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* Ranged attack
When Dust Runner deals damage to a creature with 3 or less Health, that creature is destroyed.
* Pillage: Draw 1 structure scroll.
Enchanted creature gets +5 Attack, and its [base Countdown] is doubled.
Enchanted ranged creature gets [Piercing] and +1 Attack.
Deal 2 [magic damage] to target unit.
Instead of attacking, Automata Forge summons a \non an adjacent tile. Pay 3 Energy to decrease Countdown by 1.
Ranged or Lobber units on target tile and adjacent tiles have their Countdown decreased by 2.
Does not count down. When an opponent unit moves to a tile on the same row as Oculus Cannon, Oculus Cannon's Countdown is set to 0.
* Lobber: 4 tiles
Deal 3 [magic damage] to target unit. If that unit is destroyed, draw 1 scroll.
When an opponent plays a spell, Echomaton gets +2 Attack. When Echomaton is destroyed, if Attack is 3 or more, increase Energy by 1.
* Armor 1
Tempest Reaver's Attack is increased by your [current] Energy resource.
Other Gravelocks you control have +1 Health.
* Pillage: Immune to damage until the beginning of your next turn
Target unit and connected units are dealt 2 [magic damage].
Deal 8 [magic damage] to target unit.
How viable is this deck with the new bombard, elder, and machinated nerfs? Otherwise, looking over the deck, it seems great!
Updated frequently depending on meta. check back every now and again
This deck is all about playing steady and grinding your opponent down through by making value plays. It does well enough early to jockey for board control but the midgame is where it truly shines.
Plenty of early options as you start ramping up. Ideally you want to start with a 1,2 and 3 drop in hand to start competing for board control. Starting with sparks/burns is always helpful as well; in short, this deck draws extremely consistently in just about every game. I like to prioritize forges over oculus early as the oculus is much less useful when u cant combo with it.
Couple things to note...
don't play naked 1 or 2 drops. So, if you start with say dust runner and cannonetta in-hand but nothing to play turn 2 its generally better to wait until turn 2 to play the dust runner so that it isn't exposed.
This deck loves to take advantage of energy's smaller and mid-range creatures so immediately curving out to play elders as fast as you can isn't something that you really want to do. Its better for you to maintain a hand to be able to play combos.
Here is where this deck hits its stride fully. Most turns you'll be positioning to setup for comboing with machinated, overdrive, or piercing projectiles and of course; lets not forget the almighty bombard. Lots of big damage potential to be had in this phase of the game so try to play as heads up as possible and play cagey during combo downtime. Use both oculus and storm runners to zone your opponents half of the board and always be on the look out for full hp idol snipes :P
Try to keep a piercing unit threatening the dead zones caused by having storm runners down on the same field as structures.
This is true of all factions but most notably in the order matchup; run away!! It's better to live and fight another day then to try and hold like a badass in a fight you cant win. If your opponent gains the upper hand than let em posture a bit while you wait for a better spot to engage in.
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