Allgod Daerlan Buff
Crafting cost: 6280
Tactical Advantage
0
Oneiromancy
12 : 800
Allgod
12 : 800
Garrison
11 : 200
Ffion var Gaernel
11 : 800
Jan Calveit
11 : 800
Affan Hillergrand
10 : 800
Ramon Tyrconnel
10 : 800
Assire var Anahid
7 : 200
Vreemde
6 : 200
Slave Driverx2
6 : 30
Alba Armored Cavalryx2
5 : 80
Ard Feainn Crossbowmanx2
5 : 80
Offeringx2
5 : 30
Imperial Marinex2
5 : 30
Clear Skies
4 : 30
Daerlan Soldierx2
4 : 80
Scout
4 : 30
Pellar
4 : 80
Squirrel
4 : 80
Similar to my old General Nuisance Soldier build but Allgod and Offering are much more expensive now. This is a separate build focused on just buffing Daerlan Soldiers and Affan as much as possible in the first 2 rounds and playing them in the third round to win. There are still soldiers that should be able to get your through the first 2 rounds, but it can be rough if unlucky and you are going first round 1.
Look at my General Nuisance Soldier guide for specifics but the general idea is Allgod and Offering buffs Daerlan Soldiers and Affan, which you then play through Garrison once you have a soldier on the field in round 3 (I prefer Ffion in the hopes Affan spawn on the same row and is protected).
Main difference with this build is Assire var Anahid and Oneiromancy, these 2 cards let you use Allgod twice which gives you an extra 10 points of buffs on your Daerlans and Affan. If doing the three turn combo, first play Ffion var Gaernel, then plau Garrison to deploy Daerlan and use leader ability to spawn Affan Hilldergran, and finally play Vreemde to boost Daerlan, give them armor with Garrison, and use Affan's ability to give all friendly armored unitys +1. You get 70+ points depending on what the opponent does. You can get even more if you end up with clear skies in turn 4 but that is a bit of best case scenario sort of thing. This is great as a way to get a point advantage if played in the second round and then passing.
For this to combo to work perfectly you want to go second and use Jan Calveit and Allgod round 1. Preferably you would then use Assire and Oneiromancy on Allgod in round 1/2, and then use both offerings before using Garrison and finishing you leader ability. While this is the best case scenario, it is not necessary and Assire/Oneiromancy can honestly be replaced by other cards if you want (I would suggest a destroy card like scorch or cure of corruption).
Besides that there are also the flanking soldiers, Imperial Marines and Ard Feainn Crossbowman, with Ramon Tyrconnel. These should be able to carry you through round 1/2 if you end up going first round 1.
The other cards are mostly utility to react to your opponents deck. Locks to try and stop their cards/combos, scouts to move their lane specific cards, squirrel to remove echo and graveyard based cards, and Pellar to reset conditions/remove locks.
Main issues with this build are that there is no way to destroy specific annoying/high power cards making you rely on locks from Armored Cavalry and Slave Driver. Also as this build is very focused around spawning Daerlan Soldiers, if you don't have a soldier on the field to spawn them with you are screwed.
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