Just Some Silly Matchup Guide XD

Here’s a little match-up table I’ve made based from playtesting, and watching games. Now, this isn’t the most definitive and extensive guide around, so please do keep the following in mind as you browse:

1) Not all decks are accounted for. Rather the list features a mix of popular Rulers/decks and some brews from our local metagame.

2) Depending on color and composition of each deck, the nature of the match-up can change. Water/Fire/Light Grimm for example, has more threats than Darkness/Light/Wind Grimm, and probably have better chances vs Kaguya and Alucard.

3) Remember that changing your Ruler might affect the deck archetype you’re playing. If you side in Christie and some anti-vampires to your Puss deck, for example, you’re considered Christie control.

4) Not everything is tested extensively (like 20+ games) yet, though I’m confident that the popular match-ups are fairly accurate, having played those repeatedly enough in preparation for our local Open.

5) A number of these match-ups are fairly close, and will boil down to variance, tech cards, and skill of the players. Aggro matchups are more volatile, and tend to go either way.

6) Yes, that’s Pandora control dominating everything. ūüėõ

Click image for full size.

If anyone’s interested in the tally of positive matchups each deck has, here it is:

Grimm Control – 5/9
Alucard/Alhazred Control – 6/9
Kaguya Control – 5/9
Puss Musketeers – 3/9
Christie Control – 2/9
Crimson GIrl Aggro – 3/9
Little Red Werewolves – 5/9
Bahamut Burn – 5/9
Snow White Aggro – 4/9
Pandora Control – 7/9

All in all, I can say that it’s a somewhat balanced (and widely open) field where you can pick a deck that you like to play, and possibly do well with it as long as you’re aware of which matchups are bad, and how to sideboard/play against them properly (e.g. don’t feed Resonators blindly to Alucard).

Until then!


5 Essential Beatsticks in Grimm Block

At the end of the day, FoW is decided by damage. All the plays, tricks, tactics, and gambles happen for the purpose of one thing: to be able to put 4000 damage on the guy opposite to you. I”ve looked around the block, and listed five of the Resonators which I think are most likely used to get into the opponent’s face.

Honorable Mention

I’m all praises for this Resonator simply because he’s (or rather, they’re) all upside when played in an aggressive strategy. The normal stats for a 2-drop seems to be 500/500. This guy’s 700/700, which means he can beat most Resonators of the same cost (and even some 3-drops) in combat, or force them to fight him via Duel of Truth. You even get a decent blocker on the turn you cast him. Finally, although the dwarfs can be collectively killed by Rapid Decay (lol), they’re outside the range of Thunder. All of these combine to make a resilient, aggressive threat that hits hard early on, and is perfect for any deck that doesn’t plan¬†on playing a¬†long game. The problem with Seven Dwarfs, besides¬†Rapid Decay, is that they can only carry the offense until the mid-game.¬†They still can’t match toe-to-toe with the bigger monsters that¬†appear when the game drags on, making their (errata’d) ability a huge liability.

5) Athos, the Three Musketeers

In the tradition of my constant Snow White question, I ask the same about¬†Athos: How do you deal with an 800/800 monster which cannot be targetted, on turn 2? What if it turns to a 1200/800, and gains First Strike and Pierce the next turn, and then 1600/1200 with two friends – a 1100/800 Pierce, and a 900/900, on the next? That’s the power of Athos (and to an extent, the Musketeer deck) – to snowball from a decent, resilient threat, to an unbeatable monster-slaying Resonator over the course of a few turns. His¬†weakness lies in the same vein though – an opponent who’s aware of your plan will know how to disrupt it by either killing off your Elvish Priest (that’s used to get Athos in the field on turn 2) thus delaying him for a turn, or Chasing a removal on Athos in response to his Enter ability. In a way, he is the representation¬†of the¬†Musketeer deck itself – weak when disrupted and incomplete, but really strong when it gets going. Outside of Puss though, Athos finds employment¬†in Grimm decks as a way to fetch important one-of additions such as Rat-Catcher’s Pipe.

4) Mephistopheles, the Abyssal Tyrant

Most decks with Darkness as one of their main colors end with this behemoth. 1500/1500 makes him the biggest monster on the block, Flying ensures that almost nobody can go past¬†him, and Target Attack enables him to pick off anyone in the field. Should an opponent attempt to answer him with removal, Mephisto gets the last laugh,¬†dealing 500 damage to their¬†face. Left unanswered, he can end the game in three attacks. Simply put, he’s a huge bargain for his cost of 4 despite his downside (which you can play around with). There are a couple of things going against¬†him though: first is that he’s a Demon, which means that although he gains an advantage from spells like Summoning Art¬†of Alhazred, there’s a hard-counter against him in Sacred Scepter of Exorcism. Longinus, the Holy Lance also gives him problems, as the opponent can equip it on a Flying Resonator and it’ll tank Mephisto all day. Second, having an Attribute of Darkness makes him an easy target for Grimm, the Avenger of Fairy Tales. Sure, the opponent takes damage in most of the ways to answer him, but as long as it keeps him in check, it’s well worth it.

3) Gilles de Rais, the Golden Dragon

Back in Magic, I had the privilege to play with Thundermaw Hellkite, which is basically a huge, flying dragon that has swiftness. It was a very good feeling to slam one of those majestic creatures on the field and attack for huge amounts. It’s very offensive, it strikes fear, and it exudes power. I look at Gilles de Rais in the same manner – they are both representations of pure damage and aggression, and will go a long way in fulfilling their role as the finisher in aggressive and mid-range strategies. Mixed with other colors, the Golden Dragon comes out at 1000/1200 minimum, but in a pure Flame deck it rampages out of the gates as a 1400/1200 Flying monster that grows stronger if left unchecked. A very interesting way to “cheat” him into play is via Jeanne d’Arc, the Awakening Purity’s Awakening ability (Gilles is a Fantasy Resonator). Not only does this allow him to enter play as early as turn 4, he gets a bit of protection¬†from being able¬†to prevent the first damage that comes to him via Jeanne’s Continuous ability. Gilles is not without weakness though. He’s big, fast, and damaging, but not resilient, so spending six Wills only for him¬†to die by instant removal¬†is as good as skipping the turn.

2) Carmilla, the Queen of Vampires

Carmilla is the oddball of my list. Despite having smaller ATK and DEF than most of the Resonators we’ve discussed so far, she¬†more than makes up for this shortcoming by hitting hard from a different angle – board advantage, by being able to immediately kill any non-Vampire Resonator the opponent has when she enters the field. As an added bonus, she even recruits them to your side if they’re Human and your Ruler is Alucard/Dracula – all while leaving an 800/800 body that’s still a decent threat. If they do spend a card to get rid of¬†her, that’s a 2-for-1 card advantage right there! Even without the recruitment bonus though, Carmillia is well-worth her cost and will easily find her way into decks that¬†are looking for more ways to kill. Her main weakness is that there are dedicated anti-vampire tech that’s floating around on the sideboards since their race is pretty popular. Silver Stake, Crucifix. Longinus, the Holy Spear, and Christie, the Windtracker all give her (and all Vampires in general) problems.

1) Hamelin’s Pied Piper

To be at the receiving end of the Pied Piper’s ability without being able to do anything is to experience hopelessness. A well-protected Pied Piper (as seen in Grimm decks) can single-handedly render the opposing field helpless – unable to attack or defend as your Resonators charge in. The Pied Piper is no pushover himself, boasting ATK and DEF that’s on par with some¬†of the powerful J-Rulers. ¬†His biggest advantage however, is related to his race – as a Fairy Tale, he can be “cheated” into play by Tell A Fairy Tale if your Ruler is Grimm. An opponent caught unawares by this will have a hard time recovering, at might even be forced to a 2-for-1 trade. Either way, the Piper always makes sure you come up on top. The catch to his ability to dominate the field is that you protect him well, so an opponent that manages to break down a Fairy Tale setup will have a much easier time with Piper. Also, his use becomes limited against control decks with little to no Resonators, though he’s still a huge threat, even when he’s not using his pipe.

Not every deck needs a beatstick, but they are still an essential part of the game so it’s good to have knowledge about¬†what you can possibly face against, and how to umm… beat them. Should you be the one using them, it’s nice to know what they are and aren’t capable of, and maybe maximize their use by making up for their weaknesses. Hopefully this short guide helps, and may the beatdown always come from your side of the field!

Until then!

Know your Rulers Part 2

Last time, we have covered Rulers from Light, Water, and Darkness. Now we’ll finish off the list with Flame and Wind!


Falltgold, the Dragoon / Bahamut, the Dragon King

Here’s the thing about Bahamut, you can J-Activate him on turn 2. And if my interpretation serves me correctly, you can Banish a Fire Resonator even if there’s no legal target of Bahamut’s enter ability. This presents a high-pressure situation for the opponent especially if he isn’t ready for a 1000/1000 Flyer that can end the game in 4 swings (or less, if he has direct damage spells available). As Flame is full of cheap removal (Rapid Decay, Thunder, Duel of Truth), an aggressively-built Bahamut deck can operate on two Will sources, calling only a third when in need to cast Flame of the Dragon King.

The other way to play Bahamut is utilizing Falltgold’s Activate ability in a mid-range shell. In a Flame/Darkness/Wind combination for example, Falltgold has up to 8 targets to call (Gardea, and Gilles de Rais), access to counterspells and being able to ramp resources (Elvish Priest, and Gretel), and additional removal (Stoning to Death).

Bahamut’s one true weakness at the moment is Dragonslayer. But who plays that anyway?

In summary:

+ Preys on decks which can’t deal with a 1000/1000 Flyer on turn 2.
+ Great Ruler for aggressive and mid-range strategies.
+ Maximizes the damage from Flame of the Dragon King (800 damage is 1/5th of the opponent’s life).
– Dragonslayer!
– Mephistopheles stops him cold. Hopefully you have enough burn to finish the job.
– J-Activating early basically puts you all-in, and some decks can capitalize on that.

Snow White / Bloody Snow White

I ask the same question from my first article on her: How do you stop a 1300/1300 with Target Attack and built-in Removal on turn 2? If you play anything, she rips it off immediately. If you play nothing, she advances her field and pressures you.

My personal take on Snow White is that she shines as an aggressive deck because she puts in a lot of pressure with those huge stats, Target Attack, and the Activate Ability which turns excess Poison Apples into removal. This allows her to clear the field and make way for you other Resonators.

Snow’s not without weakness though, as a Human, she’s susceptible to Jeanne d’Arc’s abilities, and Purifying fire deals huge damage to her. Her J-Activate is dependent on when you’re able to draw a Poison Apple, so expect some games when she can’t even activate at all, but always try to mulligan aggressively for it nonetheless. Basket of Little Red solves this to an extent, but at the cost of 1 or 2 cards slots, and slowing down your offense.

In summary:

+ Biggest stats out of all the rulers in Grimm block.
+ Target attack allows her to pick off any Resonator.
+ Makes use of redundant copies of Poison Apple as removal.
– Weak against Jeanne d’Arc.
– Susceptible to Purifying Fire.
– J-Activation is dependent on when you get Poison Apple.
– No abilities in Ruler form.

Little Red Riding Hood / Little Red, the Wolf Girl

If you’re going the Werewolf route, Little Red’s a great choice since she can fully utilize Bloody Moon, and make swings in tempo and damage via her J-Ruler abilities. In essence, it turns every Bloody Moon (or Pale Moon) copy a into 800 damage to Resonator / 1200 damage to player card, in addition to the buffing your Werewolves and possibly destroying an opposing Special Magic Stone. That’s a lot of upside for a 3-cost card!

Therein lies her weakness though – she needs at least a copy of Bloody Moon to take advantage of her abilities, and it’s good for a turn. Also during her J-Ruler state, she has a very low DEF (200!). This makes her susceptible to things like Thunder and Duel of Truth. But just keep the coast clear and she’s going to swing the game (and the damage race) in your favor.

+ Turns any Moon into a 2000-damage swing.
+ High attack on par with Jeanne d’Arc.
– Very low DEF in J-Ruler form.
– Needs Bloody Moon to work.
– J-Ruler form lasts only for a turn.
– No other Abilities in Ruler form.


Puss in Boots / D’Artagnan, the Bayoneteer

In theory, a dedicated Musketeer deck can be really strong with Puss. First of all, they cost less. Second they have easy access to Pierce and First Strike. Third, Siege Warfare kills anything hands down. Fourth, Athos can be a huge threat all by himself, especially with Crucifix and Musketeer’s Bayonet attached to him. In fact, this is probably the best way to play the Musketeers – play all 12 copies, get some protection spells and Additions in, J-Activate, and let Pierce and First Strike rack up the damage. It’s a very linear strategy that can easily be disrupted by killing them before they can be protected.

D’Artagnan himself is quite powerful, having both Pierce and Target Attack himself, but his sorta-low DEF limits him to picking off smaller J/Resonators. Finally, the buff he gives to the Musketeers is HUGE.

In summary:

+ Musketeers become huge and unstoppable when you allow them to get buffed.
+ Siege Warfare kills anything.
+ J-Ruler form makes Musketeers huge killing machines, and Pierce + Target Attack is so, so awesome.
– Linear, inflexible Ruler that’s tailored to a couple of strategies.
– Beware the Emperor in New Clothes if you’re going the Addition route.
– Hard to J-Activate – needs a consistent way to search for missing Musketeers.
– Siege Warfare conditions are hard to pull off.

Christie, the Wind Tracker / Helsing, the Vampire Hunter

Christie’s main role is to be Dracula’s foil. Since she removes all of her target’s abilities, you can be sure that the Vampire ruler will be permanently dead. This makes her a very good sideboard card for that particular matchup since she doesn’t take much sideboard space, and it’s free under the right conditions. Her Ruler form¬†isn’t too bad either, as her Activate ability allows you to draw cards with proper hand management. Because of this, there are a few successful ventures into making her a Main Deck Ruler.

Do take note that her J-Ruler Enter ability destroys any non-human J/Resonator, which makes it still good even if there aren’t Vampires, Werewolves, or Immortals around. It’s like having a 4-cost removal that’s readily accessible (and produces a 1000/1000 body to attack with).

Her support spells are decent as well. Silver Bullet turn her into a mini-Grimm of sorts, allowing her to search for Wind Resonators appropriate for any given situation. While this ability has limited targets at the moment. Remember that we’re only two sets into the block, and that there will be more Resonators to come that’ll help push this Spell to the top.

In summary:

+ Great against Alucard/Dracula
+ Silver Bullets is a very promising Spell.
+ J-Activate is almost always certain removal.
+ Good Ruler Activate ability.
+ Doesn’t require any Green Will, as long as you’re fighting the right Races, so she can theoretically fit in any deck that isn’t Ruler-dependent.
– No other abilities in J-Ruler form.
– Silver Bullet doesn’t have enough good targets at the moment.
– Decreased effectiveness vs Human J/Resonators.

Crimson Girl in the Sky / Little Red, the True Fairy Tale

“Oh, you’re not blocking? Alright, I’ll cast Poison Apple, Evolution of Growth, then banish Refarth – that’s +4000.” Crimson Girl is probably the queen of big damage and huge numbers – which is no surprise when she’s doubling any ability or effect that adds ATK or DEF. Because of this, the first kind of deck that comes in mind is the Oz trio (Cowardly Lion, Heartless Tin Man, and Brainless Scarecrow), who benefits greatly from each Achievement counter that they get. She works well with other Resonators outside of Wind too¬†such as¬†Tinker Bell, the Spirit, and Gilles, de Rais, the Golden Dragon.

Another¬†way utilize her J-Ruler form is to build a deck with Poison Apple and Evolution of Limits in mind, along with Resonators with Swiftness. One copy of each, A Refarth in play, four Wills, and a careless opponent are all that’s needed to recreate that sentence above.

Or you can load a deck with lots of Additions ‘ala Puss in Boots and create one huge monstrosity.

That aside, she’s very reliant on Refarth for getting activated as soon as possible, since paying the cost manually is very slow and usually leaves her without any other possible play for the turn.

Finally it’s important to remember¬†that she can’t be the target of¬†Dark and Fire spells and abilities in her J-Ruler form, which protects her from Duel of Truth, and Thunder.

In summary:

+ Best Ruler for decks that rely on buffing their Resonators, or Resonators with buffing effects.
+ Very easy J-Activate with Refarth.
+ She’s can’t be killed by pure Fire decks, as long as she’s kept in Ready position.
– No other ability in Ruler form.
– Needs Refarth to J-Activate without effectively losing a turn.
РStats are decent, but lean towards the defensive end (800/1000). 

And that’s everyone folks! Hopefully you all have a great opening weekend. I hope this guide helps in some way.

Until then!

Once again, much thanks to http://www.fowdb.altervista.org/ for the images. 

Know your Rulers Part 1

With our friends in America anticipating the arrival of the Grimm block, there has been an interesting discussion regarding¬†which rulers are viable, and which ones are less so. Here’s my take on each of them, but please do keep in mind that I’m just a month into the game and also still in the process of digging deeper – think of this article as less of a guide and more of another gamer’s opinion. You know, just some additional information floating around the net. ūüėõ

Let’s dig in.


Grimm, the Fairy Tale Prince

Well, let’s start with the elephant in the room. Grimm is undeniably powerful in the Grimm block/cluster, having placed top finishes on two major tournaments in Japan so far – the World Championships in 2014, and the Winter Open in 2015. His lack of a J-Activate is more than made up for by the fact that he can cast all Fairy Tale Resonators regardless of their color (which makes it impossible to be color-screwed), while being able to trade less useful ones with his Activate ability. This gives Grimm-based decks a lot of flexibility, wherein you can pack one-ofs of cards like Emperor in New Clothes, and Grimm, the Avenger of Fairy Tales.

Speaking of Fairy Tales, they’re no pushovers either. Tinker Bell is a threat that grows as your field develops, Hunter in Black Forest is probably the best 1-drop Resonator in the block, Rapunzel is a potential 1-turn killer, Pied Piper can lock your board when left unchecked, and Aesop, while not being a Fairy Tale himself, adds a layer of protection to the rest of the cast.

However, the one spell which puts him over the top is Tell A Fairy Tale, where you can search for any Fairy Tale Resonator and put it directly into play, triggering its Enter ability. Most of the time, this means staring at a 1000/1000 Hamelin’s Pied Piper on turn 3. It can also be cast on five resources, with the other two reserved for protection or interrupts.

A Grimm deck can be built in different ways – the World Championship decks (which only uses CMF) were Wind/Water/Light. With TAT thrown in the mix, I personally use Wind/Darkness/Light, while the winner of the Winter Open used Fire/Light/Water.

Despite all of these strengths, Grimm is beatable. He builds his Field advantage one step at a time, so early disruption is essential in improving your chances against a Grimm deck. Fire is especially good since Thunder and Rapid decay works against most of the Fairy Tales, and Fire resonators tend to be huge for their cost (see Seven Dwarfs, Murderous Snowman), so Duel of Truth works as well. The deck’s composition makes it an easy target for Return to Stories as well. The lack of healing effects makes him vulnerable to direct damage even if he stabilizes the field. Like most decks, Grimm has a hard time dealing against Flying Resonators. Early aggression followed by Pumpkin Witch can kill him before he sets up.

Grimm decks are usually light on removal spells. This means it’s also possible to go over them with huge Resonators like Mephistopheles and Gilles de Rais. They usually depend on Pied Piper to control bigger Resonators, so as long as you have an answer for him, it’s possible to brute-force your way into victory.

Lastly, Grimm doesn’t have much in card draw. While he can improve the quality of cards in his hand by swapping them for more useful ones, it is possible to grind him out of options with decks like Kaguya control.

In summary:

+ Flexible ruler that has tools for most match-ups.
+ Can switch useless Fairy Tale Resonators in hand for more useful ones.
+ Tell a Fairy Tale is borderline broken with him.
+ Deck can be built in any color.
+ Fairy Tales are good once they get together…
– … and not so good when picked off one-by-one.
– Limited tools versus early aggression, kinda weak against Fire.
– Very few removal.
– Unlikely to put in other Rulers as sideboard options.
– Doesn’t have much card draw.
– Weak vs mass removal (Pandora of Light, Redbird of Prophecy, Midnight Bell + Cinderella)

Sacred Princess of Guidance / Lumia, the Creator of Hope

TAT’s poster girl is ironically seeing less play than the other Rulers of the set, and I think it’s because at first glance, her J-Activate is takes a bit of effort to properly work and it’s something which the deck has to be built around. I say that it’s neither. You can see her ability as an extension of your hand – it’s essentially +3 cards. I personally see her as a Ruler for a control deck because of this. The best part about Lumia is that she doesn’t force you to play Light to maximize her abilities – just one copy of Almerius, the Levitating Stone in your Magic Stone deck is enough to J-Activate her the next turn.

Should you want to build around her J-Activate though, the best card to start with is Necronomicon since it moves your cards to the removed from the game (RFG) zone. So you’re essentially getting three or more copies of a card – when they’re cast normally, then when they’re cast from the graveyard using Necronomicon, then when they’re cast from the RFG zone by Lumia’s J-Activate. It’s potentially one of the more powerful strategies in the long game, and I think it’s worth exploring further.

In summary:

+ J-Activate is essentially increases your hand size by 3.
+ Works very well with Necronomicon, thus suited for longer, more grinding games.
+ Ruler form has HEALING!
+ Can run on two Light Will sources, or one Almerius.
+ That J-Ruler art!
– Abilities of both sides doesn’t affect the field directly (unlike say, Snow White’s).
– Not for the impatient. There are better rulers for more aggressive playstyles.
+/- Unexplored potential.

Pandora, Girl of the Box / Pandora of Light/Dark

First of all, don’t let the 5-cost board wipe fool you, six turns is a very long time. Aggressive decks will go all out and try to kill you before turn 5, and slower decks will control their offense as to not be behind when her J-Activate happens. My initial assessment of Pandora is a Light/Dark control/discard deck which can splash Fire for more removal, Wind for interrupts, or Water for more card draw, where you run them out of options and slow them down via discard and removal, J-Activate to wipe any remaining threats, then put down a game-ending Resonator like Mephistopheles, Elder Ones, or Ftthagua, the Flame Spirit for the kill.

On the other hand, Pandora of Dark is the nightmare of control decks since their reactive gameplay forces them to keep large hand sizes, plus they can’t stop the activation. As long as you put in a huge threat after J-Activating, it’s almost lights out for them.

The most fun¬†part of using Pandora however, is post-sideboard, where you can keep the opponent guessing whether you’re playing the Light or Dark version. For additional mind games, use a different ruler for game one and keep both Pandoras on the sideboard.

In summary:

+ Is it Light, is it Dark? HA! You’re wrong!
+ Unstoppable Board/Hand wipe at the ready.
+ Spiral of Despair works way better on her.
+ Pandora of Dark eats most control decks for lunch.
– Well duh, it’s always Pandora of Light on game 1, then Light if you’re playing aggro, Darkness if you’re playing mid-range or control.
– Somewhat useless after J-Activate.
– Weak J-Ruler stats.


Nameless Girl / Jeanne d’Arc, the Flame of Hatred

Jeanne is a specialized anti-Human Ruler, which is awkward because to activate her freely you need to have a human Resonator put into your graveyard, then her J-Activate kills all remaining humans on the field (including yours if there are any remaining in your field). So you need to find the right balance of how many humans to put in the deck, and which ones to use. Also, her J-Ruler ability locks you into splashing red, which isn’t too bad considering it also has Purifying Fire. That said, there aren’t too many human Resonators which are big threats. The ones that come to mind are Rapunzel, and Bloody Snow White. The rest are easier to deal with even without her ability.

The door opens however, when Moojdart comes into play, which allows you to deal huge damage to anyone buy turning any J/Resonator human and burning them down/killing them outright with her abilities.

On the plus side, her umm… stats are huge. They’re the second highest among the rulers of Grimm Block, making her ideal for cards like Duel of Truth. That aside, I think she’s still more of a sideboard Ruler than a maindeck one, where she shines against Rulers like Snow White, Lumia, and Pandora.

In summary:

+ HUGE stats (2nd best out of all J-Rulers in the block, behind Snow White).
+ Great combo with Human + Voice of False God + J-Activate (T1 Hunter/removal, T2 One-Inch Boy, T3 Voice, J-Activate).
+ Really good at killing Humans J/Resonators.
+ Awesome with Moojdart, and large amounts of Flame Will.
– … and just okay¬†without it.
– Needs a human to die to freely J-Activate (otherwise, wait for turn 5).
– Lack of high priority Human targets makes her a better sideboard card rather than a maindeck Ruler.

Seer of the Blue Moon / Kaguya, Priestess of the Moon

Opinions about Kaguya’s viability as a control deck greatly vary. Some say she’s a gimmicky Ruler to toy around with the Treasury Item / Standby mechanics. Others claim that she’s the control deck of the block, and is a worthy candidate of being the best deck. I personally think she’s competent enough to be tier 1 for two things: first is that there’s no dedicated hate for Treasury Items in most decks (probably just a pair of Dream of Juliet at most), second is the existence of the non-interactive infinite turn combo (Alice’s World, Elvish Archer, Jewel on Dragon’s neck), with Law of Silence to keep the opponent from interrupting it.

Still, the fact remains that she has to get to a point where she can do her win conditions and it’s usually no easy feat against aggressive decks, considering that she has to play at least four or five colors. This means she has the potential to get color-screwed more than any other deck in the game. But when she takes off, it’s very hard to win against her. She also has a bad matchup against Pandora of Dark, and Necronomicon (which, unless she plays one of her own, can grind her out of cards in a very long game).

In summary:

+ Very flexible control deck shell with a lot of options and can be built in any way possible.
+ Infinite turn combo.
+ Treasury items can lock the board out if the game goes long enough.
+ Card draw!
– Gets color screwed more than any other deck.
– Can die to very early aggression
– Sideboard has to be built very carefully.
– Can be unforgiving to pilot.
– No healing outside of Vampire’s Staff and Death Sentence from the Queen

Alice in Wonderland / Alice, the Drifter in the World

“How do you build an Alice deck?” is the question that’s yet to have¬†a really solid answer.¬†What we can do however, is get idea ideas from her ability. One of the most obvious hints is that in order to maximize her J-Activate, we need to have all five colors – with a small bonus if the Water Will came from Moojdart. For that to happen, we need to play the long game – which means the deck’s most likely a control one. An alternative is to pick three colors whose effects we like, and then we build around those (e.g. Light for Healing, Flame for Removal, Water for draw).

Given this idea, the most complex part of an Alice deck might probably be balancing the stone count. Stones for 3-color Alice are easy, with a 4-3-3 or 4-4-2 ratio, plus 1 more for Moojdart if you really need the bonus. Getting all of her 5 abilities requires a more complex stone setup – usually 4 of your two main colors and then 1 of the rest, depending on the Will Attribute costs of your spells. If your main is Darkness/Flame for example, you need 4 Darkness/Flame, 1 Darkness/Light, 1 Darkness/Wind, 1 Darkness/Water, 1 Flame/Water, 1 Flame/Light, 1 Flame/Wind, and 1 Moojdart. And this can change depending on whether or not you need more of a color than the others (for example, you can get by with only 1 Wind Will source in a metagame that’s light on Additions).

And then there’s the deck composition itself.

However, there’s a really great incentive for maximizing her J-Activate because it’s roughly comparable to playing five cards in a turn – 1 big heal spell, 1 removal spell, 1 draw¬†spell, 1 discard spell, and 1 addition removal. It’s like a 4 or 5-to-0 card advantage!

In summary:

+ Nice art. I’ve met people who expressed interest in the game after seeing this card.
+ Good control deck shell which can be built in a lot of ways.
+ J-Activate is massive card advantage when maximized, yet can still be used for one or two abilities in a pinch.
+ If you win lots of style points for making an Alice deck that works properly! ūüėÄ
–¬†Can be color screwed, depending on how you build both the main deck and the magic stone deck.
– J-Ruler side has no Continuous benefits and mediocre stats, even when activated early.
– Ruler side has no other abilities.
– Given her play style and how the deck is built, it might not be possible to sideboard other Rulers.
+/- Not explored too much by players.


Alucard, the Dark Noble / Dracula, the Demonic One

In terms of raw power, Alucard can be considered one of the highest. It’s not hard to see why – his J-Activate seems¬†pretty easy to trigger, and he can deal with early forms of aggression in a pinch. But his true strength comes in Dracula form, where he gains the very annoying Imperishable ability that makes him a recurring threat. It’s not uncommon to see him activated once or twice during the course of a game. This becomes very important because of his Continuous ability to recruit everyone he damages to his side, as long as they die within the same turn. This gets him additional value from cards like Bloodsucking Impulse, and Duel of Truth. Finally, he has flying, which is always good to have in the Grimm Cluster format.

If there is such as weakness for this deck, it’s that playing Dracula forces you to play Vampires to make the most out of his J-Activate. The problem with that is a) most vampires have inferior stats for their cost, b) there are a number of cards which can be played to hate specifically on Vampires such as Silver Stake, Crucifix, Christie, the Windtracker, and Elvish Exorcist, and c) there are very few Vampires to choose from. Alucard also needs to J-Activate to fully tap into the deck’s power, which is nearly impossible when facing control decks who are playing around it.

To counter this however, all of the Vampires have strong, or useful abilities: Vampire’s Servant is a lightning rod for removal, Lora can search for Carmillia, Vampire’s Staff provides damage and healing, Vampire Bat is a huge threat late game, and finally Carmillia can easily fulfill Alucard’s J-Activate conditions by herself¬†on turn 5. They also have two strong support cards in Alvarez, the Demon castle, and¬†Resurrection of Vampire. Finally, as Darkness, they have access the best removal in Stoning to Death.

In summary:

+ Only ruler with Imperishable, making him a recurring threat.
+ Very strong Continuous ability in J-Ruler form that benefits from Bloodsucking Impulse and Duel of Truth.
+ Can fly.
+ Vampires have strong abilities and good support cards.
– … But weak stats for their cost.
– Lots of dedicated Vampire hate cards.
– Needs to J-Activate to fully utilize the deck’s power.
– Christie, the Windtracker.
– Unless you have Dragonslayer on the deck for some random reason, Bahamut on turn 2 will give you problems.
РJ-Activate can be played around with by control decks. No resonator to kill = no J-Activate.

Ebony Prophet / Abdul Alhazred, the Harbringer of Despair

Unlike Lumia, Abdul greatly benefits from getting to J-Activate early on because of the one-sided advantage its Continuous ability provides, while his Activate ability can be used both offensively and defensively by shutting down key Resonator abilities and removing those of yours that are disadvantageous (such as Mephistopheles and Squirmer of the Dark).

That aside, there’s no single way to build a deck that utilizes him – he’s good both offensively and defensively. He shines versus Grimm though, by keeping Hamelin’s Pied Piper, Glinda, the Witch, and Tinker Bell, the Fairy in check, among others Fairy Tales. He’s also a great sideboard option for Darkness decks, especially when your opponent is bringing in a lot of Alucard hate.

In summary:

+ Powerful J-Ruler abilities that has a lot of applications.
+ Works well with Demon Resonators.
+ Great sideboard option for decks that use Darkness.
– A huge target when he J-Activates. Make sure you can protect him.
– Needs Grusbalesta in order to J-Activate easily. Otherwise, you’re probably¬†gonna lose tempo.
– Expect players to be prepared for him because he’s popular.

So that’s it for part 1! Stay tuned tomorrow as I tackle the rest of the colors.

Until then!

A very big thanks to http://www.force-of-will.com/ for the card images.

5 Essential Things to Remember When Starting out at FoW

So your boxes have arrived, and we’re all eager to open them and get our sweet, sweet Rs and SRs, but first, here are a few tips in starting out in Force of Will.

1) Pick up to three colors that appeal to you to start with (depending on your budget).

In a nutshell, Light has utility and support cards, and because of this it’s a good color to splash with. It’s essential if you’re playing Grimm because of Tell A Fairy Tale, but if you’re playing with it as your only¬†color, the primary Race to go to is Humans. And speaking of Grimm, it’s ironic that he’s arguably the best ruler in the Block, yet he comes from the least used color. That aside, Light houses the infamous 1-turn killer that’s Rapunzel.

Water, despite being blue, doesn’t have counters. What it does provide in Grimm block is card draw, and a bag of other tricks such as forcing opposing resonators to rest or returning them to their owner’s hand. If you do want to go offensive with Water, the Wererabbits are the way to go. Blue also houses the much revered Kaguya, the supposedly queen of control decks.

Darkness is one of the best colors to start with, if you don’t mind spending a lot on SRs. It has solid removal in Stoning to Death, and a strong, highly-synergistic Race in Vampires. Alucard and Abdul are two of the best rulers in the block. Darkness also has the biggest resonator in the block in Mephistopheles, the Abyssal Tyrant.

Flame has direct damage, instant removal, and great offensive Resonators, culminating in the mid-range powerhouse Race that is Werewolves. Bloody Moon is great in this block because of all the dual stones floating around. Bahamut and Snow White are notorious for being able to J-Activate as early as turn 2 and can easily overpower an unsuspecting opponent. Also the best color for anyone on a budget.

Wind has counterspells, buffs, and resource acceleration. It’s a good color to splash in if you want to play big Resonators ahead of your opponent, while still being able to protect them with cards like Absolute Cake Zone. Their main weakness is the lack of removal, which makes it very difficult for them to handle Resonators like Hamelin’s Pied Piper on their own. The best deck to go with Wind as your main color when you’re starting out is the Oz Resonators with Crimson Girl in the Sky.

2) Collect all of the Rulers (or at least, the ones in your colors).

It’s great to have every Ruler at the ready, especially when the game’s still new and so much deck ideas are floating around. They’re also great sideboard material to improve bad matchups. For example, Christie, the Wind Tracker is great vs Vampires, Abdul is great vs Grimm, and Pandora of Dark is great vs control decks.

Plus they look great on your binder.

3) Try to collect the dual Magic Stones associated with your chosen colors.

The arrival of Dual Magic stones did a lot for FoW by making three-colored (or more) decks a possibility by reducing the chances of being color-screwed. As a side note, do get the True Magic Stones of your respective colors as well.

4) Trade as much as possible.

Not only does this get you get the cards you need without spending further, it also fosters a sense of community in your local gaming shop because it allows you to get to know the other players in your area. We don’t have a go-to price guide at the moment too, so it’s best to trade cards based on each other’s needs and interests as much as possible. That way, it’s always a win-win.

Generally, Rulers get the highest value, followed by Dual Magic Stones, SRs, True Magic Stones, Rs, Uncommons, and Commons.

5) Don’t expect too much competition at the start.

The first few months of a new card game is generally spent on learning the cards, interpreting the rules of the game, and community-building. It usually takes a bit of time before major tournaments happen and big prizes start being handed out (although FoW has already established a tournament structure which ends with the World Championship in Tokyo, it’s still doing its best to improve it), so until then, just play a lot, experiment, and spread the word to your friends. Competition will inevitably follow as long as the game steadily grows and people keep coming in.

So that’s it for now. May you have the best possible pulls from your packs, and have a great time with the game! ūüėÄ

Until then!

Grimm Cluster Sundays!

So rather than lazing around on a Sunday, Nicholai, Koko, Alex, Mark, and I went to Centris to play some FoW. The meeting was unofficial though, but we were supposed to play the day before and only Alex and I managed to make it. Still, a 5-player gauntlet is good in my book especially for a new game.

Or maybe four. Mark was drawn to the allure of the Five Rings, being a player of that game with a tournament going on. I on the other hand, did a facepalm when I found out that there was an Magic tournament that morning – had I known it, I shouldn’t have wasted my time getting a haircut and playing Maximum Tune 5 at Glorietta. ūüė¶

That aside, everyone brought along at least one deck to test with. The problem with an unknown local meta (and a small player pool such as ours) was that there isn’t a clear gauntlet to test against. So the seemingly better option is to play something proactive and hope that we packed the right cards in our sideboard.

Still, there were things to be gained from a playtest session with multiple players. For one, we get to point out each other’s errors. Also, the variety of decks makes it more interesting and fun. Finally, we get to discuss everything like game rules, what happened to the match, and community events, which gives more life to the game.

I mean, we’ve chosen it to be part of our lifestyle, even if just for a few hours right? Gotta make it worthwhile. ūüôā

So Alex brought his ever-changing, ever-persistent Kaguya control.
Nicholai got his Al-Hazred Necronomicon, and what he claimed as his “I don’t need a ruler” deck.
Koko brought his 8-moon Werewolf/rabbit deck.
Finally, I brought Grimm, and my basic Crimson Girl aggro.

Nicholai and I were the first to play, which is Alhazred against Crimson Girl – a classic control vs aggro matchup. I lost all¬†the games we’ve played despite some pretty fast starts. Part of it was because being mono-Wind, I don’t have access to any form of reach. Nicholai would either¬†chump-block (meaning you block with one of your Resonators for no other purpose than to have it die and prevent the damage) my huge Resonators with expendable card soldiers or kill them with removal and prolong the game enough for Necronomicon to take control. He then does an alpha strike with Card Soldiers and Pumpkin Witch once he has enough resources.


This taught me how important Pierce and Flying are in¬†this format. It’s frustrating when my huge 2000/2000 Tin Man gets delayed by Card Soldiers 1/10th its size, and kept wishing I had either ability. Pierce is harder to come by, but Flying could¬†easily be gotten by splashing Darkness for Pumpkin Witch, or Light for Rapunzel.

Or I could have just put in Glinda, the Fairy.

Nicholai’s other deck doesn’t need a Ruler. Or rather, he’s not sure which Ruler to use with it, but it’s a Humpty-Dumpty into Yamata-no-Orochi, then Poison Apple for the win, while using Cheshire Cat to set it all up. It’s risky to pull off against decks with removal, but against mono-Wind, I couldn’t really do anything to stop it. We only got to play a game though, but it was really cool to see the combo in action, despite being on the receiving end of it.

Guess what’s inside.

The Kaguya vs Alhazred was a long, grindy match since both decks are control. Alhazred seems to come up on top though because he has card soldiers to pressure Kaguya with, while at the same time having a late-game engine in Necronomicon. Alex’s Kaguya was slightly tweaked yet again this time, and had a lot of dead cards for their matchup in game one. They didn’t play sideboard though (which I think is an important part of playtesting). Maybe they grew tired of playing 30-minute matches.

Koko arrived later than evening with his newly-built deck with Wererabbits and Werewolves inside. It seemed good on paper – with 8 moons, you can have lots of Little Red Riding Hood activations, but in practice it gets awkward draws wherein he gets a Red Moon with Rabbits, and vice versa. We’ve played four games, with I winning three of them using Grimm, but the one loss I had showed the power of the Wererabbit side of his¬†deck.

The metagame. I think.

Wererabbits have two distinct advantage over the Werewolves. First is that they have Flying, which as I have mentioned before, is a very good thing to have in Grimm Cluster format. Archer of the Crescent Moon in particular, is very damaging even with just two other Wererabbits around. Their second advantage is that playing Wererabbits leads to a tempo-oriented gameplay. Water has some great cards to set back their opponents while developing their board with cards like Rabbit Kick and Swordsman of the Full Moon. This is particularly powerful against mid-range decks that can only put in one big threat per turn.

As good as making them lose a turn.

In the end, we figured that the deck might be better off with the wolves and rabbits are better separated. Werewolves can focus more on aggression, Blood Moon, and reach, while Wererabbits can make a deck that can add some sort of protection to their tempo-oriented game plan.

So overall, these were the logs for our Sunday session:

Mikko [Crimson Girl Aggro] vs Nicholai [Alhazred Necronomicon]  0-3
Mikko [Crimson Girl Aggro] vs Nicholai [Humpty-no-Orochi] 0-1
Nicholai [Alhazred Necronomicon] vs Alex [Kaguya Control] 3-0 (I think?)
Mikko [Grimm Toolbox] vs Koko [Lycantropes] 3-1

In terms of performance, the clear winner for the night seemed to be Alhazred. I wish we could have more playtesting time though, and it’s not a distant possibility, given that the Melbourne Open trials is just a couple of weeks away.

Until then!

Steamrolling: The Basics of Crimson Girl Oz Aggro in Grimm Block

For the third straight time I’m writing about aggressive decks, and it’s not by coincidence. A metagame is shaped by the decks at the base level – where aggressive, proactive strategies can be found. They often set the pace of how fast or slow a format is, and creates a basis on how good the other deck types are.

The Cycle

For example, in a format with cheap, efficient Resonators, aggressive strategies can be considered good. Soon however, players might find that the format too have big, useful creatures that halt these aggressive strategies, and takes over the game soon after – thus we now have mid-range decks in the mix. Players then realize that to beat these big creature decks, one viable option is to go even bigger, or snuff them out with cheap removal and halt their slow offense by grinding them out of options because hey, we have drawing power and they don’t – now we have some form of control decks popping up. Let this trend keep up a bit and the aggressive players start taking notice of how “slow” the format is becoming, and then punish it by playing something that kills fast enough before the more cumbersome decks set up.

Combo decks just mind their own business regardless of what’s happening.

Going Big vs Going Wide

Aggressive options generally fall into two forms of offense: going big Рwhich is playing progressively bigger threats per turn, or turning a smaller Resonators into a bigger threat via pump spells. It relies more on the quality of the threat rather than the quantity of it available.

In order for these big threats to stick around and do damage, they’re usually protected with spells that enable them to survive removal (e.g. Breath of the God), or combat (e.g. Evolution of Limits, Addition: Resonator that adds more ATK/DEF). The main drawback of this play style is that you concentrate a bulk of your offense onto one end, so it goes without saying that once it dies, it’ll be hard to recover because the rest of your offense is smaller by comparison, and thus easier to handle.

For example, I consider my Bahamut and Snow White decks as “going big” in terms of offense, as they tend to play a bigger threat after the next, culminating in a J-Ruler activation. While it doesn’t have protection spells to save my Resonators from removal, it contains some form of reach instead which deals the last few bits of damage should my attacks¬†wear off.

The other form of offense is¬†going wide, where you go for the quantity of threats rather than quality. The idea here is to swarm the opponent quickly with multiple, cheap sources of damage, so even if they take one out with removal, the rest of the team still keeps pounding. One-for-one removal doesn’t do well against these guys because their power level is evenly spread out, so killing one of them doesn’t affect their offense much.

The main drawback of this kind of strategy¬†is that cheap guys are generally weak. They won’t do much later on in the game when matched against bigger, costlier threats. Swarm decks are also prone to mass removal or Area of Effect (AoE) spells. Should you happen to commit all-in with your guys and they died to AoE, you’ll be way behind the game.

Despite both types of offenses being linear in nature, most decks contain a bit of both (sometimes unintentionally). Draws with multiple 1-drops for example, will force you to go wide even if there are other bigger threats in your deck.

The Deck

Or maybe your deck swarms first, then turn the small guys into bigger threats later, like this one:

Little Red Riding Hood grew up nicely.

Ruler: Crimson Girl in the Sky / Little Red, the True Fairy Tale

10 Magic Stone of Wind

4 Cowardly Lion
4 Heartless Tin Man
4 Brainless Scarecrow
4 Dorothy, the Lost Girl
4 Oz, the Great Wizard

4 Refarth, the Castle in Heaven
4 Silver Shoes
4 Evolution of Limits
3 Realm of Evolution
3 Oz’s Magic
2 Absolute Cake Zone

The Oz lineup of Resonators are some of the best aggressive drops because they have ways to grow out of their mediocre starting stats via the “achievement” counter mechanic. Cowardly Lion, for example, is one of the best one-drops in the block since he can potentially spiral out of control if left unchecked. Heartless Tin Man, on the other hand, has a natural synergy with the deck’s plan to buff Resonators with its numerous Additions. Finally, Brainless¬†Scarecrow rewards you for swarming, by entering as a 1-cost 500/500¬†as long as the other two are around.

Made out straw… and the corpses of his enemies.

I previously had less copies of Oz, but after reading through his text, I realized that there are more possibilities to it than just getting a free Oz’s Magic (which is good in itself). Notice how the wording says “spell” – which in FoW, translates to either Summon Spells, or Normal Spells.

He can get anything that costs 1. Or maybe not. It was pointed out to me by Jason from the FoW-US group that spells only count Standby, Instants, and Chants. He also pointed out that Oz is outside of Thunder and Rapid decay reach, so he’s kinda good still. Thanks Jason! ūüėÄ

Gotta love the community for taking their time to point these out. Thanks guys! ūüôā

You know what else costs 1? The Oz trio. Silver Shoes. Evolution of Limits. And if you splash a second color (like Red), he can fetch Huntsman, Rapid Decay, and Thunder too! Or Tinker Bell, and Cheshire if you’re playing Grimm. He’s a multipurpose tool whose main function helps the primary¬†strategy of the deck, but also fetches crucial cards when needed.

A great wizard indeed.

Behind Dorothy, the Lost Girl’s happy-go-lucky, somewhat derpy look hides the fuel that keeps the Oz engine¬†running. Her Awakening ability can seem random, but the fact is that you’re refilling your hand with more threats. Sure it sometimes whiffs and hits nothing, but that’s part of the nature of card games. But boy, when it hits, you get to have an army¬†in your hand.

The face that launched… well, three guys on a journey.

Remember to always, always keep track of her continuous ability, because it enables something an aggressive deck normally can’t do – which is to ramp resources. The deck benefits greatly from this because we want to J-Activate our Ruler as soon as possible.

Wow, those are some huge umm… stat bonuses! Yeah, that’s it.

Little Red’s second Continuous ability is nuts. Evolution of Limits is already great value for what it does, but with her around it’s lights out for your opponent if they let any of your threats through. But that’s just one of the things they have to worry about – there’s Refarth, Realm of Evolution, Silver Shoes, and achievement counters which turn the weak, fragile Oz group into huge monstrosities. It’s also a great thing that she protects herself from Fire and Darkness spells and abilities, so sorry, no Bloodsucking Impulse or Duel of Truth for Little Red.

Despite what the art on the card shows.

As I’ve mentioned above, the rest of the Normal spells all help in buffing Resonators and pushing damage, but I think Absolute Cake Zone deserves a special mention here.

I’ve could have gotten away with it too, if it weren’t for those meddling cakes!

I initially thought¬†that in a format that’s geared towards playing Resonators, this thing would be obsolete, but I was wrong. Behind every Grimm Block deck lies one or two abilities that play a huge part in its plan – Tell a Fairy Tale, Stoning to Death, Alice’s World, Xeex the Ancient Magic, Treasury Items, etc.

This card throws a wrench on those.

Granted, with two copies it doesn’t appear much (and it doesn’t really need to, since we’re on the proactive end that’s putting out all the threats), but you can count on it messing up your opponent’s game plan on crucial moments.

Gameplay and Weaknesses

If you’ve played a Grand Crusader deck in WoW TCG before, you’ll feel right at home (and perhaps a little nostalgic) because this deck follows the same game plan – you play small, early threats, then pump them for huge amounts and overwhelm your opponent later on.

And that’s actually it! Just keep attacking until they give up, and protect your guys with cake if necessary. Use Dorothy to reload, and Oz to pump them further or find a crucial spell to threaten them further… like more small guys to snowball into victory with.

But therein lies the weakness of the deck – it needs to be able to get a solid footing (having small Resonators on the field) before it can steamroll your opponent. That means you need to get your Oz guys out ASAP, because a slower start will cripple your offense especially if your opponent is able to answer your threats¬†1-for-1. What happens then is that you’ll be left with Additions in hand and waiting for your next Resonator to show up – giving the opponent more time to deal with it.

The other big weakness of the deck is this guy:

He hates Castles, Realms, and fancy Treasury Items, among other things.

Here are a few other points to consider when playing the deck:

  • You have to mulligan aggressively for early drops. Two 1-cost Oz guys, and an Addition are good, but more is generally better.
  • Keep Refarth, the Castle in Heaven whenever it shows up. It’s a world of difference to J-Activate Crimson Girl¬†manually compared to using it with Refarth. For one, it costs less resources, and you can do it as early as turn 3 if you need to. Finally, multiple copies of Refarth aren’t so bad since you can Banish the existing one easily for more benefits.
  • When to play Dorothy: She’s generally good in any stage of the game, but as a general rule, play her when you’re ahead but after the other guys. For example, if you have some Oz guys in play, playing Oz, the Great Wizard on turn 3 is generally better since he can buff them immediately with Oz’s Magic. Dorothy isn’t too threatening by herself – it’s her ability to fetch threats that makes her a powerhouse. It’s also interesting how she gets more out of Cinderella’s glass slippers rather than the story-related Silver Shoes. :))
  • Speaking of Cinderella, always keep the Ashen Maiden in mind when playing against Darkness decks, since her ability has the potential to wipe your board early on. It might be best to actually play Refarth or Realm of Evolution to somewhat counter this. The good news is that there aren’t many popular AoEs in Grimm block to worry about.
  • Against other aggressive decks, it’s oftentimes better to trade Resonators and keep their board clean, since yours will eventually grow out of proportion and become difficult for them to deal with.
  • Against control, keep going at them and reserve Absolute Cake Zone for the most crucial of moments.

Opportunities and Upgrades

It’s worthwhile to consider splashing a couple of other colors to provide the deck with a different angle of attack and cover¬†some of its weaknesses, such as Fire for removal (and Beowulf shenanigans), Darkness for Pumpkin Witch alpha strikes (and removal), and Light for other angles of attack or protection (e.g. Aesop, Rapunzel).

As for more Wind options, Xeex the Ancient Magic shines here with four modes which an all be used at the same time. Depending on your local metagame, it might take the place of Absolute Cake Zone, and probably a copy or two of Evolution of Limits. Glinda, the Witchc is also good, but not necessary in a deck with a spread-out power level such as this – she’s better suited for decks with huge, single threats. However, the ability to disrupt the opponent’s Normal Spells make her a good sideboard consideration against some decks. Against the mirror match, it’s probably a good idea to pack Christie, the Wind Tracker / Helsing, the Vampire Hunter, and add Silver Bullets and Elvish Archers on the sideboard.

Finally, Feethsing, the Wind Holy Stone is good as an additional form of protection.

So despite the linear strategy the deck has, it’s actually a bit flexible to build and benefits from other colors, but is equally capable even if it stays all-green. Always weigh the pros and cons when adding other cards and colors to the deck, and always keep in mind the metagame that you’re taking it to.

Other than that, keep steamrolling your foes.

Until then!