eadh is something I could do.
You are also assuming that you'll hit with Karrion. There are many, many characters in ELO played to take down 7 power characters with no further combat abilities. Karrion is a dubious "improvement" over Azel and certainly not an entire * stronger, especially given the tie breaker and greater likelihood of being able to play 2nd that Azel brings.
It's also a mistake to have Mawpin and Artus in the same deck. Mawpin isn't an 8/4 all the time. Maybe 30-40% of the time you'll have no choice than to play her when she's 5/4. A 5/4 character can't win fights. You can usually toss away one fight, but having 2 characters (Mawpin and Artus) who can't win fights in the same hand cripples the hand.
I love playing with Kenny. But I started noticing that while I'll win many matches because he can gap for 15, I was also losing many matches because he was a 6 power character without a combat ability. Again, this type of character you don't want more than 1 in a hand.
I think replacing Glorg with Azel and adding Artus instead of any of the 2*s is your best course of action.
Karrion and Azel actually have good synergy. They are both cards that still do huge damage even if they connect on the 2nd or 3rd turn. Azel's poison can be particularly devastating against decks that include life gain cards. What's more, most people will assume that you won't risk overwriting Karrion's poison with Azel's -- that's something you can use to your advantage.
Azel, Karrion, and Kenny all have a decent chance of single-handedly winning the game for you with Artus in hand. This seems like a deck that thrives on high-pill gambles, so it's only logical to try to increase your opportunity for those gambles.