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Maybe a small guild that does not recruit openly?
A guild that does everything in highest secrecy?
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For 3 rounds, damage dealt to enchanted unit is reduced to 1.
* Pillage: A random opponent unit is dealt 1 [physical damage].
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.
When Charge Coil attacks, a random opponent unit is dealt 1 [physical damage].
Increase [current] Energy by 6. If it is then 11 or more, draw 1 scroll.
* Linger: 4
At the beginning of your turns, increase [current] Energy by 2.
When a creature comes into play on opponent's side, State Machine deals 1 [magic damage] to that creature. When State Machine's Countdown becomes 0, it's destroyed.
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.
When your opponent plays a spell or enchantment, Metal Wonder deals 2 damage to a random idol they control.
Does not count down. Pay 2 Energy to decrease Countdown by 2.
* Surge: 2 [magic damage] to X random opponent units.
* Pillage: Immune to damage until the beginning of your next turn
Deal [magic damage] to target unit equal to the number of structures you control. Increase Energy by 1.
Target unit and connected units are dealt 2 [magic damage].
Deal 8 [magic damage] to target unit.
* Ranged attack
I've modified this a tad for my own personal tastes, but huge kudos for this deck. There's no feeling quite like seeing your Charge Coils take down decay creatures, only to subsequently watch Conduit Revenants burn to the State Machine. Really solid deck, much enjoying it.
Oh, this deck is pretty awesome. I've been focusing my efforts on Energy lately and thinking along the lines of mana production. I don't think I've ever seen Conduit before and didn't think about Gravelock Guard. Those cards seem so sweet. I love that you basically are giving permission to not use the smuggler. I love not just bending over for every shock or soul steal, love the fact that Relentless bears will be crippled. The only card I'm not liking at the moment is Useless Contraption. Don't really feel like it needs it. I dropped them for a third Conduit and a Cannon Automaton. The mana works to get out the Cannon Automaton on turn 3 or 4 with a quick mana resource so thats there if you want to. Thinking about swapping out a Reaver for another one not sure yet though.
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