Still wip. not ready for ranked play yet. If anyone would like to test it and contribute ideas, then please do so. The idea of this deck is to be defensive enough to outlast a regular tempo order, but still have enough damage to finish off a late game order, be fore they get too far into late game(if they do then, no joke, wait at least 5 turns, and if you don't win by then, just surrender). one of orders bigger weaknesses, has always been energy, so the shrines are in to try to help that. when playing shrines, try to get another one out by the next turn, or just put a crown of strength on it. against energy, NEVER SAC WINGS WARDER, or else you may become sad. I have spent a while testing this deck with effigy of the queen, and she hasn't worked out. I have over 30 other builds of this deck(half of them were pre waypoints), and this has been the best so far. I have had a lot of studying, and home work to do. so, once again, all help, and suggestions would be appreciated.
update 1/24/15: i have made this deck more flexible for midgame plays. you can now usually go up to 7 order while still using up most of your resources per turn. slightly more draw allows this. you can also focus on slowing opponents down more, with infiltrate. now only 2 shrines and one summons, just to slightly balance out the resources, and card draw. I was seriously considering divine mark for shrines, and defensive units, but decided that I wouldn't for now, so I could focus more on countering energy better. Wings captain and ducal infantryman have not been very helpful in the past, so I removed ducal completely, and lowered captain down to one. these changes were made because found that you need to go full agro, in a 5 resource deck. this is now a 6-7 resource deck, but CAN NOT go above 7. as always any help/suggestions will be appreciated.
Matchups: Tempo Order 70 Midgame Order 40-55 Late game Order(still hard to say, either very low or very high, so on average 50) Agro Growth 65 Agro Growth Beasts 70 Midgame Growth 60 Midgame Growth Beasts 40 Late Game Growth (same as LGO) Late Game Growth Beasts(even worse than regular LGG) Agro Energy 45-55(depends on amount of removal) Midgame Energy 40 LateGame energy 35 Undead Decay (unknown, estimated 50) All Other Decay Decks 70(at least) Can beat most multi resource decks(besides EO structures)
update 2/8/2015: i made a few changes to the deck, mostly to counter energy. i am still sticking with the 7 resource limit, and dropped some combat defense, for magic defense. effigy of the queen is in to combat surge, which means i have taken out summons which was primarily only in for drawing shrines. transposition is swapped out for royal inspiration, for better deck control. i took out one frost wind, because i needed to focus less on slowing creatures, and more on preventing spells.
small edit 2/12/15: Took out wings captain, and added another skirmisher. Mostly in to kill more units. Captain seems to of lost its touch some how. Thanks to Dark_loard_Gaol for the suggestion.
update 2/25/15: I am in a big rush right now. i have been excited for this balance. I will be making a decay deck soon, that should feel similar to this. the new piedolls are also awesome. Basically took out defenders, and wings soldiers, and put in two of each spearmen. I was thinking about ruse for growth, but this deck already does good against growth, and needs to focus on energy. added in reversal, and that's it. this version is not tested much yet, so any help would be appreciated.
update 3/11/15: well the first set of new order scrolls were disappointing for me. Nothing has to be changed to play this on the test server. I am not putting that new 3 cost creature, because he is too much like a ducal infantryman. If you really want, you can add one coronation, instead of royal vanguard, just for the lols. It actually does work, because by the end of the game you should have exactly 7 resources. It can be a good last resort if you have a warder, or a epic finisher. I am personally not doing that(unless coronation becomes 7 cost), because of inconsistency. If you do do this though, push back is absolutely required(i know some people who generally take it out of order decks) for safety. Having a coronated unit with out a pushback in hand can be risky.
update 3/11/15: well after playing this deck in ranked(and getting unlucky with matchups) i have come to the conclusion that this deck has a really bad matchup against energy. this post will be another matchup update for pre 1.2.1(and 1.2.1, because there are not many differences).
late game energy:30
ranged energy(lategame or not): 40
midgame energy: 40
tempo ranged energy:60
structure energy(no one plays structure energy aggressively
decay: the more poison in the decay deck, the worse the matchup. completely creature based can be a bit bad too. the less poison(not curse), the better. average matchup is 50.
order and growth are both about 60-70, it doesn't really matter too much.
update 3/23/15: I will write about this update later.
update 4/21/2015: well, after a long break from scrolls, i started playing a little again, and have decided, that this deck is no longer viable(as of the new patch coming up). I will no longer be updating it, unless if someone has a great idea, to fix this deck. we got no new cards, that fit the agressive-defensive play style of this deck. I have began work on a new deck, that is decay. So far it is looking good. If you want to help make this deck, check it out over here http://scrolldier.com/deck/3806
6/21/15 Updated for echos. may change a little bit more.
|54% Creatures (27)||8% Structures (4)||34% Spells (17)||4% Enchantments (2)|
|100% Order (50)|