x3 Ragged Wolf
x3 Frost Gale
x3 Kinfolk Brave
x2 Sister of the Fox
x2 Unground
x3 Vengeful Vaettr
x3 Earthborn Mystic
x3 Skythorn
x3 Fertile Soil
x3 Rat King
x2 Rekindled Spirit
x3 Kinfolk Veteran
x3 Quake
x3 Rallying
x3 Verdant Remnant
x3 Sister of the Owl
x2 Kinfolk Jarl
x3 God Hand



  • Author Alpha_Century
  • Scrolls 50
  • Hard Gold Cost 30600
  • BM Gold Cost 0
  • Shards 3815
  • Version 1.3.1


  • Creature: 22
  • Enchantment: 2
  • Spell: 20
  • Structure: 6

Sub Types

  • Human: 16
  • None: 14
  • Kinfolk: 13
  • Destruction: 8
  • Totem: 6
  • Beast: 3
  • Wolf: 3
  • Vaettr: 3
  • Mystic: 3


  • Common: 11
  • Uncommon: 19
  • Rare: 20

Update: Playing this deck at number 1 in the post-echoes "meta". The only game time I have lost was due to the bad luck of not drawing quake for half a game. Incrediably strong deck. The new unground has replaced seed. It offers a cost-efficient way to deal with high health and armoured units, which this deck lacked. Cycling ungrounds using mysitc is actually very effective. The lack of seed has not overly hurt this deck.


You should always be aiming for the lategame where you can have 10+  . I haven't played much LGG, but I like to think this deck is a little unique. I'm probably wrong.


  Early Game  

In the early game, you must find a blanace between early board presence and ramp / getting value from your cards. Braves, mystics, breakers and veterans will help you contest board control. At the same time, you should be looking to make a hasty transition into the late game. Fertile soil, skythorn-rat king-sister, and vengeful vaetter will allow you to outramp your opponent while putting down blockers.


  Mid Game  

At some point you will likely lose board control in favour of ramp. Quake-frost gale will allow you to come back into the game, followed by a lot of haste and value units. As long as you stay away from potential lethal, it is OK to lose the board vs   , or . Against  , try to keep board control and kill their doctors, rot eaters, and harvesters, as these prevent boardwipes from being effective. Ungrounds are great for killing high priority targets.


  Late Game  

Once you hit 9-13 resources, you can start making the gaint plays that this deck depends on. You should continue to ramp, drawing off skythorns every turn and hasting your vaetters to get more resources. Plays like sister of the owl-rallying, rat king-godhand, and Jarl-rallying will help you dominate the board in the late game.


  Alternative Scrolls  

Crone is good in this deck because it helps you stall into the lategame while guaranteeing a 1:1 trade. Fangbear is a value threat, good for putting up some early game pressure, while also good in the late game with rallying or godhand. You might want to swap ungroud for Erfin Merf to take out larger units and wipe rows with relentless, or for Seed for some extra staying power on your big units. Binding root, dryadic power, and illthorn seed are all viable enchantments, but not optimal. Niara and Urlharld are very good top end threats against something like somata control.