x3 Resonant Helm
x2 Summons
x2 Crown of Strength
x3 Faith Duty
x3 Kabonk
x3 Infiltrate
x3 Waking Stones
x2 Warding Stone
x2 Imperial Resources
x3 Elan Vital
x3 Eye of Eagle
x2 Hymn
x3 Bloodboil
x3 Earthbond
x3 Untainted
x3 Death Cap Berserk
x2 Earthborn Mystic
x2 Fierce Tactics
x1 Vilda the Verdant
x2 Verdant Veil

Curve

General

  • Author Lomtre
  • Scrolls 50
  • Hard Gold Cost 23800
  • BM Gold Cost 0
  • Shards 3155
  • Version 1.0.0

Types

  • Creature: 3
  • Enchantment: 25
  • Spell: 17
  • Structure: 5

Sub Types

  • None: 39
  • Wall: 5
  • Destruction: 3
  • Human: 3
  • Mystic: 3

Rarities

  • Common: 23
  • Uncommon: 11
  • Rare: 16

The Wall is not a fast deck.  It was primarily built to test a theory of indestructibility which I have since debunked.  It is vulnerable to very fast decks, especially agro, and to decks which have lobbers.

 

The goal of early play is to play waking stones with the enchantments necessary to keep them alive against your oppoenent.  Extra health, ward, and a resonant helm are highly recommended.  Faith duty can be placed upon them, but is better saved for the creatures.  There are only three creatures in the deck, and playing them without ward (specifically the verdant veil) is not recommended against most opponents.  With the remainder of the enchantments strengthening them and the spell to grant relentless as desired, these three creaures should be able to power through practically any obstacle.  A win post turn 25 is common.