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Notes
This one's mostly for the non-unit fun. It's not really a full-on tourney deck, but I think it would be fine for pick up games.
There are two main mechanics to this deck: 1) Indirect damage 2) Control With one notable exception, the Spells are all designed to either rearrange your library, produce more resources, or delay, damage, or otherwise hamper your opponent's growth. (And one or two Support cards combo with these spells.) The indirect damage mostly comes from Warships and Waves, but Bolt Throwers is an excellent long term plan if you've already got Outposts out. Couple of play notes: 1)Note that the Temple of Vaul is really optional. It works just fine as a development if you're feeling cautious. It is also a great surprise if you've already carefully prepared a mean hand. 2) If you want to really go *fast* combo Temple of Vaul with Eataine. You can do this setup by your second turn, and it only costs you two damage to your Capital. 3) The Scroll of Asur is mostly self-explanatory, but don't forget that you can combo it--for free--off of Convocation. (Although you may occasionaly want the Loyalty.)
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