Sove's Compass
Crafting cost: 7200
Mask of Uroboros
800
Kaer Trolde
13 : 800
Ragh Nar Roog
12 : 800
Magic Compass
12 : 200
Sove
12 : 800
Korathi Heatwave
10 : 800
Birna Bran
8 : 800
Coral
8 : 800
Morkvarg
7 : 200
Hammond
7 : 200
Seagullx2
7 : 30
An Craite Longship
5 : 80
Raging Bear
5 : 80
Maxii van Dekkar
5 : 200
Abordagex2
5 : 80
Dimun Pirate Captainx2
4 : 80
Heymaey Skaldx2
4 : 30
Tuirseach Skirmisherx2
4 : 30
Squirrel
4 : 80
Little Havfruex2
4 : 30
General Strategy
This deck is built around two distinct phases:
1. Winning one of the early rounds through Discard synergies, tempo, and efficient point generation.
2. Finishing the game with an extremely powerful Round 3 built around Sove and Magic Compass.
The entire gameplan revolves around managing your resources correctly so that your late-game package remains intact while your Pirates and Discard package carries the earlier rounds.
Early Round Win Condition
During the first two rounds, your primary objective is to generate tempo through your Discard package while thinning your deck and preparing your late-game finishers.
Your core engines are:
• Coral
• Birna Bran
These cards (maybe Heymaey Skald if you didn't have Coral or Birna in hand) allow you to discard units that immediately generate value:
• Morkvarg
• Tuirseach Skirmisher
You should also use your Discard effects on cards that are less valuable in the current matchup. In many games, this means discarding cards such as Squirrel, and quite often Little Havfrue as well.
If available, consider playing An Craite Longship early. It helps damage enemy units and makes it significantly easier to activate Bloodthirst effects throughout the round.
At some point during the round, Abordage targeting either Seagull (remember to try to create 3 new Seagulls in your graveyard whenever possible) or Dimun Pirate Captain (maybe to kill something and put on the board created Seagulls from your graveyard) can generate excellent value and should often be one of your main point swings.
For heavy points swing your primary tool is Ragh nar Roog.
Remeber to use Korathi Heatwave to answer the opponent's most threatening cards in these rounds, you will have plenty of points for final round from Sove and Compass.
Resource Management
A few important things should always stay in the back of your mind:
Raging Bear Management (for Sove)
Maxii Van Dekkar allows you to place Raging Bear at the bottom of your deck, preventing you from drawing it too early.
This is particularly important because you want it available later for your Sove setup.
Bloodthirst Setup
Remember that Patricidal Fury can easily activate Bloodthirst requirements.
Combined with An Craite Longship, it gives you reliable access to Bloodthirst effects (on Abordage) whenever you need them.
Pirate Count
Always keep track of your Pirate cards in hand for Abordage.
The deck only contains six Pirates, and one of them is Morkvarg, which you will often want to discard rather than keep as an Abordage target.
Draw Management
If you are on Blue Coin and have access to Mask of Uroboros together with multiple Discard effects, be careful not to over-thin.
This deck is capable of drawing all cards, and poor management can occasionally leave you entering Round 3 with one fewer draw than expected (especially if you will use Magic Compass before round 3).
Round 3 Finishers
SOVE
One of your primary finishers is Sove.
When playing Sove, use Raging Bear which should still be in your deck.
With Kaer Trolde already active, damaging and eventually destroying the Bear should usually be straightforward, allowing Sove to reach its full value.
MAGIC COMPASS
Magic Compass is your other major Round 3 finisher.
The most important rule is:
Do not force yourself to play Compass twice every game.
In many matches, it is completely correct to keep Compass in hand for a single, high-impact use later. And you really don’t want your opponent to banish Compass from your graveyard.
Ideally, you want to play Compass when there are fewer than three cards remaining in your deck, allowing access to its strongest options.
A safe and reliable choice will usually be Fucusya, however, matchup-specific options are often worth considering.
For example: Svalblod can be devastating in a short Round 3 against decks that flood the board with units, such as Crow-spam.
Always keep alternative Compass targets in mind and evaluate what wins the specific matchup in front of you.
SIMPLIFIED ROUND PLAN
Round 1
Use your Discard package aggressively to generate tempo, thin your deck, and establish control of the round.
Develop Bloodthirst where possible through Longship and leader charges, while using your removal tools to answer opposing threats.
Your objective is to either win the round efficiently or force your opponent to commit more resources than they would like to win round 2 with fast Ragh Nar Roog.
PRO TIP: Against decks that desperately want to win Round 1 (especially when you are on Red Coin) it can be correct to commit Sove as your final card in Round 1 to secure the round on even cards. From there, simply dry pass Round 2 and enter Round 3 with card advantage.
Having the final say while holding a powerful Compass finisher is often enough to close out the game.
Round 2
If you won round 1, just continue playing and enter short round 3.
Avoid unnecessary commitments of your Round 3 finishers unless the matchup specifically demands it.
Your focus should remain on preserving the strength of your endgame while maintaining pressure when necessary. Maybe playing Kaer Trolde to have its order ready for round 3 (from Resilience).
If you lost round 1, I am assuming you should still have Ragh Nar Roog ready to win round 2, but at this point you must to win round to enter round 3, so no much to talk about. Just remember that your full round 3 finisher can be enough to win short round 3 even with one card disadvantage, so calculate opponent’s deck and decide if you need to commit Sove in this round.
If you managed to win Round 1 without using Ragh Nar Roog and you have multiple Seagulls in your graveyard, remember that bringing them back and combining them with Clear Skies (Chapter 2 of Ragh nar Roog) can generate a huge amount of points, making it easy to bleed your opponent.
Round 3
This is where the deck truly shines.
Your ideal finish revolves around Sove and Magic Compass.
Keep in mind that, in a worst-case scenario, Magic Compass can always create Hjalmar: Seawolf, giving you a reliable way to kill your Raging Bear if no other option is available.
By this point, the Discard package should have done its job, leaving you with an extremely powerful, guaranteed finishing sequence that many decks struggle to match.
Have fun!
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