General Nuisance Soldier

Crafting cost: 6650

  • Cursed Scroll

    800


  • Battle Stations!

    13 : 200

  • Allgod

    12 : 800

  • Garrison

    11 : 200

  • Ffion var Gaernel

    11 : 800

  • Jan Calveit

    11 : 800

  • Affan Hillergrand

    10 : 800

  • Ramon Tyrconnel

    10 : 800

  • Curse of Corruption

    9 : 200

  • Vreemde

    6 : 200

  • Slave Driverx2

    6 : 30

  • Artefact Compression

    5 : 200

  • Alba Armored Cavalryx2

    5 : 80

  • Ard Feainn Crossbowmanx2

    5 : 80

  • Offeringx2

    5 : 30

  • Imperial Marinex2

    5 : 30

  • Daerlan Soldierx2

    4 : 80

  • Scout

    4 : 30

  • Pellar

    4 : 80

  • Squirrel

    4 : 80

October 2026 Update: Replace Allgod and Offering with Korathi Heatwave and 2 Ard Feainn Heavy Cavalry (Use with Ramon and 1 leader ability). If you don't want 2 destroys use Damien De la Tour instead of Korathi Heatwave and replace Artefact Compression with Mahakam Ale, Van Moorlehem Hunter, spores, or teleportation. Daerlan combo is still 53 in 3 turns without Allgod/offering, but those cards are a bit too expensive now. This deck is based on having enough resources to be able to react to whatever the opponent plays. Pellar used to remove defender/veil or even your own locked units. Squirrel to get rid of echo cards during first/second round. Scout to move lane specific cards or defenders. Locks used at your discretion to shut down opponent cards before they have a chance to use them (which requires a bit of knowledge of other decks being played). Finally there is artefact compression that can be used as a lock, but I mainly use it just to reset power. The slave drivers can be used to get 2 extra locks (alba armored cavalry) or can be used on the other soldiers for more boost (marines) or damage (crossbowman). Finally curse of corruption to used to destroy those annoying 20+ power immune cards. Be careful you don't destroy your own units as daerlan soldiers get up to 11 power and I've had marines in the 20s. The main combo of this deck is kind of luck based but you are typically able to pull it off 9/10 times. First, it is best to go second with this deck. I mainly made it as a way to react to and shutdown annoying decks while adding in a couple nice combos to secure round wins. Second, you should to get allgod and jan calveit in rounds 1 or 2. To guarantee this I use either cursed scroll if going first or a I use a marine on the card i need until its on top then play battle stations. If you don't draw any of those cards and multiple daerlan/affan you are in a bit of an awkward position, especially if going first. However there are flexible options as mentioned below.

As can be seen above, the main idea is that in either round 1 or 2 you play allgod and both offerings to get a +2 boost on all daerlan soldiers and affan, and an addition +2 boost on one daerlan and affan. This should cause you to have three 4 power daerland with one 6 power with Affan having 8 power. On round three (or two if you already boosted and need to use it) you make sure you have one soldier on the board (I typically use ffion) and then play garrison and chose a daerlan soldier. This causes 5 daerland soldiers to appear on the row which I all boost using the rest of my leader ability to have affan also deploy to a random row (careful as this can mess up flanking). This is typically ~38 points total. Next round you play vreemde and select the daerlan soldiers to boost all by 2, use garrison to boost all daerlans by another 1 and give them all armor, and finally use affan to boost all armored soldiers by 1. This is typically another ~25 points totaling 63 points in 2 rounds, 70 in 3 if you used ffion. Being able to get 70 in three rounds also makes this very nice to used during round 2 to get a big point lead before skipping to put the opponent at a card disadvantage going into round 3 as can be seen in the video. The final aspect of this build revolves around the soldiers and battle stations. As I mentioned above a lot needs to work out for everything to work properly, so I specifically included ways for the deck to be flexible. Ramon works very well with both the crossbowman, armored cavalry, and marine, giving you an extra one for free. This combined with slave driver and garrison and allow you to have 5 on the board at the same time. If you aren't able to get daerlan soldier to work out this is a good alternative to use vreemde (+2 boost on all the copies), affan (+1 boost on all armored soldiers), and ffion (defender to prevent locks) on. Allgod can also be used to buff just these soldiers if you don't want to deal with daerlan, however daerlan are nice as you can pull them all out of you deck and once with garrison rather than playing one at a time. In terms of importance for flanking I would saying imperial marines on melee row to get the +2 boost per card each round, and crossbowman either not flanking on first row to do 1 damage, or flanking on ranged row to do 1 damage and get 1 armor per turn. However it is important to remember that crossbowman only use their end of turn ability if you played a soldier that round. The daerlan soldier played from garrison, and placing affan (if you have 4 flaking soldiers when you use all of your ability) count towards this however soldiers spawned on your row don't. I typically reserve melee row for my defender (ffion), imperial marines (+2 each per turn if card is on top), and armored calvary (lock). I then put the garrison with the daerlan soldiers and any other cards on the ranged row. If the enemy deck as lots of damage/lock cards then I place crossbowman on melee with defender, if not I place flanking on ranged. If you want to substitute cards my recommendations are: fisher king to get cards on top faster for battle stations and marines, anna henrietta to copy enemy leader ability (can be useless though especially against syndicate), shilard fitz-oesterlen can be fun especially against monster decks that can have cards with 20+ points, ciri is nice since you use rounds 1 and 2 mostly for setup, korathi heatwave is nice to banish artefacts/scenarios and is targeted, scorch is also nice if they have multiple high pointcards, assire var anahid is good to get a second battlestations or allgod, prophet is nice to prempt a lock but i prefer targeted locks, van moorlehm hunter can be used as a cheaper lock substitute however it can't be used with slave driver or ramon so you will only have 2, ard feainn heavy calvary can replace marines or crossbowmen however I recommend also dropping one of the 4 resource utility cards for thaw to give a permanent 2 damage on all opponent played cards, vrygheff is good with crossbowman/marine to get an extra 4 damage/boost in a turn, nauzicaa sergeant works nice with slave driver to get a nice boost in rounds 2/3 and can replace marines if you don't want to risk them being locked before reaching 9 points, rock barrage works if you aren't using offering and don't want to use scout, ard feainn light cavalry can replace crossbowman as it doesn't require you to place a soldier for it to do its damage, magne division is nice as you can use it to play battle stations and play/draw 3 cards in 1 turn, mage assassin and blightmaker are also a nice combo to get a 11 point change in 1 round however you need to make sure you dont have mage assassins in your hand as well as daerlan soldiers and affan, iris von everec to get an extra +1 boost on all cards in deck including the daerlan soldiers and affan, and spores can be used as a cheaper reset. Overall this deck can have a lot switched out, I have been using variations of it for years but the version posted is the one I got to rank 1 with by just playing casually here and there for the final week of a season. Finally there is a combo I used to do but it requires a bit of setup to pull off and isn't as good as daerlan imo so I dropped it. It includes damien de la tour to reset your leader ability, letho: kingslayer to copy damien and reset leader ability a second time, and optionally petri's philter to give them both zeal. If pulled off this is a total of 24 boost and armor from the leader ability as well as an extra +6 from the philter totaling +40 points and +24 armor in 4 turns (2 philters, then damien, then letho). However it costs 31, which means you would have to remove the daerlan soldier/garrison/vreemde/allgod/affan combo which gives you +63-75 points and 13 armor in 4 turns (allgod, then a soldier, then garrison, and finally vreeemde). The pro of this combo is you don't need to worry about having daerlan soldiers in your hand if you didn't play jan calviet and ran out of card redraws. This also works nicely with anna henrietta as it allows you to do cool combos on the fly with another faction's leader ability.

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