x3 Crown of Strength
x3 Ducal Infantryman
x2 Royal Banner
x3 Grounds of the Fallen
x3 Royal Skirmisher
x3 Wings Shield
x3 Fjords of Vigor
x3 Gravehawk
x3 Kinfolk Brave
x3 Stag Heart
x3 Crimson Bull
x3 Earthborn Keeper
x3 Earthborn Mystic
x3 Noaidi
x3 Stone Pact Memorial
x3 Rat King
x3 Wetland Ranger



  • Author Wuxian
  • Scrolls 50
  • Hard Gold Cost 19400
  • BM Gold Cost 0
  • Shards 2640
  • Version 1.0.0


  • Creature: 27
  • Enchantment: 6
  • Spell: 12
  • Structure: 5

Sub Types

  • Human: 27
  • None: 12
  • Soldier: 9
  • Lingering: 6
  • Kinfolk: 6
  • Mystic: 3
  • Memorial: 3
  • Rebel: 3
  • Totem: 2


  • Common: 24
  • Uncommon: 18
  • Rare: 8

Deck Description


This is a low resource deck that should be able to put pressure on your opponent, even though it is multiresource.


  • For ramp and replenish you have Stone Pact Memorial and Noaidi.(Thought about replacing them since the low curve doesn't make them mandatory)


A good candidate to replace them would be Flip, since you sometimes get threats that you couldn't expose otherwise if they are out of reach. Maybe New Orders to be a bit more mobile.


  • Unit buffs are the enchantments (Stag Heart, Crown of Strength - Mystic draws them reliably) aswell as the lingering spells, Fjords of Vigor (which buffs every creature except Wetland Ranger) and Grounds of the Fallen (buffs everything apart from the Rat King rats). Crimson Bull to bolster attack even more.


  • Skirmisher and Gravehawk are the relentless units in this deck which - as well as all the 1 CD units - highly profit from the above mentioned buffs.


  • I feel like Rat King is needed to block some Idol damage and get cheap units to put behind Wings Shield. It also helps with getting Earthborn Keepers attack up.


Since this deck has many 1 CD creatures, I don't think any kind of reduction is necessary.

Royal Banner should slow your opponent down enough.

(Thought about Orchard, but if the enemy plays Linger counter, the deck would just get shut down)




You should start by going into growth first, saccing for order only when you need it. Try to get to wild with the Memorial if possible. The playstyle is pretty agressive, you'll want to get rid of any units threatening yours, mostly relentless ones since your units don't have much health.


The enchantments help healthwise, but be aware that a unit with an enchantment gets focussed quickly and will probably die to destruction. You can make that to your advantage by spreading your threats (meaning don't risk putting everything on one unit) to force them into positions.


If you can, ping Idols with the Wetland Ranger to get your other units' attack up.

Other than that the playstyle is pretty self explanatory, be aware that the order of your units very much matters. You are bound to lose some to aggression/destruction but should be able to get up replacements fast enough. Watch out for Thunder Surges, Blind Rage (not that bad with low CD units) , try to get your units out of Burn or Soul Steal range with enchantments.


Still in testing.