Otkells Wandering Compass
Crafting cost: 9480
Mask of Uroboros
800
Otkell
13 : 800
Sunset Wanderers
12 : 800
Magic Compass
12 : 200
Hemdall
9 : 800
Triss: Telekinesis
9 : 800
Crowmother
9 : 800
Heulyn
9 : 800
Birna Bran
8 : 800
Coral
8 : 800
Morkvarg
7 : 200
Gremist
6 : 200
Trial of the Grasses
6 : 800
Gigascorpion Decoction
6 : 200
Freya's Blessingx2
5 : 30
Artefact Compression
5 : 200
Crow Clan Preacherx2
5 : 80
Mardroeme
4 : 30
Heymaey Skaldx2
4 : 30
Tuirseach Skirmisherx2
4 : 30
Crow's Eye
4 : 80
Mahakam Ale
4 : 30

OTKELL'S WANDERING COMPASS
A hyper-thinning Battle Trance deck with two win conditions:
1. Primary Plan: Thin to under 3 cards, pull Gedyneith (Scenario) off Magic Compass, and burst through every chapter using Otkell and up to 3 Freya's Blessings (creating the 3rd with Triss: Telekinesis).
Secondary Plan (2-0 Push / Brick Backup): Swarm the board with Humans using Otkell and bronze units, then capitalize with Heulyn and Hemdall to force a 2-0. If the push fails, you still have Magic Compass preserved for Round 3.
KEY SYNERGIES
Sunset Wanderers & Discard Tempo: Cycling with Birna, Skalds, Coral, and Mask of Uroboros marches Wanderers across your hand. Let it pop early to win back tempo in a quick Round 1, or hold it until Round 2 for a 10-14 point slam.
Trial of the Grasses & Gigascorpion: Dual 6-damage Alchemy removal to snipe enemy engines. Trial deals 6 damage first, then sets survivors to 13 power—use it to kill enemy engines at 6 or less, or cast it on your own boosted 7+ power unit (or a giant enemy unit to reset it down to 13).
Gremist & The Morkvarg Trick: Gremist purifies enemy Defenders, Resilience, and locks/poisons, and refreshes whenever you play an Alchemy card. When Morkvarg is summoned from the deck or graveyard, he gains Doomed—purify his Doomed tag with Gremist or Crow's Eye and boost him tall (via Mardroeme, Ale, or Trial of the Grasses once he's over 6 power) to create a massive threat that jumps right back out of the graveyard if killed.
MULLIGANS & GAMEPLAN
Mulligans: Pair Morkvarg and Skirmishers with discard outlets (Birna, Coral, Skalds). Keep Sunset Wanderers in your opening hand. Never play Magic Compass early unless completely bricked so it doesn't get banished by Squirrel.
Round 1 (Thin & Seed): Play Coral/Preachers and fire off your discard package. Use Gigascorpion, Trial of the Grasses, and a Freya's Blessing to control the board and seed your graveyard for Otkell. Dump Crowmother early for carryover.
Round 2 (The 2-0 Push): If you won R1 and your graveyard is set, push hard. Let your 10-14 point Wanderers pop, slam Otkell to flood rows with Humans and replay your 4p/5p/6p Alchemy cards, and finish with Heulyn or Hemdall. If the push falls short, bail out with Magic Compass preserved for a short Round 3.
Round 3 (Scenario Slam or Short-Round Recovery):
If you kept Otkell for R3: Open with Magic Compass into Gedyneith. Trigger chapters immediately using Triss: Telekinesis (into a 3rd Freya's Blessing) and Otkell. Watch your row space—Otkell, Crowmother, Scenario tokens, and revived bronzes fill the board fast.
If you spent Otkell pushing R2: Pivot Magic Compass into Fucusya instead of Scenario, reviving Hemdall (to punish wide opponent boards) or Heulyn (for raw pointslam/reach) to close out the short round.
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