x3 Regeniture
x3 Tethered Recruit
x3 Draining Mist
x2 Invocation Sentry
x2 Omen of Damnation
x3 Puppet Soldier
x2 Halls of Oum Lasa
x3 Resonant Helm
x3 Summons
x3 Crown of Strength
x2 Frost Wind
x2 Transposition
x2 Heritage
x3 Infiltrate
x2 Vigor Extraction
x3 Waking Stones
x3 Warding Stone
x3 Knight Scholar
x3 Imperial Resources



  • Author coperphild
  • Scrolls 50
  • Hard Gold Cost 25300
  • BM Gold Cost 0
  • Shards 3205
  • Version 1.2.0


  • Creature: 6
  • Enchantment: 11
  • Spell: 22
  • Structure: 11

Sub Types

  • None: 27
  • Wall: 9
  • Human: 6
  • Lingering: 4
  • Knight: 3
  • Totem: 2
  • Displacement: 2


  • Common: 13
  • Uncommon: 26
  • Rare: 11

Variation of the Waking Stones deck  to beat most of the Daily Hard Trials. Current count is 7-8 from 10, most of the times with first attempt. In the early game you should try to keep your idols safe as much as possible, but remember that to win you need just 3, so if you need it is better to loose one than screw up bigger play. I usually have 4 from 5 at the end of the game. Tethered Recruit and Vigor Extraction are a very good starting hand. When all thre Waking Stones are in play and buffed, than fill the board with your units and win the game with just casting lingering spells, while keeping your enemy board with no atack by constantly incresing their countdown.


Omen of Damnation could be changed to Aescalon Spires to help on early game


Update: 1 Frost Wind and 1 Heritage replaced by 2 Transpositions to help against Flip and Rumble. Thinking to remove Heritage completly and replace them with Aescalon Spires
because I found myself not using them in early game and later there is no need in them anyway.