Enslave 6 Tactic Engine
Crafting cost: 6000
Crystal Skull
800
Stefan Skellen
13 : 800
Emhyr var Emreis
13 : 800
Battle Stations!
13 : 200
War Council
12 : 200
Joachim de Wett
11 : 200
Hefty Helge
9 : 200
Coup de Grâce
9 : 800
Menno Coehoorn
7 : 800
False Ciri
7 : 200
Fercart
6 : 200
Impera Enforcersx2
5 : 30
Magne Division
5 : 30
Amnestyx2
5 : 80
Fire Scorpionx2
4 : 30
Emissary
4 : 80
Imperial Diplomacyx2
4 : 80
Tourney Joustx2
4 : 30
Battle Preparation
4 : 30
Buhurtx2
4 : 80
This deck wins by controlling the pace of the match.
It can play a slow control game, preserve its tempo, and save a large amount of power for Round 3. It can also accelerate very quickly with Battle Stations, War Council, Menno, Emhyr, Fercart, and Magne Division. The deck does not need to compress all of its value early, but it has the option when the matchup or hand allows it.
The core skill is knowing when to speed up and when to slow down. If the opponent cannot keep up, this deck can threaten a 2-0. If the opponent is developing more efficiently or your hand is not ready, you should be willing to give up the round and preserve resources.
This is a 12 Tactic Enslave deck. The Tactic count gives you Enslave 6, powers Stefan Skellen, fuels Hefty Helge and Fire Scorpions, and gives Menno premium targets. The deck wins by layering chip damage, Spying, draw, replay, seize, and engine pressure until the opponent is forced to play on your terms.
Mulligans
Your main priority is access to your premium Tactics: Battle Stations, War Council, and Coup de Grâce.
Menno changes the mulligan math. If you have Menno, you do not need all three premium Tactics in hand. Menno can pull any of them from deck, so holding all three usually wastes thinning and clogs your hand.
If you have Menno plus Battle Stations, War Council, and Coup, mulligan one of the three Tactics. Which one you choose usually matters less than preserving Menno’s tutor value and freeing hand space.
Battle Stations is your strongest acceleration card. War Council gives access and potential carryover. Coup is your premium replay and removal tool.
Do not feel like the perfect starting hand consists of premiums just because the cards are strong. Stefan, Joachim, Emhyr, Helge, and Coup are powerful, but the deck still needs sequencing. A hand full of expensive cards with no access or early control can lose before its power matters. There is a difference between the pacing line, and premium engine consumers.
With Joachim in hand though, holding on to Skellen to ensure he is protected is often prudent.
Battle Stations
Battle Stations is the deck’s main acceleration tool.
It only plays bronzes, but it can develop multiple engines while replacing the cards it spends. One of the cleanest uses is setting up Fire Scorpion and Impera Enforcers together, giving you both Tactic conversion and Spying payoff.
A realistic compressed line is:
Emhyr → Magne Division → Battle Stations → Fire Scorpion + Impera Enforcers
That line develops Emhyr, Magne, Battle Stations, two bronze engines, and draw effects in a single sequence. This is how the deck can suddenly change the pace of a round.
Do not use Battle Stations in a round you cannot realistically win or stabilize. It is best used when you are taking control of the round, catching up with purpose, or setting up a push that the opponent must answer.
War Council
War Council is a Tactic, but it is not a Special. Fercart will not play it.
Its Deploy gives access by looking at the top 3 cards and playing one. This can find an important card, but it is not guaranteed access to a specific piece. Do not build a line that only works if War Council finds exactly Battle Stations or exactly Coup unless the rest of the hand can handle a miss.
War Council also has Resilience and an Order that plays Battle Preparation. Because it does not have Zeal, the Order cannot be used immediately. Often, the stronger value is carrying War Council into the next round and using Battle Preparation later.
The same round Order is most relevant when you play War Council in Round 2 after losing Round 1 and need to win both remaining rounds. In those games, the stored Battle Preparation may become part of your immediate recovery plan instead of future carryover.
Menno
Menno’s premium targets are:
Battle Stations
War Council
Coup de Grâce
His value is not only finding the correct Tactic. It is letting you represent access to all three while only holding two of them.
Menno also preserves flexibility. Battle Stations accelerates board development. War Council gives access and carryover. Coup gives removal, replay, and pressure. Which one Menno pulls depends on what the round needs.
Do not turn Menno into a low impact body by keeping every premium Tactic in hand.
Fercart
Fercart plays Specials, not all Tactics. He cannot play War Council.
His main targets are usually Tourney Joust, Coup de Grâce, and Battle Stations. Joust can remove a small threat or protect Fercart. Coup can immediately increase pressure. Battle Stations can accelerate the round.
Fercart also provides Spying and draw, which makes him important for Enforcers, Coup, and seize setup. Treat him as special compression and Spying support, not as full Tactic access.
Engines and Conversion
The deck’s pacing cards create action density. The engines convert that action density into points and control.
Hefty Helge and Fire Scorpions turn Tactics into damage. Impera Enforcers convert Spying into charges. Emhyr turns enemy development into future Spying targets. These cards let your Tactics become more than one time effects.
Do not scatter damage without purpose. Damage is strongest when it kills an engine, protects one of your own engines, sets up Coup, sets up Enslave, or changes pass control.
Joachim and Stefan
Stefan is one of the deck’s most important round winning cards. He should usually be protected and used when his Aces produce meaningful value. Good Stefan turns kill engines, set up seize thresholds, defend your own board, or close the round.
Be careful with Joachim while Stefan is still in deck. Joachim can pull Stefan, and that can be excellent or awkward depending on whether you are ready to use and protect him.
Joachim is still a major tempo card. He can find engines such as Helge or Fire Scorpion and can create strong Coup lines. But his value depends on the remaining unit pool. Do not play Joachim casually when an unwanted pull would damage your round plan.
Leader Ability
Enslave is not pure tall punish. This deck usually controls large threats by chipping the board down over time, not by answering one huge unit cleanly.
Leader is strongest when it steals a card that matters beyond its body: an engine, utility card, protected piece, or unit that changes the round when seized.
Do not use Enslave just because a 6 power target exists. Use it when the seize changes the game state.
Round 1
Round 1 is about judging whether your hand can control the pace.
If your hand has access, engines, and enough control, you can contest strongly and threaten a dangerous Round 2. If your hand is awkward or the opponent’s early system is more efficient, do not chase the round too hard.
This deck can save a large amount of power for later. Losing Round 1 is not automatically a problem. Overcommitting into a losing Round 1 is.
Know when the round is still controllable, and know when to leave.
Round 2
If you won Round 1, decide whether the opponent can survive a bleed.
This deck can push very hard because pressure can come from many sources: Battle Stations, War Council, Menno, Emhyr, Fercart, Magne Division, Coup, leader, Stefan, Joachim, Helge, and bronze engines.
The 2-0 is real when your draws line up and the opponent cannot regain control. But it is not automatic. The deck’s systems take time to set up. If the opponent survives after you spend too much access, Round 3 can become awkward.
If you lost Round 1, defend efficiently. War Council can be especially important in these games because its Order may matter in Round 2 when you need to win both remaining rounds.
Round 3
Round 3 is where preserved tempo becomes decisive.
If you saved your resources, the final round can contain Stefan, leader, Coup, Joachim, Helge or Scorpion conversion, Enforcers, War Council value, and whatever access you held back.
Do not play every impressive card just because you have it. Each premium card should solve a specific problem: remove an engine, set up a seize, create a Coup target, protect your own engine, or win the final exchange.
Common Mistakes
Do not accelerate without a reason. Battle Stations, Menno, War Council, Fercart, Emhyr, and Magne Division can create powerful compressed turns, but spending access without securing control can leave you short later.
Do not fight a lost Round 1 out of habit. If your hand is not ready or the opponent is developing more efficiently, preserve resources.
Do not treat Fercart as War Council access. He cannot play it.
Do not use Joachim without checking the remaining unit pool, especially if Stefan is still in deck. This becomes increasingly important as the game goes on and your deck becomes depleted. You may be required to intentionally mulligan units back into the deck if you plan on using Joachim late in the game.
Do not use leader on a low value body. Enslave should steal a card that matters.
Final Rule
This deck is strongest when you decide the speed of the game.
Sometimes that means slow control. Sometimes it means saving almost everything for Round 3. Sometimes it means accelerating hard and forcing the opponent to answer immediately.
The deck gives you the tools to choose the pace. The hard part is choosing correctly.
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