[Trial] Total Defense

9 years ago by coperphild, for scrolls version: 1.2.0, with a Score of 4
This deck is outdated
Deck as image (WIP)
50
9 10 23 3 0 2 3 0 0
1 2 3 4 5 6 7 8 9
1 Regeniture x3
2 Tethered Recruit x3
3 Draining Mist x3
3 Invocation Sentry x2
3 Omen of Damnation x2
3 Puppet Soldier x3
6 Halls of Oum Lasa x2
1 Resonant Helm x3
1 Summons x3
2 Crown of Strength x3
2 Frost Wind x2
2 Transposition x2
3 Heritage x2
3 Infiltrate x3
3 Vigor Extraction x2
3 Waking Stones x3
3 Warding Stone x3
4 Knight Scholar x3
7 Imperial Resources x3

Variation of the Waking Stones deck  to beat most of the Daily Hard Trials. Current count is 7-8 from 10, most of the times with first attempt. In the early game you should try to keep your idols safe as much as possible, but remember that to win you need just 3, so if you need it is better to loose one than screw up bigger play. I usually have 4 from 5 at the end of the game. Tethered Recruit and Vigor Extraction are a very good starting hand. When all thre Waking Stones are in play and buffed, than fill the board with your units and win the game with just casting lingering spells, while keeping your enemy board with no atack by constantly incresing their countdown.

 

Omen of Damnation could be changed to Aescalon Spires to help on early game

 

Update: 1 Frost Wind and 1 Heritage replaced by 2 Transpositions to help against Flip and Rumble. Thinking to remove Heritage completly and replace them with Aescalon Spires
because I found myself not using them in early game and later there is no need in them anyway.

12% Creatures (6) 22% Structures (11) 44% Spells (22) 22% Enchantments (11)
64% Order (32) 36% Decay (18)