Svalblod compass healing

Crafting cost: 8350

  • Mask of Uroboros

    800


  • Svalblod

    13 : 800

  • Magic Compass

    12 : 200

  • Roach

    9 : 200

  • Olaf

    9 : 800

  • Svalblod Totem

    9 : 800

  • Sukrus

    9 : 800

  • Birna Bran

    8 : 800

  • Coral

    8 : 800

  • Sigrdrifa's Rite

    8 : 200

  • Knut the Callous

    8 : 800

  • Blueboy Lugos

    7 : 200

  • Vildkaarl

    7 : 200

  • Gremist

    6 : 200

  • Heymaey Flaminica

    6 : 200

  • Yoana

    6 : 200

  • Raging Bear

    5 : 80

  • Dimeritium Shacklesx2

    4 : 30

  • Mardroeme

    4 : 30

  • Heymaey Skaldx2

    4 : 30

  • Tuirseach Skirmisherx2

    4 : 30

  • Mahakam Ale

    4 : 30

  • Drummond Berserker

    4 : 30

I really like this deck because it has fun Skellige golds, and it's pretty consistently an even game against a lot of decks! It beats wide decks. Kolgrim decks are obviously a nightmare matchup. Mulligans R1, fully mulligan to get Totem and Compass. You need Totem in hand so that Compass doesn't accidentally play Totem R1. Accidentally playing Svalblod R1 is bad but recoverable because you can play Sigrdrifa's to bring him back R3. Basic gameplan Ideally in R3 you want to play totem and Sukrus, which sets up Svalblod in the middle of the round, and then protect Svalblod with Sukrus, Flaminca/Yoana, Gremist, etc. or bring him back with Sigrdrifa's if he gets removed. Either Flaminica or Yoana are critical for late R3 because they can play for 5+ points per turn once the Svalblod spawns are out. Since you're saving Totem, Svalblod, Compass, and leader for R3, you have a pretty weak R1. Knut+Sukrus or perfect Coral RNG are your best paths to winning R1. Be aware that you're vulnerable to 2-0 pushes since Compass is very weak R2. You can use Svalblod to beat a 2-0 push in a long R2, try to keep Compass, and then Compass will still give decent chances to win a short R3. Svalblod He damages himself, so he needs Sukrus/Flaminica/Yoana to stay in play. The first damage effect in a turn is more valuable because it spawns a unit for you. Additional triggers are not as useful because you're probably even with your opponent in number of units. But you have more healing potential. You always want to leave 1 fanatic untriggered so you can trigger Svalblod next turn and create another one. Magic Compass You're using Compass to play Fucusya most of the time, reviving these cards: Knut, Flaminica/Yoana, Sukrus. Maybe Blueboy Lugos or Gremist too. Fucusya's rain can help you finish killing units that are weakened by Svalblod. You don't have last say that often, but if you do and you suspect a big finisher, you can Compass to counter almost every finisher in the game. Tyr: countering boosted unit Morkvarg HoT: boosted unit with shield/armor Tyrggvi: unit with high base power Kraken: wide row with 2-3 turns left Wild Boar of the Sea: 2 wide rows, but why do this instead of protecting and activating Svalblod more? Arnaghad: combo with Sukrus. Kinda ballsy compared to safety of playing Fucusya. Kambi: Kambi!! Totem You want to play Totem R3 but playing it R2 is still good. You just need the Order in R3. Svalblod can generate his own fanatic on deploy, and your leader will create an Abomination also. Sukrus He can protect Svalblod from damaging himself, or combo with Knut and a 5+ power unit. You'd be surprised how many opponents mess up against Sukrus by trying to damage his defended unit, or using random damage effects while he's in play. Olaf/Vildkaarl Great pointslam for any round, great Knut targets before and after orders. 1 leader charge is basically free to activate Vildkaarl. Knut Ideally play Sukrus and/or Olaf/Vildkaarl first to set him up. Unit+Sukrus+Marodroeme+Knut is nuts if you can set that up. Gremist Magic Compass doesn't count as Alchemy, but Sigrdrifa's, shackles, marodroeme, and Mahakam Ale do. Flaminica/Yoana Similar cards but Flaminica is better on Svalblod's row with Svalblod's spawned units, and Yoana is better for healing up specific large units like Vildkaarl or Blueboy Lugos. Put Flaminica to the far right side of the row, and if the enemy puts a bleed effect on your full health unit, the bleed will trigger first and then the healing. 4prov cards You can change out the 4prov to your preference. you can run tech cards and just discard them away if they're not needed in the matchup. Squirrel, Crow's eye, Rain/Fog, spores, etc. My biggest tip is to keep playing and don't get discouraged, even if your cards get removed! You'd be surprised how often you can win even if you seem to be behind on the board. Other cards to try: Harald Houndsnout: decent backup Totem. Arnaghad: can be used instead of Roach. He can work with Sukrus or independently of Sukrus with his deploy armor. Heymaey Protector Bear Witcher Mentor Not recommended: Sigvald: amazing card with Knut, adds more removal potential. But if you can't play him with Knut, this deck doesn't use him that well. Cerys: Fearless: Very fun card and I love her in non-Svalblod flavors of self damage, but 3 power really just dies too easily. Dracoturtle: Knut takes all his armor. Doesn't work with healing. His best buds Priest and Melusine aren't here. Not worth the high provisions IMO.

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