General Nuisance Soldier

Crafting cost: 5850

  • Tactical Advantage

    0


  • Battle Stations!

    13 : 200

  • Garrison

    11 : 200

  • Ffion var Gaernel

    11 : 800

  • Jan Calveit

    11 : 800

  • Korathi Heatwave

    10 : 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

  • Imperial Marinex2

    5 : 30

  • Daerlan Soldierx2

    4 : 80

  • Scout

    4 : 30

  • Pellar

    4 : 80

  • Ard Feainn Heavy Cavalryx2

    4 : 30

  • Squirrel

    4 : 80

This deck is based on having enough resources to be able to react to whatever the opponent plays. Pellar used to remove defender/veil/special effects or even your own locked units. Squirrel to get rid of echo cards during the 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 is used to destroy those 20+ power immune cards and korathi heatwave is used to destroy scenarios/other unlockable cards. Be careful you don't destroy your own units as 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 other decks while adding in a couple nice combos to secure round wins. Second, you should get jan calveit in round 1. To guarantee this I use either cursed scroll if going first or I use a marine on him until it's 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 mentioned below. The main idea is that you play jan calveit round 1 and then use the rest of your cards to try and shut down whatever the opponent tries to do in round 1. In round 1 I also like playing ramon and then choosing heavy cavalry as with 1 use of the leader ability it makes it do 5 damage right away to the card the opponent plays. If round 2 is played, this is where you should use your flanking soldiers to constantly do damage/buff themselves. Preferably on round 3, make sure you have one soldier on the board (I typically use ffion) and then play garrison and choose a daerlan soldier. This causes 5 daerland soldiers to appear on the row which I all boost using the rest of my leader's ability to have affan also deploy to a random row (careful as this can mess up flanking). 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 typically gives 53 in those 3 turns, if you won round 1 and have 9 cards going into round 2, it is very nice to get a big point lead before skipping to put the opponent at a card disadvantage going into round 3. 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 allows you to have 5 of your chosen soldiers on the board at the same time. If you aren't able to get daerlan soldiers 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. In terms of importance for flanking I would say 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 to stay active through damage. However it is important to remember that crossbowmen only do damage 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 has 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, allgod with offerings to buff the daerlans and affan (have separate guide for this), prophet is nice to preempt 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, 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 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 don't have mage assassins in your hand as well as daerlan soldiers and affan. Overall this deck can have a lot switched out, I have been using variations of it for years and it has always been decent.

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