1 Knight 1 Soldier

4 years ago by siRisacc, for scrolls version: 1.0.0, with a Score of 9
This deck is outdated
Deck as image (WIP)
12 5 19 5 0 5 3 1 0
1 2 3 4 5 6 7 8 9
1 Focus x3
1 Powerbound x3
1 Sinmarked Zealot x3
1 Summons x3
2 Royal Inspiration x3
2 Wings Warder x2
3 Advantageous Outlook x3
3 Righteous Partisan x3
3 Speed x3
3 Tempo Theft x3
3 Waking Stones x3
3 Warding Stone x1
3 Wings Sorceress x3
4 Gallant Defender x3
4 Pushback x2
6 Arbalestier x3
6 Wings Cleaver x2
7 Imperial Resources x3
8 Cay, Royal Envoy x1

This deck focuses on using Arbalestiers to clear the board to achieve victory. The only knights included are Arbys and the only soldiers are Cleavers. This makes them easily searchable for Royal Inspiration. Most games will be decided after 20 rounds if you win, and less than 20 for a loss. The following is a sample of how I would use scrolls.


Feel free to leave suggestions!


1  Focus x3
    Focus allows you to snipe deeper into your opponents line of units. Do not hesitate to use this for triggering your Arbys. Also do NOT save this exclusively for Arbys, use it whenever it will land you a kill.


1  Powerbound x3
    Ramp your resources early and mid game. Usually this will be sacced mid-late game, but really you cannot have too many resources.


1  Sinmarked Zealot x3
    The ideal target for Powerbound. If you can play this turn one then do so. It is risky when you go second vs growth and Kinfolk Brave. If it is killed with soul steal or sark or burn, you have just made an efficient trade. If they are focusing your creatures down then they cannot kill your idols.


1  Summons x3
    Get your stones! Also trigger Arbys.


2  Royal Inspiration x3
    This is the life saver of the deck, as it searches for your Arbys ( and your Cleavers once you have dominion.) This makes it very appealing to get dominion early, as to draw 2 scrolls. The bonus is that Cleaver is playable once you have dominion!


2  Wings Warder x2
    Good protection from direct disruption during all phases of the game. 4hp for 2 cost is nothing to sneeze at either.


3  Advantageous Outlook x3
    Try to only use this when it will be useful to buff your Arbys. NOTE: sometimes you will find yourself in a situation where you can play it and nothing else… play it. Getting your deck rolling is worth the waste of the attack buff.


3  Righteous Partisan x3
    Use only for the draw, aka when you would have equal or less creatures than your opponent. 3hp makes for a decent blocker for your Arbys, but it is not ideal.


3  Speed x3
    Makes your Arbys super threatening. Do not hesitate to use it on other things early in the game as long as you kill the thing that you attack. in the late game it works on Cleavers too. REMINDER: You cannot play speed on a just played Arby to make it attack, you must also have another spell cast. If you have to sac a Speed or Tempo Theft, sac the Speed (usually).


3  Tempo Theft x3
    This better than Speed in 80% of all cases. Your opponent will get the clue that at some point you want to have instant Arby attacks and space out their units to avoid the blast. However you can target a 1cdr unit outside of your attack to effectively remove the threat of another unit.

3  Waking Stones x3
    Use these as your walls. NEVER sac these early, or really any time in the game.


3  Warding Stone x1
    This is your secondary wall, use this if you need to remove a buffed unit, or threaten to remove it. Waking stones is better 90% of the time.


3  Wings Sorceress x3
    Decent attacker and use the active to remove poison and languid mostly. Also use the active against growth enchantments.


4  Gallant Defender x3
    This is your secondary wall and attacker. You will most likely have fewer units than your opponent, so its armor should be in affect.


4  Pushback x2
    Use to remove a high cost/health unit to make for ideal Arby blasts. Use also to remove enchants.


6  Arbalestier x3
    This is where 90% of your damage will come from. Position it wisely.


6  Wings Cleaver x2
    Sac these every time until you have dominion. Keep in mind that you only have 2 of them, so if you play Royal Inspiration with them both in in hand (or in play) then you will not draw the other one. To solve this, sac the one you will then draw with Royal Inspiration.


7  Imperial Resources x3
    Use this as soon as you can, and then after the first one use it to save Waking Stones and to heal off poison.


8  Cay, Royal Envoy x1
    She is a monster with dominion and provides unparalleled draw support. Try to play her when you are going to kill something.



    ShareDVI: Thanks for the input! I actually got the idea of this deck from DavidSlain and changed his list a bit. His list was close to what you have suggested. The idea of adding the creatures is to not put all of my eggs into one basket. Though this weakens the overall ramp, it strengthens the weakness to TO.


      I've been playing similar deck for quite some tome. This is fun.

      My thoughts:

      1st of all, Blessing of Haste is BEAST - minus 2cd card for Arby allows you to attack each turn.

      Also, Kabonk, Pother and Infiltrate are very important cantrips - first two let you kill thing you can't kill otherwise, and Infiltrate is a saver for earlygame. I'd throw out some creatures for them and for heritage.

      I also swapped Cay fo Reloras, it screws inspiration a bit, but combos to well with Arbys.

      40% Creatures (20) 8% Structures (4) 46% Spells (23) 6% Enchantments (3)
      100% Order (50)