Warlord Decks on the Duck

As part of the Ultimate Deck Project on the Temple, Nick had been revising his deck to take into account the games played and comments made by other users of the Dwarven Caves, an interesting experiment in deck design and evolution.

(edited with current cards, original design in brackets, 5 Apr, 9 Apr, 16 Apr 2002 Matb)
Here's a deck that I've done some preliminary testing on. It may actually be more potent than the previous formula I had, which is honestly a little disturbing. This revolves around using Earth Elementals to hold ranks and play Summon Monster in the first couple of turns:

Starters:

Gnorrow Yaw
Guardian - 2
Revenge - 3 (was in deck)
Tarpit Gargoyle - 0 (was 3)

The Tarpits go, as they're not really useful. Revenge is now the starter, as he's the only level 1 who interacts with the monster trait (and, man, does he ever interact with that trait). I'll be testing the deck with Avalanche replacing one of the Guardians.

Awl Beetle - 3
Jericho - 3
Toren Yscar - 3
Earth Elemental - 2
Markappal Basilysk -3 (was 2)
Ruthless - 0 (was 2)
Kohn Peacehand - 1 (was 0)
Lady Tornhawk - 3 (was 2)
Jackals of Mourn - 2
Kerebrus - 1 (was 0)
Gethseme - 1 (was 0)
Sjonegaard
Sorscha

I'll comment below; there's too much card interlacing in this deck to make comments on the reasoning until the end.

Actions

I Have Your Back - 0 (was 3)
Gifts from Above - 3 (new)
Loot - 3
Banish the Wound - 3
Mass Blessing - 3
Cure Lethal Wounds - 0 (was 3)
Sacrifice - 3 (new)
Summon Monster - 3
Summon Ally - 0 (was 3)
Teleport OR Leveled OR Speed of the Gods - 2 (was 3)
Premonition - 2 (new)

Riding Horse - 0 (was 3)
Ring of Vorn - 2
Myreth Training - 0 (was 2)
Mantle of Control - 3 (was 2)
Bracers of Ogre Power - 3 (new)

A total of 60 cards. On the first turn, Yaw dips for an Earth Elemental in most cases. The Earth Elemental plays Summon Monster ASAP, pulling Sorscha to the top. Sorscha comes out, and begins shuffling monsters to the front. The Mantle of Control allows Yaw to ready a monster with his alignment, which is now all of them in this deck.

Jericho makes enemies monsters for purposes of Loot, Lady Tornhawk, Revenge, etc., OR he makes an ally a Monster for purposes of the Mantle of Control, allowing him to give Yaw the ability to do Holy Energy every turn. Summon Ally is quite easily played by Earth Elementsals, even when Sorscha is not around. The Ring of Vorn, Riding Horse, and Mantle of Control make the whole thing ridiculously mobile.

Now that the Tarpits are gone, fill those slots with Kerebrus, Gethseme, and Kohn [done]. This leaves us with twice as many clerics that are able to equip the Mantle, so replace one Teleport/Leveled! with that. I'm replacing the other two with Speed of the Gods in my deck [done], as that's the only thing I can think of that will give a classless character another strike. A +0 strike isn't much, but it combos well with MB, or GFA, or the Bracers, or the Awl Beetle, or basically everything in this deck.

I'm going to reconsider the GFA and MB. I've never liked them; they're just too slow. I always find myself wanting to take my strikes ASAP rather than spend an action powering up.

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