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sarimak edited this page Feb 4, 2018 · 8 revisions

Decks submitted by the players:

Doomsday (Entropia, 50 cards, combo-based)

  • 3x Suffering or 3x Plague
  • 3x Bligtstone
  • 3x Fetid Marsh
  • 3x Hypotermia
  • 2x Swamp
  • 3x Wraith
  • 3x Certain Death
  • 3x Dark Priest
  • 2x Deathly Arrow
  • 2x Doomsday Crypt
  • 3x Knife in the Dark
  • 3x Obliterate
  • 3x Shadow Elemental
  • 3x Skeleton
  • 3x Blood Altar
  • 3x Dark Emissary
  • 3x Soul Thief
  • 2x Hecatomb

Strategy

Let your lands cause direct damage to the opponent when you're killing enemy creatures by spells.

Backup strategy

Repeatedly boost Dark Emissary with Wraith (over 20) and break a seal in one of the middle lanes.

Pace

Slow, depends on installing expensive lands - Blood Altar and/or Doomsday Crypt and optionally Plague. Better suited for 5-lane board but works well also on 3 lanes.

Support

Place Fetid Marsh on opponent's summon tiles so enemy creatures with less than 5 life die before reaching the seal. Place Swamp to your summon tiles so Wraith can kill enemies of any power which are close to your citadel. Place Plague to opponent's summon tile in a lane you don't intend to conquer. Wipe the board with Hecatomb when enemy overwhelms you with strong creatures. Repeatedly poison enemies with Blightstone (will lose -1/-1 for every poison counter every turn).

Weakness

Aggro deck with haste/swift creatures or spells moving the creatures forward can quickly break two seals before you accumulate enough mana for Hecatomb. The deck has no means for eliminating enemy's buildings. Sometimes there is no cheap enough card to play in the first turn with 3 mana. Minerva deck reducing your hand size (two unblocked Dream Eaters in the first turns) can disrupt this deck.

Note

The loyalty to Entropia is quite low for a single-school deck until very late stage of the game - adding expensive cards with high loyalty bonus to the deck doesn't pay off (Frost Blast is not better than Hypotermia, Deathly Arrow deals up to 5 damage). Discarding is rather discouraged to avoid losing components of the combos. Increasing the deck size is not necessary, usually the opponent has to use the shadow deck sooner in longer games.

Burning Horde (multi-school, 50 cards, creature-based)

  • 3x Plague
  • 3x Testudo
  • 3x Blessed Lance
  • 3x Hypotermia
  • 3x Inner Strength
  • 3x Dark Priest
  • 3x Dream Eater
  • 3x Green Adder
  • 3x Direwolf
  • 3x Knife in the Dark
  • 3x Obliterate
  • 3x Rune Warrior
  • 3x Cleric of the Vanguard
  • 2x Flesh Golem
  • 2x Guardian Herald
  • 2x King's Rider
  • 2x Thunderer
  • 3x Infernal

Strategy

Control the board with cheap but strong creatures, have slightly more life than the opponent and damage all players with channelled Infernal(s).

Pace

Fast, depends on having more creatures on the board than the opponent. Uses medium creatures of any school with the best power/cost ratio. Usually needs cca 10 turns - depends on a channelled Infernal (cca 7+3 mana) damaging the opponent for several turns.

Support

Use Blessed Lance, Testudo and Inner Strength to let your creatures live a bit longer. Kill too strong creatures with spells. Kill weaker creatures with Thunderer installed in a longer lane. Install the Plague as soon as possible in a lane you don't intend to conquer to prepare your life advantage. Start with Dark Priest and/or Dream Eater to get an early advantage.

Weakness

Minerva deck with Translocate and mass-destruction can use this deck's power against its owner. Materia deck with heavy use of armor and moving of creatures may get too close to the citadel and the deck doesn't have too many answers to strong enemy on your summon tile except discarding in a hope for Knife or Obliterate. Losing the Infernal leads to cca 4 lost turns - which may be enough for the enemy to break you several seals.

Note

The deck quite quickly gets medium loyality to several schools, however most of the cards do not have any loyality bonus. Using more expensive creatures would unnecessarily slow the deck down - it can cast several creatures per turn in mid/late stage of the game. Beware of life-adding cards (Tree of Life, Temple of many Blessings) if your life is only a bit higher than your enemy's. Expect that at least one of your seals will be broken.

Crusader (mostly AEther, 50 cards, creature-based)

  • 3x Testudo
  • 3x Blessed Lance
  • 2x Oil of Anointing
  • 2x Pasture
  • 3x Angelic Favor
  • 3x Disciple
  • 3x Prayer of the Valorious
  • 2x Rihn's Martyr
  • 3x Smite the Defilers
  • 3x Ardent Defender
  • 3x Chosen Warrior
  • 3x Dawn Obelisk
  • 2x High Guard
  • 3x Knife in the Dark
  • 2x Temple of Triumph
  • 3x Cleric of the Vanguard
  • 3x Rihn's Crusader
  • 2x Warrior of Light
  • 2x Rihn, Incarnate

Strategy

Control the board with strong creatures supported by life-adding lands and wipe the enemy with Rihn or boosted Warrior of Light.

Pace

Fast, leverags 4+ loyalty to AEther both via lands and creatures. Usually wins with 40 life and overkilling the enemy to cca -20 life. Needs cca 10 turns to cast the Rihn.

Support

The lands are more important for boosting the creatures than for the loyalty bonus (4 is enough for Rihn or Prayer, 6 is enough for Warrior of Light).

Weakness

Materia creatures with valiant can counter the first-strike, creature moving can circumvent strong defense in early turns. Sometimes lacks a card for the first turn (but usually it doesn't matter and there are many 4 mana cards). Destroying enemy creature on your summon tile is possible but difficult.