x3 Powerbound
x3 Faith Chains
x3 Kabonk
x3 Vengeance Veil
x3 Heritage
x3 Imperial Resources
x3 Eye of Eagle
x3 Ragged Wolf
x3 Frost Gale
x3 Sister of the Fox
x3 Earthborn Mystic
x2 Earthen Mirth
x3 Fertile Soil
x3 Oak Blood
x3 Verdant Veil
x3 Kinfolk Veteran
x3 Quake



  • Author EyeTheta
  • Scrolls 50
  • Hard Gold Cost 24800
  • BM Gold Cost 0
  • Shards 3275
  • Version 1.0.0


  • Creature: 12
  • Enchantment: 20
  • Spell: 18
  • Structure: 0

Sub Types

  • None: 29
  • Destruction: 9
  • Human: 9
  • Kinfolk: 6
  • Beast: 3
  • Wolf: 3
  • Mystic: 3


  • Common: 23
  • Uncommon: 9
  • Rare: 18

I hope this doesn't break the game. I've done some limited testing and if it gets rolling it is super powerful!


The Combo that makes the deck work:

3x Earthborn Mystic - This bad boy draws you an enchantment when it's countdown is 0 and is dealt 1 damage

3x Vengeace Veil - This fellow makes a unit count down by two when it is dealt damage (hint hint)

3x Oak Blood, 3x Verdent Veil - These chaps are enchantments that buff your health

3x Kabonk - Deals one damage to unit


How it works: Get out the Earthborn Mystic and get vengeance veil on it, in the ealy game you can usually get it to count down to 0 without much issue, later on you can hit it straight with kabonk to give it haste (vengeance veil has replenish so you can do this with 1O, 1W). When the countdown hits zero you draw, the damage sets off the vengeance veil and this in turn makes the countdown zero. You'll probably draw some health buff which means you should be able to draw 8 or so scrolls when the combo goes off.


Support Scrolls:

3x Eye of Eagle - to get your Mystics out quicker

3x Sister of the Fox - cantrips, thins the deck allows you to easily play...

3x Fertile Soil - One problem you can get is a hand full of enchants and no creatures or spells, this gives you some draw

3x Heritage - More draw, an enchantment

3x Powerbound - An enchantment, you can use this and heritage on your mystic while it is drawing and kill it for some ramp/draw (once all your health buffs have been used)

3x Imperial Resources - Because you can

3x Faith Chains - An enchantment and a win con if the opponent plays a very stally deck


Removal - Draw needs removal, we have some

3x Quaks - lots of resources means taxing isn't such an issue. Quake to board clear

3x Frost Gale - more removal

3x Veteran - Haste

3x Ragged Wolf - More Haste, combos with

3x Earthern Mirth - An enchantment and good for when you need to get rid of something big


Its still in early testing so there are probably lots of improvements you can make and different ways to go with the main combo. One I looked at is soldiers bond on your mystics to effectively give everything behind them haste and big relentless units to clear stuff out. Feel free to experiment.


Warning: Your hand will be full, it will take some time, people may rage. 


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