Late Tempo

9 years by Azara, for scrolls version: 1.2.1, with a Score of 20
Deck as image (WIP)
50
11 16 9 8 3 3 0 0 0
1 2 3 4 5 6 7 8 9
1 Blessing of Haste x3
1 Focus x3
1 Powerbound x2
1 Aging Knight x3
2 Pother x3
2 Roasted Bean Potion x3
2 Wings Soldier x3
2 Reversal x2
2 Wings Warder x2
2 Ducal Infantryman x3
3 Royal Skirmisher x3
3 Royal Spearman x3
3 Wings Shield x3
4 Wings Captain x3
4 Reloras, Lord Knight x2
4 Ducal Skirmisher x3
5 Royal Vanguard x3
6 Wings Cleaver x3

That's what I've been playing in ranked lately. It's basically tempo order without Decimations.

 

The main star of the deck is Wings Cleaver and he will win you a lot of games. So try to get dominion fast, especially against late game decks. Tempo Order has a problem to get above 4 resources, you will often find yourself fishing for the right scrolls, be it Blessing of HasteFocusPother, or whatever once you are at 4 resources. Therefore Powerbound was included to help you reach 6 resources while still sacrificing for scrolls every turn - in theory, of course you are still allowed to go to 6 Order on your own, if you can afford to do so.

 

The rest of the deck is pretty standard Tempo Order stuff. Everyone seems to run Royal Spearman now, I already did before the buff. Flip can be swapped in for either Reversal or Pother, it's a matter of personal preference. I like the extra draw or perhaps I just wanted to play something new.

 

More and more people seem to play Squire instead of Wings Soldier, some even play both. I prefer Wings Soldier because of his attack. It's all about early aggression. You want a good balance of attacking and defending units. I mean units that go in the front row as blockers and units you play in the back because you want them to survive and attack. Squire is more of a blocker, and it's not really good at that. Wings Shield, Wings Warder and Royal Spearman are much better at what they are doing. And what do you want to block on turn 2 anyway, Aging Knight? So I think Squire belongs in knight decks. I especially don't understand the 2 health argument when they still have Aging Knight and Crossbowman in their deck.

 

Creature curve:

Azara

    Thanks a lot for your feedback! You know I was honestly surprised by the amount of votes this deck has gotten. I do play it and I think it works well, but it's definitely not the best order deck out there, just my own twist to Tempo Order that I felt was worth sharing. So I am not surprised to find people disagree with me. I might even try your suggestion whenever I feel Decay is too popular.

    polybus11

      Didn't like the powerbounds. Felt too clunky. You have to lose a creature and predict when you will do so. I swapped them out with a couple of pilgrim feet for poison decks. Also dropped a cleaver and captain for a couple of eternal swords which are still good in this deck.

      Azara

        Just to be clear, I'm not trying to convince you. Feel free to try out new things and let us know how it works out for you. ;)

        Royal Infantryman gives health on 3 rows? That probably makes him unbalanced for its cost since you could play 3 of them and all creatures would get +3 health. I don't think that would increase his popularity, nobody plays Shrine either. I would rather like to see him give a +1 permanent health effect to creatures on the same row when he enters play or something like that. Such as the battlecry ability in Hearthstone but I guess Mojang doesn't want that for Scrolls, as it would make enchantments rather useless.

        Fury isn't such a bad comparison. Not every Energy deck runs Fury, but there are definitely a few that do. You can play Grounds of the Fallen and it is great in certain situations just like Fury is. For me it's just not consistent enough. I say that because I have tried it and came to that conclusion. Dead draws are very unforgiving in Tempo Order, have two dead turns in a row and it's gg. You don't have the luxury to hold on to certain scrolls until they become useful. Usually you will empty your whole hand a few times throughout a match. But if you like it, just play it and see how it goes. Everyone has a different playstyle after all.

        MegasAlexandros

          Thanks for explaining :) . About grounds of the fallen , you get to play it when u want it so it is like fury from energy , u will play it and a lot hopefully from opponents creatures will die so they dont get to use it. a win more card? maybe but protects from magic so i like it, if infantryman gave on 3 rows the +1 health? order likes to have all units together and this can backfire with so many ways , so u think it would be too unbalanced that way? i dont see anyone playing royal infantry man , why not to get some love ?

          Azara

            Royal Infantryman doesn't have enough impact on the board. His attack is low and his ability is not as useful as you might think because once the health of another creature drops to 1 you cannot move either that creature or Royal Infantryman away from that row. That further blocks the movement of whatever else you have on the board. Positioning and movement are quite essential in TO, not sure you want to complicate that. Also you want to win fast with TO, so attack is more important than health.

            Grounds of the Fallen is probably playable, at least 2 copies of it. I think it's too situational though. If your opponent plays a lot of humans he will benefit equally, so it's often a dead card. I know there are some people who play it, I saw Monthy use it and he is quite high ranked. It's good against draw decks that use Quake and Frostgale, but TO usually wins against these decks anyway. So in my opinion Grounds of the Fallen will mostly increase your chance of winning against decks where you already have high chances of winning, but will reduce your chances against decks where you already struggle, except for energy perhaps.

            Also every deck has a weakness, or should have...if not it would be OP. You cannot make the weakness go away without taking something from its strength as well.

            MegasAlexandros

              hey first comment on Scrolldier so plz dont be so harsh,why dont we use royal infantryman? him and grounds of the fallen together make tempo order weakness go away.. my opinion. plz why are they underused can someone explain?

              Azara

                You can just sac him against decay unless you have a Wings Warder out. I think I'd still play him if I had no other play that turn, but I agree that Infantryman or Warder are better turn 2 plays against decay. Spark is a 1 for 1 trade so you won't lose anything. Quake is inevitable, that should not keep you from playing it turn 2. You will get at least 1, perhaps 2 attacks out of it before they quake you. Just don't play him a turn before you expect quake. As I said it's really just for early aggression, it doesn't matter if it dies after a few turns since you will have bigger threats out by then. Put a Powerbound on it and let it die. Sudden Eruption is annoying but unless your opponent gets a really lucky draw you will not see this until late into the game where Wings Soldier isn't relevant anymore. Thunder Surge should not be an issue if you play around it. Good luck with it!

                polybus11

                  Thanks for the submission, will try it out. I think the biggest problems with Wings Soldier is Soul Steal. Spark is a close second. Both of these are trumped by 3 toughness. Sudden impact, Quake, Thundersurge are all considerations too.

                  68% Creatures (34) 28% Spells (14) 4% Enchantments (2)
                  100% Order (50)