x1 New Orders
x1 Faith Blessing
x3 Kabonk
x2 Magnetizer
x2 Infiltrate
x2 Shrine
x3 Waking Stones
x3 Inferno Blast
x3 Law Memorial
x3 Charge Coil
x3 Machine Divinator
x3 Burn
x3 Clock Library
x3 Ether Pump
x3 Metal Wonder
x3 Proximity Charge
x1 Solemn Giant
x3 Machine Chant
x3 Thunder Surge
x2 Violent Dispersal



  • Author Apocalythspe
  • Scrolls 50
  • Hard Gold Cost 27000
  • BM Gold Cost 0
  • Shards 3500
  • Version 1.0.0


  • Creature: 6
  • Enchantment: 0
  • Spell: 21
  • Structure: 23

Sub Types

  • Destruction: 17
  • Totem: 14
  • Wall: 6
  • Human: 5
  • None: 4
  • Memorial: 3
  • Tribesman: 3
  • Mystic: 2
  • Automaton: 1


  • Common: 20
  • Uncommon: 10
  • Rare: 20

This deck is based on stalling, destroying, and increasing the cooldown of your opponents units until you can pop their idols with solemn giant.  It is very weak to quake, however, so I don't suggest using it for ranked play since growth is pretty dominant.  I've made more than a few people angry when using this deck in the testing grounds because it takes a while to build up and cycle through your deck once your have your opponent pinned down. 

Faith blessing - just to heal idols so you don't succumb to idol damage after you get stabilized later in the game.  You'll probably take a good bit of idol damage early on since this deck has a slow start.  You could replace faith blessing this with Imperial resources, but usually only 1 idol is in real danger of being taken out. Also you have a bunch of structures with a trillion health so doing 2 damage to them won't make a difference.


Unfortunatly, I don't run state machine.  Although it would work quite well, the machine divinators don't make them viable.  I also don't run oculuses (oculi?) or hellspitters because I prefer the damage from ether pumps and charge coils and would rather have the pumps count down.


Inferno blasts can be swapped for sparks, just a preference.

Tip: Don't use this deck.