9 | 12 | 15 | 8 | 3 | 3 | 0 | 0 | 0 |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
The idea behind this deck was to make every synergy work together reliably. The focus of the deck is to have a reliable start whereby the player can hopefully get two units out before finding a waking stone or wings shield. Otherwise, more traditional units can be played like the royal skirmisher. After the 3 cost point, the deck ramp slows a little and can stay at 4 order for a while untill a vanguard or general is drawn, where it will hopefully ramp to six order. At six order, there are plenty of 3 cost cards, so a speed and 3 cost card combo should be easy to pull of.
Instead of traditional pother and or reversal, I used flip because of it's effectiveness against structure energy and reliability. It also seemed like I had enough early cards to ignore needing a cantrip early game. This is part of the reason for not having a kabonk, the other being extra damage is now supplied by the eternal swords, and kabonk seemed too specific in it's use to be used reliably. Additionally, this left a slot open which allowed me to use both warder and pushback, instead of the traditional purify. Again, I prefer pushback because of it's reliability, and the warder added another 2 cost unit that could give early game a massive boost (protection for skirmishers, and backing for wings shields).
Additionally, I replaced the wings captain with the knight scholar, because with rbp and flip her ability was not really necessary (plus she's getting nerfed next update anyways).
54% Creatures (27) | 6% Structures (3) | 34% Spells (17) | 6% Enchantments (3) |
100% Order (50) |