GO Humans

9 years by Wuxian, for scrolls version: 1.0.0, with a Score of 0
Deck as image (WIP)
50
0 20 24 6 0 0 0 0 0
1 2 3 4 5 6 7 8 9
2 Gravehawk x3
2 Crown of Strength x3
2 Kinfolk Brave x3
2 Stag Heart x3
2 Royal Banner x2
2 Fjords of Vigor x3
2 Ducal Infantryman x3
3 Stone Pact Memorial x3
3 Royal Skirmisher x3
3 Crimson Bull x3
3 Noaidi x3
3 Earthborn Mystic x3
3 Grounds of the Fallen x3
3 Earthborn Keeper x3
3 Wings Shield x3
4 Rat King x3
4 Wetland Ranger x3

Deck Description

 

This is a low resource deck that should be able to put pressure on your opponent, even though it is multiresource.

 

  • For ramp and replenish you have Stone Pact Memorial and Noaidi.(Thought about replacing them since the low curve doesn't make them mandatory)

 

A good candidate to replace them would be Flip, since you sometimes get threats that you couldn't expose otherwise if they are out of reach. Maybe New Orders to be a bit more mobile.

 

  • Unit buffs are the enchantments (Stag Heart, Crown of Strength - Mystic draws them reliably) aswell as the lingering spells, Fjords of Vigor (which buffs every creature except Wetland Ranger) and Grounds of the Fallen (buffs everything apart from the Rat King rats). Crimson Bull to bolster attack even more.

 

  • Skirmisher and Gravehawk are the relentless units in this deck which - as well as all the 1 CD units - highly profit from the above mentioned buffs.

 

  • I feel like Rat King is needed to block some Idol damage and get cheap units to put behind Wings Shield. It also helps with getting Earthborn Keepers attack up.

 

Since this deck has many 1 CD creatures, I don't think any kind of reduction is necessary.

Royal Banner should slow your opponent down enough.

(Thought about Orchard, but if the enemy plays Linger counter, the deck would just get shut down)

 

Playstyle

 

You should start by going into growth first, saccing for order only when you need it. Try to get to wild with the Memorial if possible. The playstyle is pretty agressive, you'll want to get rid of any units threatening yours, mostly relentless ones since your units don't have much health.

 

The enchantments help healthwise, but be aware that a unit with an enchantment gets focussed quickly and will probably die to destruction. You can make that to your advantage by spreading your threats (meaning don't risk putting everything on one unit) to force them into positions.

 

If you can, ping Idols with the Wetland Ranger to get your other units' attack up.

Other than that the playstyle is pretty self explanatory, be aware that the order of your units very much matters. You are bound to lose some to aggression/destruction but should be able to get up replacements fast enough. Watch out for Thunder Surges, Blind Rage (not that bad with low CD units) , try to get your units out of Burn or Soul Steal range with enchantments.

 

Still in testing.

54% Creatures (27) 10% Structures (5) 24% Spells (12) 12% Enchantments (6)
66% Growth (33) 34% Order (17)