AZ2 Bounty 8: Elf Focus

    • AZ2 Bounty 8: Elf Focus

      This is the final bounty for AZ2 PvE theorycrafting - this will eventually rotate back, probably after AZ3 or some significant set changes though. For the next 30 days, the focus will be Elves. Submission deadline will be Tuesday, December 5, 2017 @ 11:59pm ET.

      I am offering a 1400 platinum bounty for each class setup that receives the most acclaim by your peers by the end of the 30 days. In other words 1400 platinum each for the chosen deck for Cleric, Mage, Warrior, and Ranger. That's 5600 platinum up for grabs! (Unfortunately I can't go higher than this currently on my own if I want to sustain this for the months to come.)

      In the case of an unclear result/outcome, I will let CoachFliperon make the final call as he is maintaining Campaign Adventurer's Guide | Decklist repository | Champions | Mercenaries | Ships.

      The budget of your deck is not an issue. Your goal is to make the best overall deck for each class. I understand that some encounters in the campaign will require whole new builds but the goal is to create a general optimized setup for each class that players can work towards as they climb to the current cap of Level 15.

      Note: If there are any changes to be made to the bounty, I will update here ASAP.

      ~~~

      Requirements:
      • Champion must be at Level 15.
      • The race must be Elf.
      • One class per post.
      • If you have multiple decks, submit only your best deck for that class.
      • You may submit one deck per class.
      • Edit your posts as necessary and make note of the changes in your update.
      • Last edit time must be prior to deadline.
      • Please follow Submission Format.
      The main three goals of your deck should be and I hope the community will judge the decks based on these factors:
      • Consistency (how consistent is it?)
      • Flexibility (how well can it handle the majority of encounters?)
      • Speed (how quickly can it end the average encounter?)
      ~~~

      Submission Format:

      Class: <Class>

      Talents:
      • List
      • in
      • Bullets
      Decklist:

      Resources:
      • List
      • in
      • Bullets
      Troops:
      • List
      • in
      • Bullets
      Actions:
      • List
      • in
      • Bullets
      Constants:
      • List
      • in
      • Bullets
      Artifacts:
      • List
      • in
      • Bullets
      Equipment:
      • List
      • in
      • Bullets
      Mercenaries:
      • List
      • in
      • Bullets
      Details: <Explanation of strategy and usage of deck including potential substitutions (if available).>

      ~~~

      Prizes:

      Best Build of Cleric: 1400 platinum
      Best Build of Mage: 1400 platinum
      Best Build of Warrior: 1400 platinum
      Best Build of Ranger: 1400 platinum

      ~~~

      And the bounty grows due to the following sponsors!

      Sponsors: (None yet)
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    • Class: Warrior

      Talents:
      • Fury
      • Warlord: Agility
      • Warlord: Strength
      • Training: Combat
      • Warlord: Parrying
      • Warlord: Concussive Strikes
      • Reinforcements
      • Training: Deployment
      • Deep Pockets
      • War Preparations
      • Training: Tactics
      • Enhanced Training Regimen
      Decklist:


      Resources (23):
      • 6x Ruby Shard
      • 5x Wild Shard
      • 4x Shard of Savagery
      • 4x Feralroot Acorn
      • 4x Well of Savagery
      Troops (34):
      • 2x Nerissa
      • 2x Visage of the Masquerade
      • 4x Voice of the Ashwood
      • 3x Ashwood Firebrand
      • 4x Mightsinger of the Ages
      • 4x Satyr's Roost Bard
      • 3x Spring Dancer
      • 2x Festival Barker
      • 2x Feralroot Songstress
      • 1x Viridian
      • 4x Heart of Embers
      • 3x Maw of the Hunt
      Actions (3):
      • 3x Burn
      Equipment:
      • Head: Ash Hood (Voice of the Ashwood)
      • Trinket: Songstress's Lyre (Feralroot Songstress)
      • Chest: Festival Dress (Festival Barker)
      • Gloves: Conflagration Handguards (Burn)
      • Feet: Festival Pumps (Festival Barker)
      • Weapon: Wooden Bident (Nerissa)
      Mercenaries:
      • Hawkor
      • Spirit of the Triumvirate (upgraded)
      • Tafford the Tireless
      Details: A pretty straightroward agressive elf deck. It combines different sources of mana generation and card advantage. The valor package can provide card draw with bards and removal/reach with embers. There is few better feelings than starting a game with a speedy Voice of the Ashwood hitting the opponent. If you know your Voice of the Ashwood wil get through then don't be afraid to pile your valors on him, you get back the mana spent after the hit.

      I'm sure there are faster Xocoy elf warrior lists out there, but I feel this deck is reasonably fast while also thematic and full of great synergy.

      Edit #1: Adding card tags for autocard.
      Edit #2: REmoving autocard as it isn't working. :(

      The post was edited 1 time, last by Approxiam ().

    • Class: Ranger

      Talents:

      • Unlock: Great Spore Beast
      • Pet Training: Ferocity
      • Pet Treats
      • Lay of the Land
      • Ranged Expertise: Scattershot
      • Ranged Expertise: Leg Shot
      • Eye of a Sniper
      • Ranged Expertise Overwatch
      • Pet Training: Stalk
      • Survival Skills
      • Every Piece of the Animal
      • Affinity Plants
      • Barrier Vines
      Decklist:

      Resources:

      • Wild Shards x24
      Troops (30):

      • Bramble Creeper x3
      • Stampeding Wyldeboar x4
      • Vine Trap x3
      • Aryndell Warden x3
      • Wrathwood Master Moss x4
      • Juurdin x3
      • Thorntongue Snapdragon x3
      • Bloombringer x4
      • Splinterslam x3
      Actions (6):

      • Chloryphillia x3
      • Crackling Clash x3
      Equipment:

      • Gardening Hat
      • Mossling Dandelion
      • Bark Coat
      • Splinter Spore Gloves
      • Brambleboots
      • Razorthorn Whip
      Mercenaries:

      • Count Davian
      • Aethynia
      • G24A-19
      Details:

      This deck is a blast! The basic strategy is play plants, create seed pods, and win. This deck is a Johnny’s dream come true. Every plant that enter play has a 25% chance of creating a seed pod and 5% chance to create a Plant Garden. Seed pods can create seed pods that create seed pods that create seed pods.

      Resources you play have a 25% chance to create Barrier Vines (which can create seedpods). There is resource acceleration with Chlorophylia and Fertile Ground which can create barrier vines and seed pods and buff your pet quicker. Plant Gardens create plant troops in your hands.


      You start the game with 30-40 health. Ranger Archery gives an excellent removal package and your Bee Pet make a dynamic evasion duo with Juurdin.


      This deck can create an ARMY of Skyguard, Spellshield, Steadfast plants.


      Plant gardens can heal you 100+ health a turn. Spore Beast is bonkers and can make every troop +20/+20.


      Best combo: swinging with a buffed Juurdin and creating regularly 6-8 seedpods and then playing Aryndell Warden and creating another 10 – 20 more. On your next turn your 1-4 plant gardens heal you for 40-80 health. Playing your Spore Beast gives your troops probably +20/+20 and Juurdin swings again creating 20-30 seed pods.


      The deck boasts 18 legendaries which take advantage of the Elf Racial Talent: A Taste For the Finer Things.


      Variation on Equipment gloves: Trapper Grip (Defensive), Wyldebracers (Offensive)


      A budget alternate plant you can switch for legendaries you don’t have is Wrathwood Larch. You can also put in your own Plant Gardens but this slows the deck down a little bit. Heart of the Wrathwood is too slow, and Juurdin is the cornerstone of the deck.

      The post was edited 4 times, last by Greymalkin: An edit was made to the total number of troops and actions. And the last sentence was added. Also "create seed pods" was added to "The basic strategy is play plants, create seed pods, and win." ().

    • Class: Ranger


      Talents:



      Tier 1
      • Unlock: Great Spore Beast
      • Ranged Expertise: Overwatch
      Tier 2
      • Affinity: Beasts
      • Lay of the Land
      • Ranged Expertise: Scattershot
      • Eye of a Sniper
      Tier 3
      • Hazardous Terrain
      • Unlock: Flamebreath Wolverines
      • Every Piece of the Animal
      • Barrier Vines
      Tier 4
      • Survival Skills (Both of them)
      • Affinity: Plants


      Decklist: 60 cards total



      Resources: 22 total
      • 22 Wild Shards
      Troops: 32 total

      • 3 Bramble Creeper (Feet Equip)
      • 4 Briarpatch Conjurer (Trinket Equip)
      • 4 Verdant Wyldboar
      • 3 Rose Kitten
      • 3 Thorn Pup
      • 3 Aryndel warden (Chest Equip) (either wild gem works here, I usually go with orb of blossoms)
      • 4 Wrathwood Mastermoss (ALT Trinket Equip)
      • 4 Juurdin
      • 4 Stampeding Wyldboar (Gloves Equip)
      Actions: 3 total
      • 3 Chlorophylia (Head and Weapon Equip)
      Artifacts: 3 total
      • 3 Spectral Acorn
      Equipment:

      • Gardener's Hat: Chlorophylia has cost -1 in all zones
      • Briarpatch Bracelet: Briarpatch conjurer instead adds a seed counter to everything that has "seed counter" in it's text, then adds briar legions to deck for each seed counter on conjurer.
      • Bark Coat: Deploy creates a seed pod for each plant in play
      • Wyldbracers: When you play a plant or beast if this is in your deck, move it up two spaces
      • Thicket Creepers: Deploy if the top card of your deck is a plant, draw it.
      • Sacred Stiletto: Your plants in all zones get +1/+1


      • ALT Trinket: Mossling Dandelion: Plants you control have Spellshield.
      Mercenaries:

      • Sir Thorngage: 4 random plants in your deck get +1 attack
      • Rifkun Bonespike: 3 random troops in your deck get +1 attack
      • Spirit of the Triumvirate (upgraded): 3 troops in your deck get flight, speed and steadfast.
      Details: This deck is fairly resilient. Your talents give you health when you play beasts (15 troops in the deck are plant beasts, 2 are just beasts, Verdant Wyldboars recur once, Stampeding Wyldboars recur the whole match) and when you kill marked troops.

      The curve is nice, 12 cards are legendaries benefitting from the "A Taste for the Finer Things" racial talent reducing their cost by 1. Nothing in the deck costs more than 4 resources.

      Every plant you play has a chance to summon a Seed Pod or a Plant Garden, Briarpatch Conjurer is there to make those much better, transforming them a turn or two early. Great Spore Beast is just silly and if you combo it with Briarpatch Conjurer and all those Seed Pods it is even more ridiculous. Juurdin and Aryndel Warden are guaranteed seed pods, every other plant is a 25% chance for a seed pod or a 5% chance for a plant garden (Including the Seed Pods summoned by other plants). Seed pods, Plant Gardens, Briarpatch Conjurers and Great Spore Beast are all cards with "Seed Counter" in their text.

      You have a couple of card draws in here, Bramble Creeper pulls plants off the top of your deck, Flamebreath Wolverines draw card on deploy, and Stampeding Wyldboar draws cards when it hits champions.

      Your ranger skills can be nice for getting the last little bit of health off a troop or killing the champion, don't forget they exist! If you're familiar with whatever match you're in, you can time your Overwatch for certain troop drops.

      Your win condition is pretty straight forward, take the fight to your foe. Your health will be high enough to ignore the need for blocking usually, and you'll be swinging in with crushing, invincible, speedy, flying, and/or massive troops.


      A couple of extra notes here: I tried this with ice but the slower nature of the shard kept slowing me down. The ALT trinket for Wrathwood is something to use if you have trouble with removal.

      Good luck and happy hunting!
    • Class: Mage

      Talents:
      • Spry
      • Affinity: Mages
      • Learn Spell: Telekinesis
      • Learning
      • Open Mind
      • Secret Knowledge
      • Self Knowledge
      • Learn Spell: Chaos Missile
      • SP Boon
      • SP Buff
      • Learn Spell: Magic Barrier


      Decklist:

      Resources:
      • 4x Feralroot Acorn
      • 4x Ruby Ice
      • 2x Ruby Shard
      • 4x Well of Savagery
      • 4x Wild Ice
      • 2x Wild Shard
      Troops:
      • 4x Artisanal Sommelier
      • 4x Feralroot Archdruid
      • 4x Mightsinger of Ages
      • 2x Nerissa
      • 4x Voice of the Ashwood
      • 4x Artisanal Cheesesmythe
      • 4x Festival Barker
      • 4x Matriarch of Flames
      • 2x Prospero, Sylvan Enchanter
      • 2x Lorenzo the Wyrmsinger
      Actions:
      • 4x Glimmerfly Dance
      • 3x Ricochet Blast


      Equipment:
      • Head: Flare Mantle (Matriarch of Flames)
      • Trinket: Sacred Stones (Glimmerfly Dance)
      • Chest: Feralroot Vest (Feralroot Archdruid)
      • Gloves: Fire-Touched Claws (Ricochet Blast)
      • Feet: Festival Pumps (Festival Barker)
      • Weapon: Wooden Bident (Nerissa)
      Mercenaries:
      • Spirit of the Triumvirate (upgraded)
      • Clatterclank
      • Hoo'vis O'Shearskin (not vital but is fun to have)
      Details:
      • Consistency is very good. Almost all the troops either create or draw cards or resources. Starting with an extra card every game helps with consistency. Also with 20 Mages you will have lots of spell points throughout the game.
      • Flexibility is mostly based on your spell selection so SP are key to this. This deck might see action light but you have 12 troops that can create new actions repeatably.
      • Speed can be fast but it is rare to kill before turn 5.


      Your first Embiggen should be used to kill a troop on either the block or attack but if a Voice of Ashwood is getting through unblocked it can be right to convert SP to resources. The AI never plays around it (or any Mage spell really) and can be done turn 2 a lot of times. You will have a lot of choices on which spell to start with and remember they will each refund 2 SP back the first cast. Particularly important for Chaos Missile as it only cost 1 to start with.

      Since every card does something more than just hitting the enemy for damage, some of the interactions can get strange. For example a Festival Barker giving Speed to a Feralroot Archdruid might seem silly but he can come out and immediately give you a permanent resource assuming you have another elf to follow him.
    • Hello dear Hexers!

      To save space, I will post the talent tree of 3 classes, because the decklist does not change.


      THE LONELYPEDE

      Class: Warrior/Ranger/Mage

      Talents:
      ---------------------------------------------
      (Warrior)
      • Warlord: Strength
      • Warlord: Concussive Strikes
      • Warlord: Agility
      • Warlord: Parrying
      • Deep Pockets
      • Fury
      • Andrenaline
      • Berserking
      • Never Surrender
      • Fortifications
      ---------------------------------------------
      (Ranger)
      • Pet Taining: Ferocity
      • Chew Toy
      • Ranged Expertise: Overwatch
      • Ranged Expertise: Scattershot
      • Eye of a Sniper
      • Every Piece of the Animal
      • Survival Skills
      • Pet Training: Stalk
      • Pet Training: Sic' Em
      • Bonded for LIfe
      -------------------------------------------
      (Mage)
      • Learn Spell: Soothsaying
      • Open Mind
      • Learning
      • Learn Spell: Telekinesis
      • Learn Spell Chaos Missile
      • SP Boon
      • Mental Superiority
      • Wordly Knowledge
      • SP Buff
      • Learn Spell: Magic Barrier
      • Guardian Golem
      • Golem Graft
      ------------------------------------------------------
      Decklist:

      Troops:

      • 1x The Killipede
      Resources:

      • 4x Blood Ice
      • 4x Diamond Ice
      • 4x Ruby Ice
      • 4x Sapphire Ice
      • 4x Wild Ice
      • 4x Permafrost
      • 36x Blood Shard
      Equipment:

      • Trinket: Pulsating Blood Mind (Gives The Killipede Deathcry: Put this in your deck)
      Mercenaries:

      • Spirit of the Triumverate
      • Corporal Hadrian
      • Nogg Nogg/ Clatterclank
      Strategy:
      Lonelypede is a T3 farming deck similar to the Lonely Xocoy configuration as many of you may know. The advantages are that ew can use this deck on almost all encounters and even beat difficult bosses like Kraken, Wiktor or Wormoid Queen on T3.
      OK, the game is simple. Your starting hand must contain a Blood Ice and a Blood Shard or Permafrost OR any Ice and Permafrost. On T1 we Fateweave and Seek Adventure. On T2 we play our second resource, play The Killipede and attack. On T3 we attack again and win the game! IF our troop dies, it's equipment puts it back in our deck so we may be stalled for a couple of turns.
      With this deck we can destroy almost ANY opponent in both adventure zones. Our Battle / Telekinesis / Sic' Em helps us get rid of any maybe pesky troops with Flight that may show up. For encounters with Shell just use a merc. For encounters with Armor (Savvas), if our champion is a Mage then again we need to use a merc. If not, we need to use our Battle Charge Power or our Pet and switching Clatterclank for Nogg Nogg so we can have that extra point of attack. Nogg Nogg also is needed for Gallows Ghast and The Killipede because they lower our troops' attack. For Mad Aradam this deck could work with a bit of luck and adding 4x Acorns.

      That's all! I hope you like it! :)

      For Mercenary decklists and more PvE related stuff check the Wardens of Entrath website.
      The Wardens of Entrath is a large, open to public community of Hex enthusiasts with a mission to help and support Hex players and content creators alike!

      Find us on our Discord server or website!
    • My Elf Cleric Submission: Constant Chanting


      Class: Elf Cleric


      Talents:
      • Hale
      • Healing Aura
      • Aura Aspect: Good Karma
      • Aura Aspect: Animation
      • Affinity: Cleric
      • Unlock: Divine Altar
      • Blessed Birth
      • Premonitions
      • Child of the Right Hand
      • Cleanse
      • Armed Against Darkness
      Decklist:


      Resources:
      • 8x Ruby Shard
      • 8x Wild Shard
      • 3x Shard of Savagery
      • 4x Well of Savagery
      Troops:
      • none
      Actions:
      • 3 x Chlorophyllia (with head equip)
      • 2 x Heat Wave (with chest equip)
      • 2 x Purging Flames
      • 3 x Runic Growth
      • 2 x Runic Avalanche
      Constants:
      • 3 x Suffering Pyre (with glove equip)
      • 3 x Cerebral Fulmination
      • 3 x Fury Chant (with boots equip)
      • 3 x Pucid's Whispers (with bow equip)
      • 2 x Heart of Fire
      • 3 x Verdant Chant
      • 2 x The Wrath of Zakiir (with trinket equip)
      • 2 x Enter the Dream
      Artifacts:
      • 3 x Spectral Acorn
      Equipment:
      • Gardener's Hat
      • Shard of Zakiir
      • Sultry Shell
      • Gloves of the Suttee
      • Furious Loafers
      • Heartbeat Bow
      Mercenaries:
      • Tealwing
      • Tafford the Tireless
      • Sekki
      Details:
      This deck is probably my favorite campaign deck of all time. It has several avenues of murdering opposing champions, all requiring you to go over the top in excessive proportions:
      • Fury Chant explosions with all of the constants you have entering play
      • Wild Child beatdown from Verdant Chant triggers
      • Dragon flames from Wrath of Zakiir (and the accompanying dragon)
      • Monstrous Soul Vessel smashes
      • And the quirkiest: stealing opponent's troops from their hand with Pucid's Whispers and beating them with their own creatures.
      It's a little too slow to set up to take out Mad Aradam and Gallows Ghast without lucky draws (though I was able to beat Mad Aradam with a god draw of blessings into a t4 Enter the Dream), but clears all other regular encounters and dungeons with ease. In addition, it requires a little thought to the order you play your resources. I've only had threshold problems once since I have so many dual shards, but you have to pay attention to make sure you can get 3 wilds for Enter the Dream and 3 rubies for Wrath of Zakiir. Generally, when possible you want double ruby ASAP since a lot of your lower cost cards have double thresholds.

      Piloting tips:
      This deck is a Ramp deck that will inevitably combo off. With Pucid's Whispers (w/ equip), Cerebral Fulmination, and Blessings, there is plenty of card draw (on top of the Cleric passive and Sekki that will often boost your starting hand to amazing levels). Chlorophyllia, Runic Growth, and Blessings give Ramp, while Suffering Pyre gives absurd ramp. So now what do you ramp into?

      Enter the Dream is pretty much an instant win if you can play cards after you cast it. Otherwise, it's a guaranteed win on your next turn. With Enter the Dream, your blessings become degenerate. They will draw you two cards and give you a Genesis Leaf to help fuel future plays. As such, it's trivial to just keep playing cards until you play enough cards where the opponent dies, usually from Fury Chant triggers.

      Alternatively, you can Wrath of Zakiir. You clear the board of troops and then start launching Powers of Zakiir. Plus you get a bonus dragon. This also ends the game in short order. (Side note: If you get Quui the Runemother, you basically just went infinite because then all of you Blessings and Powers of Zakiir are basically getting doubled. It is glorious.)

      There are also some other wonderful little synergies in this deck:
      • Its primary combo is Heart of Fire and Fury Chant. With these constants in play, every constant that enters play will give you resources. Most interestingly, the Elf Blessings put a constant into play for free, so I will often hold onto early blessings until I can really profit from them. In addition, with this combo, Runic Growth is "free" the turn you play it since it proves a resource and then gets 2
      • Suffering Pyre + Cleric: Clerics have amazing resiliency (especially Elves), so the burning from Suffering Pyre is often inconsequential. And if you amass too many burning counters, you can always use the talent to Cleanse them for a wonderful health boost. And with gloves, Suffering Pyre becomes ramp. So with good planning, Suffering Pyre and consistent resource drops can guarantee by itself a turn 5 Enter the Dream or Wrath of Zakiir. This can be shortened with the other ramp in this deck.
      • Pucid's Whisper + Runic Avalanche: With an early Pucid, sometimes you get too many troops to play from the opponent's hand. You don't want to give them back, but what can you do? Fortunately, you can just Runic Avalanche your hand and discard all those unplayable troops. With no troops in your deck, you will never be giving the opponent anything of yours. Fortunately, this doesn't come up very often since you will often have plenty of resources to play with, but it is always amusing when you can lock a boss out of playing its troops.



      ...wow I wrote a lot. Sorry for the word wall, but I really enjoy this deck and hope you can to.
    • The Elf Ranger Mozart, and his faithful companion, BumbleBach, would like to present their seed symphony.

      Class: Elf Ranger


      Talents:
      • Unlock: Great Spore Beast
      • Pet Training: Shared Exercise
      • Pet Treats
      • Lay of the Land
      • Ranged Expertise: Leg Shot
      • Ranged Expertise: Scattershot
      • Ranged Expertise: Overwatch
      • Eye of a Sniper
      • Unlock: Bombardment
      • Every Piece of the Animal
      • Barrier Vines
      • Affinity: Plants
      Decklist:


      Resources:
      • 7 x Blood Shard
      • 12 x Wild Shard
      • 4 x Well of Ancients
      Troops:
      • 3 x Bramble Creeper
      • 2 x Lord Blightbark
      • 3 x Blightbush
      • 3 x Blightseed Fiddler
      • 3 x Rune Ear Hierophant (with Wild Orb of Blossoms and Blood Orb of Fleshcraft
      • 4 x Juurdin
      • 4 x Sporeshambler
      • 2 x Aryndel Warden (with Wild Orb of Blossoms)
      • 3 x Blightseed Cultivator
      • 2 x Grounds Creeper
      Actions:
      • 3 x Chlorophyllia
      • 2 x Dream's End
      Artifacts:
      • 3 x Spectral Acorn
      Equipment:
      • Gardener's Hat (for Chlorophyllia)
      • Talisman of Juurdin (for Juurdin)
      • Scale of Juurdin (for Juurdin)
      • Sewn Sigil Gloves (for Sporeshamblers)
      • Thicket Creepers (for Bramble Creepers)
      • Sacred Stiletto (for Chlorophyllia)
      Mercenaries:
      • Sir Thorngage
      • Scion of Uruunaz (with Elf perk, this will make Juurdin cost only 3)
      • Naal-Noorfoh the Just (or Mayor Galway) for extra Deathcry shenanigans


      Details:
      It's another plant based deck, but upgraded with many of the wonderful plants cultivated by the Blightbark. This might not generate as many plants as some of the other decks, but this deck is usually a faster plant deck because it doesn't usually need to wait 3 turns for Seed Pods to transform. With the deathcry on Juurdin (from equipment) and several ways of triggering deathcries (or just playing an additional copy of Juurdin), you will often have a lethal army of freshly transformed plants before the opponent can muster much of a defense.

      The fastest play is having Juurdin and Fertile Ground in your opening hand and a way of triggering a deathcry by the 3rd turn (you have options: Dream's End, Blightseed Cultivator, or an additional Juurdin). Fertile Ground will allow you to have a turn 1 Juurdin that is able to attack on the second turn and create a lot of seed pods. Then on the third turn, triggering its deathcry can transform all the seed pods you have into what is likely a lethal army on the third turn. So while Turn 3 is the ideal, turn 4 kills are also not that rare since Chlorophyllia also can ramp to put Juurdin into play on the second turn.

      When Juurdin isn't available, the deck will usually overwhelm with a surprising number of blightblossoms from all the deathcry triggers of the different troops. Between Chlorophyllia, Bramble Creepers and Sporeshamblers, Blightblossoms can get rather large and overwhelm opponents. In addition, the suite of Ranger Expertise talents form pretty much all the removal you would need before your army of plants (and a VERY large bunny) take over.

      Fun interactions:
      • Lord Blightbark followed by Juurdin will instantly give you at least one transformed plant since Juurdin's deploy will give you a seed pod that gets instantly transformed by the deathcry.
      • Rune Ear Hiero. will get monstrously sized relatively quickly with how commonly plants get created. He is also an excellent target for Grounds Creeper when Juurdin is hiding; Rune Ear will constantly get bigger from his deathcry triggering, and make ever larger abominations with each iteration.
      • The large boosts from Great Spore Beast are sometimes ephemeral since Seed Pods lose all seed counters when they transfrom. But Juurdin puts seed counters on ALL plants. So Juurdin's Deathcry + Spore Beast can create ridiculously large plants (+3 x number of plants you control) quickly without needing to wait for seed counters to build up.

      The post was edited 1 time, last by Arcanyx: Fixed some typos, and added the Fun interactions section ().

    • Class: Warrior


      Talents:
      Tier 1
      • Fury
      • Affinity: Warriors
      • Warlord: Agility
      • Training: Combat
      Tier 2
      • Warlord: Parrying
      • Unlock: Warlord War Machine
      • Warlord: Concussive Strike
      • Reinforcements
      • Training: Deployment
      Tier 3
      • Deep Pockets
      • War Preparations
      • Training: Tactics
      • Enhanced Training Regimen


      Decklist: 60 cards total




      Resources: 24 total
      • 11 Wild Shards
      • 11 Ruby Shards
      • 1 Ruby Ice
      • 1 Wild Ice
      Troops: 30 total


      • 4 Pupil of Creation (Trinket equip)
      • 4 Artisanal Sommelier
      • 4 Visage of the Masquerade
      • 4 Feralroot Archdruid (Chest equip)
      • 4 Festival Barker (Feet equip)
      • 3 Tempestuous Bladedancer
      • 3 Maw of the Hunt (Head equip)
      • 4 Ashwood Smiter (Gloves and Weapon equip)
      Constants: 3 total

      • 3 Arcane Alacrity
      Artifacts: 3 total

      • 3 Spectral Acorn
      Equipment:


      • Head: Double Maw Scarf: Maw of the Hunt gets rage 1
      • Trinket: Locket of Creation: Double number of creation counters when using Pupil's ability
      • Chest: Feralroot Vest: Gain 4 health when an Elf enters play
      • Gloves: Smiter's Bracers: Deploy - Elves in hand get Ashwood Smiter's cost reduction ability.
      • Feet: Festival Pumps: Adds CRUSH and SPEED to the elves put into hand by the deploy ability.
      • Weapon: Ashwood Mace: Deploy - if you have no resource points troops in hand get +1/+1


      Mercenaries:

      • Spirit of the Triumvirate (upgraded): 3 troops in your deck get flight, speed and steadfast.
      • Count Davian: Gain 1 health at start of game for each troop in opponent's hand.
      • Clatterclank: Gain a charge if you start with more cards in deck (You'll have 61 because of the War Machine)


      • (Alt Merc in place of Count Davian for encounters against non troop decks: Nogg Nogg: 3 troops in your hand or deck get Gladiator 1)


      Details: The deck is pretty resilient. It can gain health from Archdruid and ramp pretty easily. Visage of the Masquerade helps your board go wide. The Arcane Alacrities may seem odd at first until you see Artisanal Sommelier. Artisanal Sommelier is awesome for going big if going wide doesn't work.You'll find a lot of your troops come out hot (Speed) and ready to (Swift)strike the competition. Throw crush on them (Ashwood Zinfandel) if they don't have it already.

      Festival Barker can give Crush and Speed to a lot of troops, she can also feed the Pupils and the Visages when empowered. Quick note on the Barker: if she gets the Ashwood Smiters cost reduction for 1 turn down to 2 cost then empowered for 4 and tossed into play she goes up to 5 and triggers Pupils and Visage.

      Maw comes into play for free if you have a wild threshold and an elf hits the opposing champ, but still triggers the 5 cost abilities, can be funny when multiple Maws hit the board early.

      You'll find the board filled with speedy, swift-striking, crushing troops in no time.

      Have fun and happy hunting!
    • Class: Cleric


      Talents:
      Tier 1
      • Enhance Blessing: Life Essence
      • Hale
      • Affinity: Cleric
      Tier 2
      • Enhance Blessing: Empowerment
      • Aura Aspect: Good Karma
      • Healing Aura
      • Unlock: Divine Altar
      Tier 3
      • Discipline of the Mind
      • Child of the Right Hand
      • Blessed Birth
      Tier 4
      • Armed Against the Darkness
      Decklist: 60 Total




      Resources: 23 Total
      • 10 Ruby Shard
      • 11 Wild Shard
      • 1 Ruby Ice
      • 1 Wild Ice
      Troops: 34 Total

      • 4 Pupil of Creation (Trinket)
      • 4 Artisanal Sommelier
      • 4 Nerissa
      • 3 Wild Child (Head)
      • 4 Feralroot Archdruid (Chest)
      • 4 Wild Root Dancer (Feet)
      • 3 Ashwood Blademaster (Gloves)
      • 4 Ageless Troubadour
      • 4 Ashwood Smiter (Weapon)

      Artifacts: 3 Total

      • 3 Spectral Acorn
      Equipment:

      • Helm of the Wild Cleric: Clerics cost -1
      • Locket of Creation: Double the number of counters when using the ability
      • Feralroot Vest: Gain 4 health when an elf enters play
      • Blademaster's Gloves: Wild threshold: Basic - Elves you control get swiftstrike
      • Feralroot Slippers: You may play another resource each turn
      • Ashwood Mace: Deploy - If you have no resources left, your troops in hand get +1/+1
      Mercenaries:

      • Tafford the Tireless: At the start of the game create 2 blessings and put them into your deck.
      • Spirit of the Triumvirate (Upgraded): 3 Troops in your deck get Flight, Speed and Steadfast
      • Sister of the Herd: 3 Random resources in your deck get "When you play this, gain 2 health"
      Details: Flood the board with cheap troops, give them swiftstrike (With the blademaster) and possibly crush (with Ashwood Zinfandel) pump their attack (again, with blademaster or Zinfandel) and swing for the fences. Your blessings give troops pumped stats. Ageless Troubadour can give you a ton of resources, feel free to spend it on Blademaster attack pumps, Archdruid +20/+20 stats or the many actions Artisanal Sommelier will be making in your hand.
    • Class: Mage (I like elves - I had 4 of them even when the limit was 10 characters - but especially elf mages. See forum title.)


      Talents:
      • (Replenish Spell Power)
      • (Learn Spell: Soothsaying)
      • Open Mind
      • Learning
      • Learn Spell: Telekinesis
      • Learn Spell: Chaos Missile
      • SP Boon
      • Unlock: Knowledge is Power
      • Mage Class Gems
      • Worldly Knowledge
      • SP Buff
      • Secret Knowledge
      • Self Knowledge
      Decklist (60 cards):


      Resources (20):
      • 20x Ruby Shard
      Troops (19):

      • 4x Voice of the Ashwood (Ash Hood)
      • 3x Skittering Skarn
      • 4x Reginald Lancashire (Nimble Boots)
      • 4x Xocoy, High Cleric (Minor Ruby of Zeal, Mage's Major Orb of Spell Power, Xocoy's Double-bladed Axe)
      • 4x Cerberus (Cerberus Collar)
      Actions (15):

      • 4x Pyre Ceremony (Pyretic Vestments)
      • 3x Crimson Clarity
      • 4x Soul of Battle
      • 4x Communion of Wax (Major Ruby of Twinstrike)
      Constants (0):

      • (None)
      Artifacts (6):

      • 3x Spectral Acorn
      • 3x Cerebral Jack-hat (Factoring Fingers)
      Equipment:

      • Head: Ash Hood (Voice of the Ashwood)
      • Trinket: Cerberus Collar (Cerberus)
      • Chest: Pyretic Vestments (Pyre Ceremony)
      • Gloves: Factoring Fingers (Cerebral Jack-hat)
      • Feet: Nimble Boots (Reginald Lancashire)
      • Weapon: Xocoy's Double-bladed Axe (Xocoy, High Cleric)
      Mercenaries:

      • Clatterclank
      • B.E.B.O.
      • Hoo'vis O'Shearskin
      Details: This deck seeks to abuse the Embiggen Spell to achieve swift victory.

      Basic strategy: Use ramp (Crimson Clarity, Pyre Ceremony, Voice of the Ashwood, Secret Knowledge) to bring out a Xocoy or Cerberus (if either is possible, bring out Xocoy unless only Cerberus has Speed) on turn 2 or 3. Attack with it (that turn if affected by Skittering Skarn or Hoo'vis), Embiggen it, and win! Use draw power (Reginald, Cerebral Jack-hat, Spectral Acorn, Soothsaying to get the required ramp or troop.

      Embiggen enabling strategy: Clatterclank will give you the ability to use your charge power on turn 2. With (if necessary) the use of Chaos Missile to gain 1 Spell Power (spend 1, gain 2 with Open Mind) this will almost always give you the require 7 Spell Power to cast Embiggen (you start with 2 + 4 chances at +1 + 3-5 for charge power use, so odds of not getting at least 6 = 1/42). It's almost always worth saving this for Xocoy or Cerberus.

      Ways the deck abuses Embiggen: An Embiggen on Xocoy will (virtually always) be used twice in one turn, basically meaning double damage + the Spell Power bonus allows additional Embiggens (see Xocoy strategy below). An Embiggen on Cerberus does triple damage. An Embiggen on a troop cast with Communion of Wax does double damage. An Embiggened troop affected by Soul of Battle does double damage. An Embiggen on a Voice of Ashwood can be used as extra ramp (usually only worth it to get Xocoy or Cerberus out early / allow Cerberus to attack extra times / win that turn).

      Xocoy strategy: With Swiftstrike, Crush, and Embiggen, Xocoy is virtually guaranteed to give you the Spell Power to cast at least one more Embiggen. Use this to either pump another troop to save it (between swiftstrike and regular damage dealing) or (preferred) pump Xocoy again for his second attack of the turn. On this second attack he will gain you even more Spell Power, allowing you to Embiggen another troop getting through multiple times to almost always easily win. This is especially effective with Soul of Battle on Xocoy or after he's been cast with Communion of Wax. [Side-note: Discovering the power of Xocoy with the major mage gem is what led to my discovery of the power of Xocoy with the major warrior gem and the Twocoy deck. That deck led to my discovery of the power of Communion of Wax which led to its inclusion in this deck.]

      Draw strategy: If you have nothing else to do or need additional pieces (ramp or Xocoy/Cerberus), use Spectral Acorn, Reginald, Cerebral Jack-hat, or Soothsaying (when you know you'll have two extra Spell Power or if you desperately need cards so it's worth losing the ability to cast Embiggen) to add to your draws. This is especially effective when you haven't yet drawn your Secret Knowledge card. If you gain ridiculous amounts of extra resources (usually from a Voice) that you otherwise can't use, pay to put a Jack-hat back in your hand and recast it for another draw.

      Ramp strategy: B.E.B.O. is used to make sure Pyre Ceremony is available to cast as ramp. Against opponents with less life you won't have this extra troop. Remember not to use Pyre Ceremony on turn 1 (usually after Voice gives you resources) if you want to cast Xocoy or Cerberus directly (Communion of Wax is fine) unless you also have a Crimson Clarity - you'll need a second Ruby threshold to cast them. It can be worth casting Embiggen and/or Soul Battle on a Voice to allow it to get through or give you the resources to get a Xoocy or Cerberus out earlier - especially on Xocoy (he can give you the spell points back after he attacks the next turn) or a Cerberus with speed (if the Voice does enough damage to enable it to attack already this turn). Knowledge is Power can be especially effective on a Crimson Clarity or Pyre Cermony for extra ramp.

      Spell strategy: Mainly use Embiggen as noted above. But use other spells if necessary for draw, blocker removal, etc. After connecting with Xocoy, you can probably cast whatever you want, as many times as you want. =)


      Mercenary options: Lots of other possibilities for mercenaries instead of Hoo'vis or B.E.B.O. (if your opponent is low health). A mercenary with another chance for an extra charge allows Embiggen on turn 1 (usually not really usable to full effect that turn) and a second gain of Spell Power on turn 4. Various mercenaries can give a chance at an extra troop for Pyre Ceremony to use for ramp. Upgraded Spirit of the Triumvirate gives more chances for an upgraded troop, but less chance that a drawn Xocoy or Cerberus will have gained Speed (compared with Hoo'vis).

      Skill options: If not using B.E.B.O. (or if the 2 health makes no difference), take Spry instead of Worldly Knowledge and SP Buff for a healthier mage. Take Guardian Golem instead of Self Knowledge if you prefer always having a target for Pyre Ceremony over having an extra card (this also enables replacing B.E.B.O.). Or take Spry and Learn Spell: Magic Barrier instead of Worldly Knowldege and Self Knowledge for 1 or 2 more Spell Power and the ability to use 3 Spell Power (the first time, effectively) to gain a blocker or target for Pyre Ceremony.

      Card options: Fuel for the Fire instead of Jack-hat gives you an immediate two cards instead of making you wait for the second card. No possibility of more cards though, and the opponent also draws two (which could be an advantage if Reginald has already connected).


      Consistency: extremely consistent, due to an eight card starting hand, lots of draw power, multiple options for ramp and eight excellent troops for Embiggening.

      Flexibility: can easily handle almost all encounters, as a Mage has great flexibility with their spells and this deck finishes most encounters quickly. Mad Aradam can cause problems as ramp spells lose effectiveness, but it's still quite possible to beat him (got him first try after typing that sentence and wanting to confirm).

      Speed: wins occur in 2-4 turns against the great majority of opponents. 3 turns is typical, 2 or 4 turns happen often. Taking 5 turns feels extremely slow, but is also extremely rare against most opponents.
      "A storm of madness approaches these shores; let us meet it with a tempest of our own."
    • Class: Cleric

      Talents:
      • (Pray)
      • Enhance Blessing: Life Essence
      • Enhance Blessing: Empowerment
      • Affinity Cleric
      • Unlock: Divine Altar
      • Diligent Study
      • Unlock: Shrine of Briggadon
      • Cleric Class Gems
      • Blessed Birth
      • Premonitions
      • Child of the Right Hand
      • Healing Aura
      • Aura Aspect: Good Karma
      Decklist (60 cards):


      Resources (16):
      • 16x Wild Shard
      Troops (34):

      • 3x Bramble Creeper
      • 3x Howling Brave (Prairie Runners)
      • 2x Witch of the Wishing Well
      • 4x Mightsinger of Ages
      • 4x Stampeding Wyldeboar
      • 4x Rune Ear Hierophant (Minor Wild Orb of Vigil, Cleric's Major Orb of Prayer)
      • 4x Juurdin (Talisman of Juurdin, Scale of Juurdin)
      • 2x Jadiim
      • 3x Blightseed Cultivator
      • 2x Syyn, Etherdrake Nomad
      • 3x Splinterslam (Splinter Spore Gloves)
      Actions (7):

      • 4x Wellspring
      • 3x Chlorophyllia (Gardener's Hat, Sacred Stiletto)
      Constants (0):

      • (None)
      Artifacts (3):

      • 3x Spectral Acorn
      Equipment:

      • Head: Gardener's Hat (Chlorophyllia)
      • Trinket: Talisman of Juurdin (Juurdin)
      • Chest: Scale of Juurdin (Juurdin)
      • Gloves: Splinter Spore Gloves (Splinterslam)
      • Feet: Prairie Runners (Howling Brave)
      • Weapon: Stiletto (Chlorophyllia)
      Mercenaries:

      • Scion of Uruunaz
      • Sekki
      • Tafford the Tireless
      Details:

      General Strategy: Use some combination of Plants and/or Lifedraining Clerics or Dragons to overwhelm the opponent (with the help of ramp, draw power, and troop buffing Blessings).

      Plant Strategy: You have two main Plant attackers - Juurdin and Stampeding Wyldeboar.

      Juurdin Strategy: Juurdin is the main win condition for the deck, with the game progression most often being: Play Juurdin on turn 2 with the help of ramp (Howling Brave, Chlorophyllia, and/or Blessings). Attack with Juurdin on turn 3, creating many Seed Pods. Either play another Juurdin to trigger his Deathcry and change each Seed Pod to a random Plant or play a Blightseed Cultivator on turn 4. On turn 4 attack with Juurdin and a large number of Plants for the win (almost always a win and not worth checking the exact numbers especially with poor AI blocking choices). Chlorophyllia, Bramble Creeper, and Blessings all help buff Juurdin to create more Seed Pods on his attack. Splinterslam can't usually be played by turn 3, but when it can be played, it allows for continual triggering of Juurdin's Deathcry by continually creating Juurdins to play after he hits on an attack.

      Stampeding Wyldeboar Strategy: The Wyldeboar is used as a damaging cantrip for 2 cost. Much as Juurdin, Bramble Creepers and Chlorophyllias add to the damage of the cantrip. When Splinterslam is in play, the "cantrip" can be cast every turn for continual damage and card advantage.

      Dragon Strategy: Jadiim, like Juurdin, can often be played turn 2 (slightly less often, as Blessings don't help fulfill the threshold requirement). In combination with other plays (using at least 4 and 5 resources on the next two turns), the game is again usually won by turn 4 (if not, it's well in hand). Syyn is usually too expensive to matter much, but is mainly in the deck as a fun finisher. Though the game rarely longer than one Syyn attack, if it does, there are many fun combos with things like free Juurdins to trigger his Deathcry, free Wyldeboars to draw cards and do damage, etc.

      Cleric Strategy: Use Mightsingers as yet another win condition as well as draw power. With ramp, the five Wild Threshold can be achieved as early as turn 2 (though this is rare. Once this happens Mightsingers are a ticking clock for the opponent. Rune Ear Hierophants are most useful when played before a Juurdin attack, but are also used to create more Blessings and serve as yet another win condition (though without Juurdin, often the slowest of them all). Blessings are excellent troop buffers and ramp and become highly likely to be drawn when combined with Good Karma and Diligent Study. In addition Child of the Right Hand and Sekki make them excellent cards to have in your starting hand. Divine Altar turns Mightsingers, Hierophants, and Blessings into overpowering cards.

      Ramp Strategy: Making sure you can play Juurdin turn 2 is usually the most important thing, so play Howling Braves before Mightsingers, even though playing them after can draw you a card. Use a Genesis Leaf whenever it allows you to play a permanent resource earlier (Howling Brave, Chlorophyllia, Wellspring).

      Draw Strategy: Mightsinger turns Wild Shards, Wellsprings, Howling Braves, and Chlorophylias into possible draws. Blessings replace themselves, but when combined with Divine Altar become extra draws. Wyldeboar and Witch of the Wishing Well are your other draw possibilities.

      Miscellaneous Strategy: Witch of the Wishing Well is used as an early troop to find a more useful troop for whichever strategy looks best based on your other cards. Wellspring is used most often at 2 cost for a more expensive Chlorophyllia and to get the five Wild Threshold needed for Mightsingers, but also serves as a 0-cost card for Sekki. Shrine of Briggadon makes your Hierophants (or massive Plant attacks after a Juurdin attack and Deathcry, though it's rarely necessary) far more effective and can bring back troops that were killed earlier.


      Gem Substitutions: Major Wild Orb of Growth instead of the Cleric Gem makes the Hierophant more deadly in its own right instead of support. Minor Wild Orb of Blossom instead of Vigil gives another target for Blightseed Cultivators.

      Talent Substitutions: When replacing the Cleric Gem, may also replace Unlock: Shrine of Briggadon and Cleric Class Gems with Hale and Discipline of the Mind.

      Equipment Substitutions: Thicket Creepers instead of Prairie Runners gives you slightly more draw power and slightly less ramp.

      Card Substitutions: Syyn could be substituted out for more Witch of the Wishing Well. Or Witch of the Wishing Well could be substituted for Oakhenge Ceremony (more choice on which troop you get, more likely to mess up Blessings near the top of your deck or your Premonitions card). Blightseed Cultivators and a Witch could be removed to put in Wrathwood Master Moss with Trinket (earlier versions of this deck had that, but there is mostly little removal in the campaign so they were replaced with Cultivators. Feel free to put them back in).


      Consistency: Very high. Juurdin quickly overwhelms opponents and all Clerics and Dragons eventually overwhelm the opponent (and provide health while doing so). A good amount of draw power and Premonitions also help make the deck consistent.

      Flexibility: There's almost always a strategy that will work against an opponent. If not Juurdin, there's Jadiim, Mightsingers, Hierophants, or Splinterslams and Wyldeboars. But basically Juurdin works against virtually everything (just not opponents with Shell). Mad Aradam, as usual, poses its own problems, but should be doable.

      Speed: Slowest of my elf decks, as wins before turn 4 are relatively rare (usually requires a turn 1 Juurdin, which usually requires a Chlorophyllia and two Blessings). But wins on turn 4 are extremely frequent. Sometimes games can drag on much longer though (usually with a certain amount of inevitability from health gain and troops continually getting stronger).
      "A storm of madness approaches these shores; let us meet it with a tempest of our own."
    • Class: Cleric
      Talents:
      Tier 1:
      ⦁ Enhance Blessin: Life Essence
      ⦁ Blessing of the Immortals
      ⦁ Hale
      ⦁ Pray
      ⦁ Affinity: Cleric
      Tier 2
      ⦁ Enhance Blessing: Empowerment
      ⦁ Healing Aura
      ⦁ Divine Altar
      Tier 3
      ⦁ Discipline of the Mind
      ⦁ Child of the Right Hand
      ⦁ Blessed Birth
      Tier 4
      ⦁ Premonitions

      Decklist (60):
      Resources (23):
      ⦁ 4 Ruby Ice
      ⦁ 3 Ruby Shard
      ⦁ 4 Well of Savagery
      ⦁ 2 Wild Ice
      ⦁ 10 Wild Shard
      Troops (13):
      ⦁ 4 Dream Skarn
      ⦁ 4 Genesis Pool Naiad
      ⦁ 3 Howling Brave
      ⦁ 2 Wild Root Dancer
      Actions (11):
      ⦁ 3 Burn
      ⦁ 3 Chlorophyllia
      ⦁ 3 Fuel for the Fire
      ⦁ 2 Impulse
      Constants (7):
      ⦁ 4 Enter the Dream
      ⦁ 3 Fury Chant
      Artifacts (6):
      ⦁ 3 Cerebral Jack-hat
      ⦁ 3 Spectral Acorn

      Equipments:
      ⦁ Dream Cap
      ⦁ Orb of Harmony
      ⦁ Chest of Electrical Force
      ⦁ Conflagration Handguards
      ⦁ Feral Root Slippers
      ⦁ Dream Staff

      Mercenaries:
      ⦁ Clatter Clank
      ⦁ Tafford the Tireless
      ⦁ Sekki

      Details:
      Edit: I replaced one of the Wild Root Dancers with a fourth Genesis Pool Naiad to make for smoother first and second turn plays.

      Elevator Pitch:
      Ramp up, draw cards, drop Enter the Dream, play Blessings, win off of Fury Chant. Cheat by using Immortal Blessing. Plan B: Wild Root Dancer/ Dream Skarn beat down. Mulligan aggressively. Ignore most threats. Avoid the Briny Cavern/ Nairne in Portsmeare.


      Essay:
      This is deck at its heart is a combo deck that can win in 3 to 5 turns. As each blessing played by an elf cleric creates a genesis leaf, a constant that adds a temporary resources to our pool, we can generate over-whelming card advantage by playing Enter the Dream. Unlike most Enter the Dream desks, the basic objective is here is to put the high-cost constant into play and win by triggering Fury Chant multiple time. The non-resource cards in this decklist can be divided into: ramp, card draw, combo-engine, and board control.

      There 12 cards that can ramp your resource pool, plus the four blessings, added to our deck at the start of a match, that can provide a temporary boost. Howling Brave and Chlorophyllia are ubiquitous cards found in all ramp deck, so no explanation needed. These two cards also add to our wild threshold, which is crucial since our combo engine, Enter the Dream, requires three. Genesis Leaf, created by playing a Blessing, can be used to play other ramp cards early on or saved to cast Enter the Dream. When equipped, Genesis Pool Naiad can not only allow you to drop an additional resource, but fetch one from your deck. With the feet equipment, we can use Wild Root Dancer to also drop extra resources, What’s more, Wild Root Dancer can be used as a plan B option to crush opponents by attacking with a large creature.

      As this is a combo deck, it is important to find our pieces. Playing Cerebal Jack-hat with equipment, Fuel for the Fire, and Impulse provide card draw to find Enter the Dream. The drawbacks from Impulse, perhaps the weakest card in the deck, are offset by our talents, which I will cover later. Before using Impulse, I would suggest planning on having two resources to use since the only card you care about losing, Divine Altar, cost that much.There is also plenty of deck thinning options available, such as Blessing, Spectral Acorn, and Chlorophyllia. If you are able to attack with Genesis Pool Naiad, the equipment will allow use you to thin the deck by fetching resources to your hand.

      Additionally, our talents are set up to give us more card draw and selection. Child of the Right Hand will give us extra cards for each blessing in our opening hand. Due to Blessed Birth and Tafford, we start with four blessings. Also Sekki will draw us an extra card if we have a Blessing or Spectral Acron in our hand at the start of the match. Premonitions will allows us to filter out our first draw of the game, but a word of caution. Playing an Ice resource on the first turn, if on the the play, could neglect that effect. With these abilities in place, mulliganing lackluster hands is encouraged.

      The goal of all this ramping and card draw is to put Enter the Dream into play. Being an elf cleric makes casting our combo engine is made easier, as the cost of legendary spells is reduced by one. Also, our talents give us a second way to play Enter the Dream. Each Blessing created has a 10% change to create an Immortal Blessing, which can cast any card from our crypt. Immortal Blessing can also be flected from the deck using the Discipline of the Mind one-shot. Using Pray two to three times should sufficient to ensure an Immortal Blessing is generated, as starting Blessings can also create an one. Between the extra starting charge off ClatterClank and the ramping of resources, you should be able to use pray three times by turn three.

      Getting Enter the Dream into the crypt is easy. Just have a threshold of three wilds and discard it using the Dream Staff equipment to put into play any discarded troop with Dream in the name. This is why this deck runs the Dream Skarns equipment over the one for Chlorophyllia. Cerebral Jack-hat can be used to discard Enter the Dream in case threshold is not reached. Finding Enter the Dream should take higher priority, most of the times, over activating the Discipline talent, unless you ran of gas. Whiffing off the one-shot is not a big deal, because the regular blessing are card draw at that point. Though utilizing Immortal Blessing to cast our engine seems like a low-probability event, this is in addition to our ramping strategy, making it likely that we win by turn four.

      Once Enter the Dream is out, we want to play as many Blessings as possible and sacrificing our Genesis Leaves, so that they go back into our deck. Playing Blessings, at this point, generates card draw at no cost to us and allows to find our Fury Chant. From there playing Blessings or recycled Leaves will trigger the Chant and quickly end our opponent. Divine Altar acts as a fifth Dream, allowing us to double our Blessings and Wild Root Dancers, making it possible to combo that way as well.

      To keep us alive and as alternate win condition, the deck contains Dream Skarns to control the board. As our actions card draw, ramp, or Blessings that can be continuously regenerated, we can trigger Dream Skarn ability multiple times a turn, wiping our opponent’s board. This can provide a second win condition, for when we can not find an Enter the Dream. Simply buff your troops using Wild Root Dancer and drop a Dream Skarn to remove blockers. In addition to casting, Dream Skarns can be discarded to create an action and returned to the battlefield using Immortal Blessings or Enter the Dream’s discard effect. In some cases, going with plan B saves time as the Fury Chant victory requires a lot of clicking. Burn is also here to keep us alive and to remove blockers.

      The deck is well suited to most match-ups, quickly ending an opponent in three to five turns. Our high starting life and the ability to quickly gain more, means we do not have to play defensively in that many cases and can concentrate on setting up our win. There is too much clicking for this deck to be used for farming, though this works well for the Portsmeare dungeon, as opponents will be defeat before any permanent effects can occur. If a tentacle eats your cards, this deck is redundant enough not to care, plus they are easy enough to kill. The one caveat to Portsmeare is that Nairne, Sea Sorceress in the Briny Cavern is your worst match-up, as a turn-two Drowned Shrine of Ulthar is horrible against this deck (this is where the Dream Skarn/ Wild Root Dancer win-con really comes into play). Instead, fight Krharath, Hardshell Warlord for an easier win. This deck can beat Mad Aradam, but there is a bug that causes anything casted with Immortal Blessing, against this opponent, to go into this non-interactive gamespace and hang out on the screen, making this a luck-based battle. I enjoy playing this deck quite a bit as it is highly complex with multiple path to victory and very effective against a wide range of threats.

      The post was edited 4 times, last by Monday ().

    • Class: Warrior


      Talents:
      • (Battle)
      • Fury
      • Berserking
      • Boiling Blood
      • Warlord: Agility
      • Training: Combat
      • Reinforcements
      • Training: Deployment
      • Training: Tactics
      • Blacksmithing
      • Old War Wound
      • War Preparations
      • Commander
      • Warrior Class Gems
      • A Warrior's Guilt
      • Fortifications
      Decklist (60 cards):


      Resources (11):
      • 11x Ruby Shard
      Troops (20):

      • 3x Hired Horn Cutthroat (Hired Horn Boots)
      • 3x Construct Foreman
      • 4x Voice of the Ashwood (Ash Hood)
      • 3x Skittering Skarn
      • 4x Xocoy, High Cleric (Warrior's Major Orb of Berserking, Minor Ruby of Zeal, Xocoy's Double-bladed Axe)
      • 4x Emberleaf Evoker
      Actions (17):

      • 3x Glyph of Ferocity
      • 3x Burn (Conflagration Handguards)
      • 4x Pyre Ceremony (Pyretic Vestments)
      • 3x Crimson Clarity
      • 4x Communion of Wax (Major Ruby of Twinstrike)
      Constants (0):

      • (None)
      Artifacts (12):

      • 3x Spectral Acorn
      • 1x Forge of Cadoc
      • 3x Hex Geode
      • 3x Polyberry Pouch (Tainted Teacup)
      • 2x Ruby Infusion Device
      Equipment:

      • Head: Ash Hood (Voice of the Ashwood)
      • Trinket: Tainted Teacup (Polyberry Pouch)
      • Chest: Pyretic Vestments (Pyre Ceremony)
      • Gloves: Conflagration Handguards (Burn)
      • Feet: Hired Horn Boots (Hired Horn Cutthroat)
      • Weapon: Xocoy's Double-bladed Axe (Xocoy, High Cleric)
      Mercenaries:

      • Clatterclank
      • Baxoth of Korru
      • Sekki
      Details: I've taken my old Twocoy deck and updated it after the nerf. With more cards available, I believe it's even faster than pre-nerf Twocoy.

      General Strategy: Using the War Dancer Talent, battle the opponent on the first (almost always) or second turn and use those resources to either play Xocoy and win that turn (if he has or gains Speed) or the next turn (if not) or to play a swarm of troops and win that turn (possible, but not likely) or the next turn.

      Playing Xocoy Strategy: For a first turn play of Xocoy before the attack, you need either Crimson Clarity OR Pyre Ceremony + another Ruby Threshold source / Communion of Wax (this card effectively makes Xocoy only have one Ruby Threshold at the same time as it doubles his already ridiculous damage) OR Forge of Cadoc + Dwarf of artifact to remove from hand + Hex Geode / Communion of Wax. After the attack phase, a Voice of the Ashwood or Boiling Blood + a Ruby Threshold source also works. To play Xocoy turn 2, all you need are 2 Ruby Shards.

      Xocoy Strategy: Xocoy can have Speed through Skittering Skarn, Glyph of Ferocity, Ruby Infusion Device (works perfectly in combination with Pyre Ceremony for a first turn Xocoy with Speed), or being Trained. A Xocoy with Speed can win the turn it is played by attacking twice (for at least 20 damage by itself). Otherwise wait for a turn and win.

      Troop Swarm Strategy: Play as many good troops as you can turn one (Hired Horn Cutthroats and/or Burns can make Evokers with Speed playable before the attack; otherwise play them for free after the attack). Polyberry Pouch is for use on your Castle Wall (Evokers can also be used as a target if you already used one on the Wall on got a great troop). If you have the extra resources from a Pyre Ceremony or Boiling Blood, don't forget to pay 2 to get a Trained troop from your deck. This strategy is surprisingly effective at getting turn 2 (or even turn 1!) wins without Xocoy.

      Mulligan Strategy: Don't keep a 7 or 6 card hand without a Ruby Shard unless you're feeling really lucky (or have a Forge and spare Ruby Infusion Device). I usually keep any hand that can win in two turns and mulligan those that can't, but it can take practice to learn to judge the hands (in general, mulligan if too many cards are Shards or Threshold gainers with not enough troops). Try to avoid mulliganing past 6 cards if possible, as the lack of Shards in the deck means you can quite easily not start with one when you're down to 5 cards or fewer.


      Talent Options: Replace the 4 Training Talents with the remaining 4 Warlord Talents (or Deep Pockets instead of Parrying). The biggest loss is the Reinforcements Talent. You also lose the possibility of gaining a Trained Xocoy through the draw. You gain the War Machine, an additional point of damage and a forced discard. I don't think this option is worth it personally, but you could try it and see.

      Card Options: You could switch out some of the turn one Xocoy enablers for more one cost troops or Scorches or other damage spells (make the Troop Swarm strategy stronger while weakening the Xocoy strategy)


      Consistency: Quite consistent, though if the rare but possible bad starting hand and mulligans happens (or a poorly timed Guilt is drawn) against an especially tough opponent, you can lose. It's still consistent enough to be used as a farming deck.

      Speed: Blinding. The fastest deck I've ever played (in terms of turns to win, not necessarily in terms of time). Turn 1 wins usually happen around 2 or 3 times a run in the 6 battles running the Great Machine Graveyard, for example. Twice I've had 5 turn 1 wins in the 6 battles, something that I never achieved with pre-nerf Twocoy in far more attempts. Even in the Kraken dungeon, my last run had 5 turn 1 wins out of 8 battles though that was probably exceptionally lucky (Communion of Wax on Xocoy does wonders against the higher health enemies).

      Flexibility: Flexible enough to run the Kraken dungeon as well as the more common other two. Because of its blinding speed, can handle almost any encounter (and for non-dungeons enounters, you can quickly retry if you have a bad starting hand or need a more specialized starting hand such as against Mad Aradam).
      "A storm of madness approaches these shores; let us meet it with a tempest of our own."
    • Class: Cleric


      Talents:
      • Enhance Blessings: Life Essence
      • Hale
      • Affinity: Cleric
      • The Righteous Path
      • Enhance Blessings: Empowerment
      • Healing Aura
      • Unlock: Divine Altar
      • Discipline of the Mind
      • Child of the Right Hand
      • Blessed Birth
      • Premonitions
      Decklist:


      Resources 20:
      • Wild Shards x 20
      Troops 28:

      • Howling Brave x 3
      • Might singer of Ages x 4
      • Feral root Archdruid x 4
      • Jubilant Jouster x 3
      • Alluring Alemaid x 3
      • Wild Root Dancer x 4
      • Exalted Pathfinder x 3
      • Jacked Colossus x 4
      Actions 6:

      • Palm of Granite x 3
      • Transcend x 3
      Constants 4:

      • Dread Harvest x 3
      • Merry caravan x 1
      Artefacts x 3:
      • Spectral Acorn x 3
      Equipment:

      • Head: Hood of Momentous Opportunity (Exalted Pathfinder)
      • Trinket: Pint of Merry Ale (Alluring alemaid)
      • Chest: Gleeful Girded Grand (Jubilant Jouster, turns out not to be very useful but there's nothing better for chest)
      • Feet: Prairie Runners (Howling Brave)
      • Weapon: Colossus Shadow Axe (Jacked Colossus)
      Mercenaries:

      • Tafford the Tireless (+2 blessings in deck)
      • Puck the Dreambringer (A random Transcend gains cost -1)
      • Shamrock (A random troop in the top 10 cards of the deck gets Momentum 1)
      Details:
      The win condition is playing Transcend while having the right troops in play. The synergies are:
      - Troops with Momentum that become gigantic.
      - Wild Root Dancer
      - Feralroot Archdruid that can both become gigantic and help to ramp up resources quickly.
      - Dread Harvest to a lesser extent, more useful for the extra Wild Shard Provided.

      The strategy is simple, raise your resources as fast as possible to 9 or 8, Elf clerics have so much health that they're not going to die easy so don't worry about your opponent. The main draws are Mightsinger of ages (absolutely awesome at cost 1!), Exalted Pathfinder and of course blessings with Divine Altar. Talking of Divine Altars, there are 10 clerics in the deck to combo with it. Play Palm of Granite and Alluring Alemaid after having at least one Exalted Pathfinder in play, so you can draw extra cards.
      The role of Jacked Colossus is double: getting rid of some threat, thanks to its equipment, and acting as a lure for your other troops to attack

      Note: I added Merry Caravan for fun, bringing the total amount of cards to 61. It can have some great results with Transcend...

      The post was edited 3 times, last by mightyfrog ().

    • Class: Mage


      Talents:
      Tier 1
      • Unlock: Spell Sprites
      • Spry
      • Affinity: Mages
      Tier 2
      • Open Mind
      • Secret Knowledge
      • Self Knowledge
      Tier 3
      • SP Boon
      • SP Buff
      • Learn Spell: Magic Barrier
      Tier 4
      • Eye of Chaos
      • Wizard's Cap
      Decklist: 60 Cards total


      Resources: 22
      • 10 Ruby Shards
      • 10 Wild Shards
      • 1 Ruby Ice
      • 1 Wild Ice
      Troops: 27

      • 4 Artisanal Sommelier
      • 4 Flamespitter
      • 4 Ageless Troubadour (Weapon)
      • 4 Feralroot Archdruid (Chest)
      • 3 Verdant Mixologist (Gloves)
      • 1 Periwinkle
      • 3 Artisanal Cheesesmythe
      • 4 Ashfeast Duo
      Actions: 3

      • 3 Chlorophylia (Head)
      Constants: 5

      • 3 Arcane Alacrity
      • 2 Zakiir's Frenzy (Trinket)
      Artifacts: 3

      • 3 Spectral Acorn
      Equipment:

      • Gardener's Hat: Chlorophylia has cost -1
      • Skull Frenzy Charm: When you play an action, Zakiir's Frenzy gets cost -1 in all zones
      • Feralroot Vest: When you play an elf gain 4 health
      • Cocktail Shakers: When another mage enters play under your control it gets a random boon
      • (No Feet equip)
      • Ageless Scimitar: Target troop in your hand gets +2/+2 and cost +2
      Mercenaries:
      • Clatterclank: If you have more cards in deck at the start of game gain a charge
      • Quarkix: Put an uncommon portal in your deck at the start of the game, it gets "When you draw this, draw a card"
      • Tafford the Tireless: Create 2 blessings and put them into your deck at the start of the game.



      Details: You're going to have tons of resources, actions, charges, and troops to play with in this deck and the ability to draw through it pretty quick. Most of your troops are mages and will be giving you SP on deploy. The only non mages are resource ramping troops.

      Artisanal Sommelier + Flamespitter + Eye of Chaos is hilarious.

      I rarely use Verdant Mixologists resource ramp when playing, I rarely feel the need. Ageless Troubadour and Feralroot Archdruid will leave you swimming in resources. Verdant Mixologist's gloves are pretty fun though.

      Embiggen is a quick cast, use it offensively or defensively.

      Go wide with disposable troops. Go big with spell powers and actions.


      Have fun and happy hunting!
    • Class: Ranger


      Talents:
      • Pet Training: Ferocity
      • Ranged Expertise: Leg Shot
      • Ranged Expertise: Scattershot
      • Unlock: Bombardement
      • Pet Training: Stalk
      • Pet Training: Sic'Em!
      • Ranged Expertise: Overwatch
      • Eye of a Sniper
      • Affinity: Rangers
      • Every Piece of the Animal
      • Survival Skills


      Decklist:


      Resources:
      • 6x Ruy Shard
      • 7x Wild Shard
      • 3x Shard of Savagery
      • 2x Well of Savagery
      • 3x Feralroot Acorn
      Troops:

      • 3x Ashwood Soloist
      • 2x Artisanal Sommelier
      • 3x Nerissa
      • 3x Lithe Lyricist
      • 4x Festival Barker
      • 3x Feralwood Songstress
      • 3x Ageless Troubadour
      • 4x Stingshot Sniper
      • 2x Rollicking Reveler
      • 3x Primordial Sabretooth
      Actions:

      • 3x Glyph of Primordium
      • 3x Wild Growth
      • 3x Crimson Clarity

      Equipment:

      • Headband of the Troubador
      • Trinket of Primordium
      • Festival Dress (in GmG and agaonst other artifacts/ruby decks) / Soloist's Suit (against the most non-ruby/artifact decks for free early ramp)
      • Sling Stone Sleeve
      • Festival Pumps
      • Wooden Bident
      Mercenaries:

      • Spirit of the Triumvirat (upgraded)
      • Hoo'vis O'Shearskin
      • Khafra
      Details:

      This Deck is build around the ranger theme and the very good Equipment for the Stingshot Sniper! So i added many nice Elf Rangers in this deck, to get out the optimum of this Equipment. One empowered Stingshot with equip deals 3x 4 damage during declaring attackers and than the normal 4 damage on top. So, on a empty board he alone deals 16 damage to the enemies face, and thats all without any buffs!
      The rest of the Deck helps you finding the Sniper (Festival Barker + Nerissa) and Ramps you very fast, so you can play the empowered version on Turn 4 really often!
      But even without the Sniper you can build up an wide going army very fast and swing for a big amount of damage (Glyph of Primordium helps here very well!).
      The Talent Tree should help you to rid of nasty blockers or other stuff you dont want to see on the enemy board. Your Pet can help here as well, first it can mark the oppenents troops (or the oppenent himself!) and later it can destroy one of these marked troops (regaining your life if needed :D)

      The Mercs should help you getting speed on your troops or even make them cheaper (you have 8 empower troops in your deck!).
      And the Barkers are also gives your troops speed, so most times you can win the turn after the first barker with one big swing :)

      I like the Elf Ranger Theme and I'm happy with this deck, even if i hadnt enough time to optimize it further, i think there is still roo, but i have to play set 8 drafts :D

      Please Enjoy hitting your enemies with many Elf Rangers from the distance before crushing into their face!
      Dinglers are the best race on Entrath!
    • Jubilant times.

      Class: Ranger

      Talents
      Pet Training: Ferocity
      Ranged Expertise: Leg Shot
      Ranged Expertise: Overwatch
      Chew Toy
      Pet Treats
      Lay of the Land
      Ranged Expertise: Scattershot
      Eye of a Sniper
      Hunting Party
      Bonded for Life
      Survival Skills
      Improvised Bomb

      Resources
      4x Ludicrous Libations
      4x Kismet's Curio
      14x Wild Shard

      Troops
      2x Charge Bot
      3x Howling Brave
      3x Belligerent Badger
      2x Party Fungus
      1x Poppy Pixie
      2x Spirit of Retribution

      Actions
      3x Sown Strength
      4x Holiday's Whim
      4x Jubilant Destiny

      Constant
      1x Egg Hunt
      1x Verdant Mill
      3x Dread Harvest

      Artifacts
      3x Spectral Acorn
      3x Polyberry Pouch
      3x Forgotten Triolith

      Equips
      Head: Spirit of Retribution -> +2 [ATTACK]
      Trinket: Polyberry Pouch -> +2 instead of +1
      Chest: Belligerent Badger -> boost if opposing troop transforms
      Gloves: Forgotten Triolith -> sac 3 troops to get in hand
      Feet: Spirit of Retribution -> put in play if opposing troop attacks
      Weapon: Forgotten Triolith -> discard 3 to play for free

      Mercs
      BEBO
      Baxoth
      Tobias Belch


      With this deck, you start with a slew of troops in play and quickly transform them up to be heavy hitters.

      While your starting bumble bee is useful, the rest of the things you start with in play (a Worker Bot, Dreadling, Chew Toy, and Improvised Bomb) are not. Fortunately, we have all the transform we need to turn those zeros into heroes.

      You always want to be on the draw, so your starting stuff can attack on your first turn.

      Belch makes your first transform extra good. Surprise Holiday's Whims are fun, but hitting 3rd turn Jubilant Destinies are the best.

      Triolith puts everything into overdrive, while Spirit of Retribution, Egg Hunt, and Verdant Mill buy time if your first few transforms turn up duds.
    • Kaliban's Destiny

      Class: Warrior

      Talents
      Fury
      Affinity: Warriors
      Warlord: Agility
      Weight
      Adrenaline
      Warlord: Parrying
      Unlock: Warlord War Machine
      Warlord: Concussive Strikes
      Never Surrender
      Deep Pockets
      War Preparations
      Fortifications

      Resources
      4x Ludicrous Libations
      4x Kismet's Curio
      14x Wild Shard

      Troops
      3x Howling Brave
      3x Snarling Brave
      3x Cottontail Ronin
      3x Belligerent Badger

      Actions
      4x Holiday's Whim
      4x Jubilant Destiny
      4x Kaliban's Cultivation

      Constant
      1x Egg Hunt
      1x Verdant Mill
      3x Dread Harvest

      Artifacts
      3x Spectral Acorn
      3x Polyberry Pouch
      3x Forgotten Triolith

      Equips
      Head: Kaliban's Cultivation -> effects all your troops
      Trinket: Polyberry Pouch -> +2 instead of +1
      Chest: Snarling Brave -> Deploy - gain [WILD]
      Gloves: Forgotten Triolith -> sac 3 troops to get in hand
      Feet: Howling Brave -> Ready when you play a wild troop
      Weapon: Forgotten Triolith -> discard 3 to play for free

      Mercs
      BEBO
      Baxoth
      Tobias Belch

      Like my ranger deck, you start with a slew of troops in play and quickly transform them up to be heavy hitters. The things you start with in play (a Castle Wall, Worker Bot, Dreadling) are not very exciting... but that's where transforms come in.

      You always want to be on the draw, so your starting stuff can attack on your first turn and Belch makes your first transform extra good.

      Hitting a 2nd turn Kaliban *and* Jubilant Destiny is amazing. The transform resources, Polyberries, and Holiday's Whims (also a combat trick) are for re-transforming the least exciting of the bunch.

      Triolith and battling the opposing champion put things into overdrive, while Egg Hunt and Verdant Mill buy some time if your first several transforms turn up duds.
    • Legend Dev

      Class: Cleric

      Talents
      Enhance Blessing: Life Essence
      Enhance Blessing: Empowerment
      Blessing of the Immortals
      Aura Aspect: Good Karma
      Hale
      Healing Aura
      Aura Aspect: Animation
      Discipline of the Mind
      Blessed Birth
      Premonitions

      Resources: (24 cards)
      4x Sapphire Ice
      20x Sapphire Shard

      Troops: (15 cards)
      3x Thunderfield Seer
      3x Scallath (trinket)
      3x Lady Devonshire (feet)
      3x Archmage Wrenlock (gloves)
      3x Pod of Shoggoth (head, chest)

      Actions: (15 cards)
      3x Deep Freeze
      3x Arcane Focus
      3x Scheme
      3x Mastery of Time
      3x Eyes of the Heart

      Artifacts: (6 cards)
      3x Spectral Acorn
      3x Forgotten Triolith (weapon)

      Mercenaries:
      Clatterclank
      Katsuhiro
      Tafford

      Equips
      Head for Pod of Shoggoth: void top 4, too
      Trinket for Scallath: effects 2 cards instead of 1
      Chest for Pod of Shoggoth: Sac a troop to make Pod unblockable
      Gloves for Archmage Wrenlock: Deploy: return an action from crypt to hand
      Feet for Lady Dev: get an action each turn
      Weapon for Forgotten Triolith: discard 3 to play for free


      Strategy:

      Blue has some of the most amazing cards for clerics... and it just so happens that many of them are legendary and many of them require a ton of mana. Fortunately, Elves have blessings that throw off mana and have a cost reduction for legendaries that makes them absurdly good.

      Like most cleric decks, the first two turns (unless you get a Triolith) are spent setting things up by getting blessings in your deck and crypt, setting up future card draws and trading weenies against aggressive decks.

      On turn 3 though, this deck starts to go crazy. Devonshire (playable on turn 2) and Wrenlock superpower blessings and Pod eliminates and duplicates threats.

      Using some leaf mana to stretch for an extra turn or two is almost always worth it. Since your engine is cooking by your 5th turn, chances are they won't ever see another.