When Mages Attack - elf version
Class: Mage
Talents
Unlock: Spell Sprites
Spry
Affinity: Mages
Learn Spell: Teleknesis
Learning
Open Mind
Worldly Knowledge
Secret Knowledge
Self Knowledge
Learn Spell: Chaos Missle
SP x2
Resources: (20 cards)
9x Ruby Shard
6x Sapphire Shard
1x Scrios Coins
1x Shard of Innovation
4x Well of Innovation
Troops: (30 cards)
4x Cerulean Sky Mage
3x Stalagmage
4x Highlands Magus
1x Ashwood Minstrel
4x Exalted Professor (+1 off action)
3x Runeweb Weaver
4x Voice of the Ashwood
4x Matriarch of Flames
3x Nagaan Lapidary (double damage)
Actions: (6 cards)
3x Crushing Blow
3x Conceal
Constants: (1 cards)
1x Forgotten Forge
Artifacts: (3 cards)
3x Spectral Acorn
Equipment:
Head for Matriarch of Flames: When a mage attacks create a random ruby action.
Chest for Stalagmage: mages that come later get Diligence - deal 2 to enemy champion.
Trinket for Exalted Professor: produced actions get cost -1 when you play a mage.
Gloves for Runeweb Weaver: other mages have flight
Weapon for Ashwood Minstrel: revert when this deals combat damage.
Feet for Highlands Magus: cost -1.
Mercenaries:
Spirit of the Triumvirate - 3x flight *and* speed, heck yeah!
Ashahsa - even more flight (2x on troops that don't already have it)
Clatterclank - extra charge from sprites
Strategy:
This deck puts pressure on quickly with lots of little threads each hopefully Stalagmage'ing and coming in for early damage.
Flight and speed from mercs along with Crushing Blow help keep the team attacking consistently.
The deck then wins either by:
- using Conceal / Runeweb Weaver for all those little threats to evade in for the last bit of damage OR
- off card advantage from Exalted Professor / Matriarch... perhaps followed by a big Lapidary hit.
The rest of the deck is designed to support those strategies... through mana acceleration, like from Ashwood Minstrel or his big brother Voice of Ashwood or card drawing from the likes of Thunderfield Seer or Sir Bernard.
Using your spellpoints wisely is important here because you have lots of tools available to you. If you need to smooth out your draws, do it, but starting with an 8 card hand should help. Otherwise, stash up points for a final assault, bouncing the big blockers and missle'ing down the rest.
Alternatively, spec'ing talents for the Magic Barrier (in place of the extra card) is a great way to ensure you make it to the long game... at which point a Lazgar's Vengeance provides a excellent counter to swarms or really any deck trying to slow you down.
Class: Mage
Talents
Unlock: Spell Sprites
Spry
Affinity: Mages
Learn Spell: Teleknesis
Learning
Open Mind
Worldly Knowledge
Secret Knowledge
Self Knowledge
Learn Spell: Chaos Missle
SP x2
Resources: (20 cards)
9x Ruby Shard
6x Sapphire Shard
1x Scrios Coins
1x Shard of Innovation
4x Well of Innovation
Troops: (30 cards)
4x Cerulean Sky Mage
3x Stalagmage
4x Highlands Magus
1x Ashwood Minstrel
4x Exalted Professor (+1 off action)
3x Runeweb Weaver
4x Voice of the Ashwood
4x Matriarch of Flames
3x Nagaan Lapidary (double damage)
Actions: (6 cards)
3x Crushing Blow
3x Conceal
Constants: (1 cards)
1x Forgotten Forge
Artifacts: (3 cards)
3x Spectral Acorn
Equipment:
Head for Matriarch of Flames: When a mage attacks create a random ruby action.
Chest for Stalagmage: mages that come later get Diligence - deal 2 to enemy champion.
Trinket for Exalted Professor: produced actions get cost -1 when you play a mage.
Gloves for Runeweb Weaver: other mages have flight
Weapon for Ashwood Minstrel: revert when this deals combat damage.
Feet for Highlands Magus: cost -1.
Mercenaries:
Spirit of the Triumvirate - 3x flight *and* speed, heck yeah!
Ashahsa - even more flight (2x on troops that don't already have it)
Clatterclank - extra charge from sprites
Strategy:
This deck puts pressure on quickly with lots of little threads each hopefully Stalagmage'ing and coming in for early damage.
Flight and speed from mercs along with Crushing Blow help keep the team attacking consistently.
The deck then wins either by:
- using Conceal / Runeweb Weaver for all those little threats to evade in for the last bit of damage OR
- off card advantage from Exalted Professor / Matriarch... perhaps followed by a big Lapidary hit.
The rest of the deck is designed to support those strategies... through mana acceleration, like from Ashwood Minstrel or his big brother Voice of Ashwood or card drawing from the likes of Thunderfield Seer or Sir Bernard.
Using your spellpoints wisely is important here because you have lots of tools available to you. If you need to smooth out your draws, do it, but starting with an 8 card hand should help. Otherwise, stash up points for a final assault, bouncing the big blockers and missle'ing down the rest.
Alternatively, spec'ing talents for the Magic Barrier (in place of the extra card) is a great way to ensure you make it to the long game... at which point a Lazgar's Vengeance provides a excellent counter to swarms or really any deck trying to slow you down.