Main Deck - 55 cards, 20 distinct
Name | Race | Type | Cost | Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unit (22) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Dreamer of Dragons | High Elf | Unit | 3 + | Redemption of a Mage | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Envoy from Averlorn | High Elf | Unit | 1 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Initiate of Saphery | High Elf | Unit | 3 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Keeper of the Flame | High Elf | Unit | 2 + | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Lion Chariot of Chrace | High Elf | Unit | 3 + | The Fourth Waystone | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Skinks of Sotek | Neutral | Unit | 2 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Spawn of Itzl | Neutral | Unit | 3 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Temple Guard | Neutral | Unit | 3 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tactic (11) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Greater Heal | High Elf | Tactic | 3 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | High Elf's Disdain | High Elf | Tactic | 2 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Order in Chaos | Neutral | Tactic | 1 | The Burning of Derricksburg | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Tear of Isha | High Elf | Tactic | 1 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Support (22) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Citadel of Dusk | High Elf | Support | 2 + | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Cloak of Feathers | Neutral | Support | 1 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Contested Village | Neutral | Support | 1 | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Dragon Mage Wakening | High Elf | Support | 0 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Elven Steed | High Elf | Support | 1 + | Legends | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Protective Spites | Neutral | Support | 3 | Legends | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | The Glittering Tower | High Elf | Support | 2 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Warpstone Excavation | Neutral | Support | 0 | Core Set |
Sideboard - 15 cards, 6 distinct
Name | Race | Type | Cost | Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Unit (12) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Archmage of Saphery | High Elf | Unit | 1 + | Core Set | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Carnosaur Rider | Neutral | Unit | 5 | March of the Damned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Dragonmage | High Elf | Unit | 5 + | Tooth and Claw | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Loremaster of Hoeth | High Elf | Unit | 2 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Sword Masters of Hoeth | High Elf | Unit | 4 + | Assault on Ulthuan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Quest (3) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Defend Tor Aendris | High Elf | Quest | 2 + | Assault on Ulthuan |
Notes
A few tips for playing this deck.
1st Turn Options – The best of all worlds is a Dreamer of Dragons and Dragon Mage Awakening into the Kingdom for a possible 9 power turn 2. Be careful about that 9 power turn 2 option. Make sure you’ll use it all. If not you’re better spreading the Dreamer’s damage out over two or three rounds. The cherry on top here is a Tears of Isha letting you heal the Dreamer and start over again on turn 3. Warpstone Excavations to Quest make this even better.
Another option is Envoy from Averlorn to Quest with a Citadel of Dusk to the Kingdom. Warpstone Excavations to Quest only add to this option.
An Innovation might allow you to drop a Dreamer of Dragons into Kingdom and a Contested Village or Envoy from Averlorn to Quest.
If you think you are going against a draw denial deck such as an Empire Infiltrate deck it may pay off to boost the quest first to get some card draw early and give yourself some tools to work with. A Dreamer of Dragons with Dragon Mage Awakening to the Quest nets a 9 card draw turn 2. Lots of tools to work with, then you can start building the Kingdom.
General Play: The big concept to this deck is deal damage to your units, heal them and with Glittering Tower deal direct damage to your opponent’s capital.
First let’s discuss dealing damage to your units. This deck has a number of “clumsy elves” (i.e. elf who take damage to create and effect. These are the Dreamer of Dragons, Keeper of the Flame and Lion Chariot of Chrace. Each of these can take damage for an effect.
You also have the Temple Guard who can redirect damage. So you use the Temple Guard on a clumsy elf, have that clumsy elf take damage for effect and transfer that damage to the various units that cannot damage themselves (much of this can be done during the Beginning of Turn action window). Then with the Glittering Tower in place you heal those units and deal damage to your opponent.
Healing is the second key concept of this deck. There are three methods of healing. The first is the Initiate of Saphery who will be the most constant healer. The other two options are tactics, Greater Healing and Tears of Isha. Greater Healing is sorta like a nuclear bomb in this deck. It allows you to get a second set of Glittering Tower damage in a single turn. At the beginning of the turn you could get Glittering Tower Damage from an Initiate of Saphery, then during your turn you can use your clumsy elves and Temple Guard to redamage your units and Greater Heal for a second set of Glittering Tower damage. In fact you could do it three times. Beginning of your turn Initiate of Saphery, kingdom phase Greater Healing followed by Order in Chaos and then draw the Greater Healing back and fire a third volley in a later phase.
Tears of Isha on the other hand is best used surgically. Use it to heal the Dreamer of Dragon after it bumps up its power. Use it on a Lion Chariot of Chrace after it takes two damage and gets counterstrike 4 to heal it completely and take two more damage for counterstrike 8. Or just use it to get 1 more points of Glittering Tower damage.
The last aspect of this deck to talk about is defense. There are offensive and defensive defense options. Let’s talk offensive first. Attachments are yours to own with the Keeper of the Flame. Take them out as needed. You can also do a good bit of unit destruction with the Spawn of Itzl. The trick is damaging your opponent’s creatures to set up the Spawn’s effect. The two best options to accomplish this is directly using the Glitter Tower’s damage or using the savage granted by the Cloak of Feathers. Cloak of Feathers while more limited is great because you can Temple Guard a clumsy elf, transfer that to a Temple Guard or a Spawn of Itzl with a Cloak of Feathers and deals two damage to enemy units. Regardless damage a unit for 1 damage and use Spawn to take them out.
What this deck does not have is support or development destruction.
On the defensive side of the equation is the Lion Chariot of Chrace. This takes a little while to set up but getting a Lion Chariot into each zone provides great protection with its counter strike ability. Use the Dragon Mage Awakening and Tears of Isha to keep pumping the Lion Chariot up (Temple Guard does not work base on FAQ 1.3). Counterstrike 12 is not as hard as you think. Typically you’ll never get all three zones covered. In fact you should pretty much give up on one of the zones and accept its loss, using the Lion Chariot’s to defend the other two.
That’s the basics. Test it out and see what other options and tactics you can come up with.
1st Turn Options – The best of all worlds is a Dreamer of Dragons and Dragon Mage Awakening into the Kingdom for a possible 9 power turn 2. Be careful about that 9 power turn 2 option. Make sure you’ll use it all. If not you’re better spreading the Dreamer’s damage out over two or three rounds. The cherry on top here is a Tears of Isha letting you heal the Dreamer and start over again on turn 3. Warpstone Excavations to Quest make this even better.
Another option is Envoy from Averlorn to Quest with a Citadel of Dusk to the Kingdom. Warpstone Excavations to Quest only add to this option.
An Innovation might allow you to drop a Dreamer of Dragons into Kingdom and a Contested Village or Envoy from Averlorn to Quest.
If you think you are going against a draw denial deck such as an Empire Infiltrate deck it may pay off to boost the quest first to get some card draw early and give yourself some tools to work with. A Dreamer of Dragons with Dragon Mage Awakening to the Quest nets a 9 card draw turn 2. Lots of tools to work with, then you can start building the Kingdom.
General Play: The big concept to this deck is deal damage to your units, heal them and with Glittering Tower deal direct damage to your opponent’s capital.
First let’s discuss dealing damage to your units. This deck has a number of “clumsy elves” (i.e. elf who take damage to create and effect. These are the Dreamer of Dragons, Keeper of the Flame and Lion Chariot of Chrace. Each of these can take damage for an effect.
You also have the Temple Guard who can redirect damage. So you use the Temple Guard on a clumsy elf, have that clumsy elf take damage for effect and transfer that damage to the various units that cannot damage themselves (much of this can be done during the Beginning of Turn action window). Then with the Glittering Tower in place you heal those units and deal damage to your opponent.
Healing is the second key concept of this deck. There are three methods of healing. The first is the Initiate of Saphery who will be the most constant healer. The other two options are tactics, Greater Healing and Tears of Isha. Greater Healing is sorta like a nuclear bomb in this deck. It allows you to get a second set of Glittering Tower damage in a single turn. At the beginning of the turn you could get Glittering Tower Damage from an Initiate of Saphery, then during your turn you can use your clumsy elves and Temple Guard to redamage your units and Greater Heal for a second set of Glittering Tower damage. In fact you could do it three times. Beginning of your turn Initiate of Saphery, kingdom phase Greater Healing followed by Order in Chaos and then draw the Greater Healing back and fire a third volley in a later phase.
Tears of Isha on the other hand is best used surgically. Use it to heal the Dreamer of Dragon after it bumps up its power. Use it on a Lion Chariot of Chrace after it takes two damage and gets counterstrike 4 to heal it completely and take two more damage for counterstrike 8. Or just use it to get 1 more points of Glittering Tower damage.
The last aspect of this deck to talk about is defense. There are offensive and defensive defense options. Let’s talk offensive first. Attachments are yours to own with the Keeper of the Flame. Take them out as needed. You can also do a good bit of unit destruction with the Spawn of Itzl. The trick is damaging your opponent’s creatures to set up the Spawn’s effect. The two best options to accomplish this is directly using the Glitter Tower’s damage or using the savage granted by the Cloak of Feathers. Cloak of Feathers while more limited is great because you can Temple Guard a clumsy elf, transfer that to a Temple Guard or a Spawn of Itzl with a Cloak of Feathers and deals two damage to enemy units. Regardless damage a unit for 1 damage and use Spawn to take them out.
What this deck does not have is support or development destruction.
On the defensive side of the equation is the Lion Chariot of Chrace. This takes a little while to set up but getting a Lion Chariot into each zone provides great protection with its counter strike ability. Use the Dragon Mage Awakening and Tears of Isha to keep pumping the Lion Chariot up (Temple Guard does not work base on FAQ 1.3). Counterstrike 12 is not as hard as you think. Typically you’ll never get all three zones covered. In fact you should pretty much give up on one of the zones and accept its loss, using the Lion Chariot’s to defend the other two.
That’s the basics. Test it out and see what other options and tactics you can come up with.
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