Warlord Deckbuilding: Thinking About Card Draw

To Draw or Not to Draw?

When you sit down to play a game of Warlord, the only cards you are certain to have are your warlord and your starting army. Other than that, you’ll be rolling a 20-sided die and seeing five random cards from your 44 card deck every turn. That’s a lot of random chance to deal with.

Warlord is all about minimizing that randomness: high strike rolls minimize your chance of missing, making a ton of strike rolls increases your chance of hitting, and running card draw increases your chances of seeing the cards you want to see. In this article, we’ll discuss the card draw mechanic in detail—when to use it and what may be the best cards to help you use it.

Card draw is one of the most potent tools in a player’s arsenal: the more cards you see on a given turn, the more options you’ll have and the more likely you’ll find the options you need. So why doesn’t everyone cram their decks full of all the Meet at the Inns and Back Alley Taverns they can find? There are two general reasons why too much card draw can be problematic:

1)      Draw takes actions.

2)      Draw can be countered.

Draw takes actions. You need to spend your actions to draw cards. Each action you spend adding cards to your hand is an action your opponent can spend changing the board state in their favor. Giving actions to your opponent is problematic for archetypes like rush decks, where you want to strike as quickly as possible, and the longer you give them to prepare, the harder it will be to cut through their defenses. When rush decks play card draw, it will typically be Draw + Effect cards like Carg’rag or From Dust to Dust. For slower decks, who will have fewer options on turn 1, the action cost of draw is not as big of a deal.

Draw can be countered. Cards like Staff of Secrets, Rr’gent and Twist of Fate can turn cards that draw cards into dead cards. No other type of card can be made so completely irrelevant so simply. Furthermore, the more people playing draw, the more likely other people will play draw hate (cards that prevent or interrupt draw), and then the more draw you’re running, the worse it will be for you.

Card Draw Card Analysis

Assuming you’re not playing a combo deck that runs every piece of card draw it can (hello, Dragon’s Hoard!) in an attempt to find your pieces before your opponent can kill you/access their counter draw, you’re going to want to think carefully about how you’re drawing cards. The rest of this article is analysis of some of the most common ways players draw cards in Warlord.

Meet at the Inn – The classic draw card. You pay a card to get two, your opponent gets one for free. Both players end the action with 6 effective cards for the turn, but you have removed an additional card from your deck. This can also be played by any character, allowing you to dodge counters that punish the character drawing, like Baraz or Exhaustion.

  • When to Run: If the cards in your deck are, on average, better than the cards in your opponent’s deck. You’re giving your opponent something here too, so you must make sure what you’re getting is better. For combo decks, this is generally true: they’re betting their whole game that the opponent’s deck can’t handle a particular set of cards, so the quicker they find them, the better. The same is true for Uber, with the idea that once your Warlord hits a certain power level, your opponent won’t be able to kill them.

  • When not to Play:

  • You can literally always play Meet at the Inn. But when should you? There are two chief drawbacks to a Meet: 1) it gives your opponent something else to do and 2) it sits in your hand, taking the place of other cards. Deciding when to play Meet at the Inn is a matter of weighing these two drawbacks. You don’t want your opponent being able to perfectly plan their turn with the 6th card you’ve given them, so it can be good to delay playing Meet as long as possible. You also need to be able to do what you WANT to do: Meet helps you do that when you play it, and hinders you when it sits in your hand. Always consider if you need those two more cards immediately, and how much that one extra card of your opponents’ might hurt you.

Back Alley Tavern – Draw through counter draw! Back Alley Tavern is either a very expensive cantrip (a card that replaces itself when you play it) or a free card and some deck thinning. In your starting army, only your Warlord will be able to play it (barring Lekar Osud plus Yanthorine!), so be careful of Ill-Gotten Gains or Exhaustion.

  • When to Run: there are two reasons to run Back Alley Tavern. The first is that you’re running combo and want to play every cantrip you can. Back Alley Tavern is a Dragon’s Hoard with upside. The second reason is that you think there’s going to be a lot of draw/retrieval in the meta and you want to take advantage. Elves and Nothrog are always drawing, Xod and Adarymy are always drawing, Necromancers must retrieve to play Wheel of Death. Wizards are always retrieving or drawing with Phantasm and From Dust to Dust. They’re getting paid, why shouldn’t you?

  • When not to Play: if you’re playing against a combo deck and you aren’t running any other draw, playing a Back Alley Tavern may allow them to play their Back Alley Tavern, and their two cards are probably going to be more important than yours. Also, if you can’t trigger the react, it requires spending a high-level character, so be sure you won’t clog up your back ranks.

Loyalty’s RewardSir Robert’s favorite action. Two cards for a spent high-level fighter: perfect for fighter Warlords who want to sit in rank 3. It notably also transforms Bokos from a mediocre level 4 into a card draw machine.

  • When to Run: you’ve got a fighter Warlord who doesn’t mind hanging back: Sir Robert, Kothkah, Jorn of the Summit, Sir Aleron d’Ilchant. Or you’ve got a bunch of level 4 fighters who can cover for your non-fighter Warlord. If you don’t have a fighter Warlord, you’ll need either a lot of other card draw or a lot of high-level fighter characters to limit the risk that Loyalty’s Reward turns into a dead card.

  • When not to Play: Loyalty’s Reward can clog up your back ranks like no other. If you’ve got just a Warlord in rank 3 and a level 4 fighter in rank 4, and you use that level 4 fighter to play Loyalty’s Reward, what are you going to do if you draw 2 more level 4 characters? You’ll have to spend your Warlord up to rank 2, severely weakening your defenses. Make sure before you play Loyalty’s Reward you have a plan to play the other cards in your hand.

Extensions – This is Toren Yscar on a stick, with the bonus of letting you send a bad crop of cards to the bottom of the deck. It’s an excellent cantrip card but comes with the high cost of forcing you to spend a level 3 wizard.

  • When to Run: if you can start Cal Blackthorne or are Angu Mournwater, this card is worth a look. Otherwise, you must be happy either spending your Warlord for it, or be running several supporting Wizards. Elves and Deverenians frequently run enough supporting Wizards like Caran Tremayne or Cyrus Netheryn to pull it off. Just like Loyalty’s Reward, running off-your-Warlord’s-class draw can be a big risk.

  • When not to Play: Extensions is strong in its niche, but rarely strong enough to justify a spent Warlord. If you’re playing combo, spending your Warlord for Extensions in a pinch is manageable, since combo’ing off early turn 2 is usually fast enough. But if you see it after turn 1 and don’t have any back up wizards, it will likely be a dead card, or you’ll be too behind on tempo anyways. If you don’t have a character in your starting army who can play it, or a whole bunch of Wizards looking for something to do, look elsewhere for card draw.

Portable Hole – Portable Hole is arguably the best Rogue card ever printed, a non-Steed movement item that turns any item into a cantrip. Rogues like to move, and Rogues like a very particular set of items (Giant Bats, Helms of Fortune, Black Steel Daggers). Portable Hole lets you move and lets you play multiples of your power items so you can cycle the extras. If you’re willing to commit to the draw engine, running Nodwick and Cloak of Many Things and Trade Routes, it can draw you a lot of cards.

  • When to Run: You need a very good reason not to play Portable Hole if you’re a rogue. It’s a free movement cantrip at the very least. If you’re darting into your opponent’s ranks as quickly as possible, it gets you to the front ran for free, and you’ll be playing other characters who can equip it, like Wanderetch, to hold your ranks while you’re in the enemy formation and unable to. Play Portable Hole.

  • When not to Play it: if you’ve got a rogue, play Portable Hole. But if you’re up in the front without another way to get back (like Giant Bat), be careful about discarding it, because that’s free movement for the rest of the game you’re sacrificing.

Forewarning – Clerics are a bit short on the draw compared to other classes, but Forewarning is a solid cantrip with upside if you’re a seer, and almost certainly not worth it if you aren’t. It’s similar to another Spend-Order-except-for-Seers, Wheel of Fate, except that you usually want to play Forewarning as quickly as possible, and Wheel of Fate cantrips every card in your hand, so you want to wait until you’ve played everything you want play from your hand.

  • When to Run: You’re a Seer running a combo deck. You need all the draw you can get, and Forewarning is better than Dragon’s Hoard.

  • When not to Run: If you aren’t a seer, or if you aren’t playing combo. You’re either playing blitz or control. If you’re playing blitz, an action for a cantrip is a waste of an action most of the time and takes up space in your deck for offense. If you’re playing control, Forewarning takes up space for answers like Litany, Reflect and Exhaustion, that you could need immediately. It also takes up space for niche solution cards, like Peace or Figurine of Protection. The same holds for Wheel of Fate, although Wheel’s ability to draw more cards might make it more appealing.

From Dust to Dust – Probably the most powerful level 1 wizard spell in the game. Even without the ability to conjure up a character from nothing, it’s a spell with a high DC that goes THREE ranks. Your 2nd rankers can hit your opponent’s 2nd rankers. That’s amazing. With the character gain? Insanity. Most wizard spells are aiming to kill an opposing character. You’re trading a non-character card for a character card: that’s good. From Dust to Dust let’s you trade a non-character card for a character card AND get another character of your own. That’s an incredibly high value play.

  • When to Run: You’ve got wizards with 3 or more skill, and a level 1 character in your deck you wouldn’t mind fetching. In the ideal world, you’re a Nothrog using Yeg-Igryll’s Altar to grab Carg’rag, or an Elf using Skyyrek to snag Kapix. But any free character while killing an opponent’s character is great. If there’s a level one character your deck is centered around, like Ardanaalis, it’s worth considering level 2 wizards to start just so you can run 3 copies of From Dust to Dust.

  • When not to Play: There are two primary hiccups to pulling off From Dust to Dust. 1) Your opponent has clerics and Reflects you, and now you’re out a key wizard you wanted to protect. 2) Your opponent plays draw hate like Staff of Secrets or Baraz. From Dust to Dust is a draw spell and will be cancelled by Staff and can get its caster sniped by Baraz. If you’re playing vs. a cleric, hold on to that Dust and try to force out a potential Reflect first. If you’re playing vs. a wizard or suspect a Baraz might be coming, play that Dust ASAP. Finally, Dust is the greatest Jackals of Mourn killer in the game. If you suspect a Jackals, consider delaying your Dust.

Drawing with Characters

Drawing cards with characters is almost exclusively better than drawing cards with actions—characters stay on the board and provide additional strikes and additional hit points for your opponent to chew through. In some cases, they’ll also offer repeatable draw. If your opponent is running counter draw, you’ll still have a body out on the field. But the 24 character slots in a typical Warlord deck are hotly contested: it’s characters that equip items and perform actions and it’s characters that win you games: how many of those slots are you willing to give to characters whose main benefit is drawing you more cards? As a thought experiment, I’ve divided the most commonly used card draw characters into 4 tiers, based on how and when you should try to slot them in.

Tier 1: Make Space!
Toren Yscar, Carg’rag, The Lost Bride, Sethusk

These are characters you need a strong reason not include when you’re building a deck. Toren is restricted to 1 copy for a reason. Every deck has cards that are better in certain situations than others. Toren is the easiest way to trade out your cards that aren’t perfect for the situation at hand for your cards that are. Carg’rag and The Lost Bride are our successors to Daedelia—a body for a card. Carg’rag only works on turn 1, but turn 1 is the most important turn in most games, and she’ll also provide a strike. The Lost Bride is similar, but won’t strike for your T1, so could potentially be cut from certain hyper aggressive decks. Sethusk requires an additional action to get that card, but he’s also probably the favorite dish of Nothrog dining tables, so he slots into many of even the most aggressive Throg decks.

Tier 2: Lock Ins for the Right Deck
Llyr Militia, The Devoted, Elemere, Hassimal, Redu Carr, Ramah the Cruel

These guys don’t belong in every deck, but are very strong options when they do. Their draw has a higher cost, but one that’s frequently worth it to pay. Llyr Militia and The Devoted are two of the most stalwart level 1s in the game, providing protection vs multiwounding, level draining, high strikes, and instant-kill effects. Hassimal requires you to spend two characters to draw a card—if you’re trying to draw as much as possible to find your combo, this is amazing! If you aren’t, don’t run him. Elemere, Redu Carr and Ramah the Cruel trade character death for cards—worth it again in combo, and worth it even more if you’re running Necromancers like Feyd Rowan or Azhraan the Foul.

Tier 3: Build Around Them or Ignore
Nelchat the Horror, Revan, Theodore d’Ilchant, Destruction, Flamefang, Knowledge, Limestone Gargoyle, Nepheline Gargoyle, Shame, Vision, Borgen Ferriss, Garth Drac, Harty Tate, Kieran, Alaya, Grihilga, Ivaas (Toren’s less talented little brother), Richard Key, Ga’dok

I won’t break these characters down one-by-one, but there are a couple of reasons a character might be on this list. Maybe they only draw a certain type of card, like Borgen Ferriss or Revan. Cards like this are amazing in decks that want to move their Warlords up as quickly as possible, but useless if you don’t run steed. Others are universally strong, but difficult to get into play, like Nepheline Gargoyle or Garth Drac. You’ll play these cards if your deck allows you to get them out and you want the extra draw, but many decks just won’t have a chance to play them. Finally there are cards whose draw is more costly, or very niche, and requires a huge commitment to draw or a very specific approach to it, like Richard Key or Ga’dok.

Tier 4 Other Reasons: They Draw Too??
Darkness, Eresh q’Shedim, Kel’suk, Rica O’Shea, Shan-Kassyn

If you’re looking for cards with which to draw as much as possible, these typically aren’t the guys you’ll choose (excepting that one infinite Eresh-Duanna deck). These are cards you play to kill your opponent (or help you play other cards that will kill your opponent, for Shan-Kassyn), and they also happen to draw you cards. Don’t play them for the draw—the draw is gravy.

Building Your Deck

Hopefully this article has given you a solid base to think about card draw in Warlord. How badly do you need those extra cards? What are you willing to sacrifice to get them? What tools best suit your deck, and how and when do you want to play them? And if all this talk has just gotten you excited to shut down your opponent’s attempts to draw, keep your eyes peeled for our next article!

March Double Feature: The Deck Doctor

This month we’re going back to the magic… of the Elves of Epic Edition and looking back fondly at one of the most absurd Warlords to ever get printed and was quickly nerfed into the void before the end of the AEG era. We also have a second Elf deck list that harkens back to the beginning of it all. Before we start building our deck, allow me to introduce to you first the Warlord that became the greatest Dragonlord killer of all time: Serolia Calix.

GenCon 2007 was a tumultuous time for the game. Ginerva was running rampant, we had a “speed singles” tournament, and the speculation had already begun that the game would see its run come to an end that year. The bright spot though was the new set Light & Shadow had been released there and we had new cards to look forward to and play with. Little did we know, this Warlord found her way into the print run without the Once Per Turn clause on her second ability which proved to be incredibly powerful when built with necromancer support to bring Elemere back as much as possible and draw you deck until you could use Evoke Crisis powered up by Ring of Blasting. It’s hard to survive 20 strikes inflicting 3 wounds a piece with huge bonuses. I watched as the entire stock of Kar’rak Urartu was lost in Dragonlord challenges against Serolia as she consistently would blow up everything the DL could play. Also watched the Medusan Lord Sedara Tansiq almost fall to here as well had it not been for an incredibly lucky Fulfill Destiny. Fortunately she was hit with errata to be OPT and Evoke Crisis is up to a character’s level now. And Ring of Blasting can’t start in play in Ancients so she is much more tame, but I think she still has potential.

despite being a druid, elemere is the fuel for the fire in this deck

I’ll be the first to admit, I’m not much of an Elf player. I like those scrappy rogues in the Free Kingdoms so I’ve workshopped through a few ideas and bounced them off a few people to make sure something viable actually came together. I’ve discussed 3 different styles for this deck so I’ll be including characters, actions, and items from each. I ultimately settled on spell blitz but you could run an Ardanalis deck or use characters that make use of her Daybreak order on turn one. Let’s take a peak at our characters and see who’s who.

Characters:

Our starting army is pretty straight forward. Obviously, Serolia is at the head of the table. Our level 2s need to support whichever strategy we’re going for. In my case, I start 1 Elemere and 1 Kinnel. An Ardy deck would swap to Skyrekks, though it has hard to not have one Elemere sitting in your second rank to use her draw react in combination with Serolia’s order. My level 1s are Javvyn for the simple reason that I hate the stealth scout (never succeeded with a stealth check in a 5 round tournament) and I think Javvyn disrupts an opponent more than expected. An Ardy deck would make use of Bone Golem to hold the line until you find your Ardanalis. For her Daybreak ability, I do like Naia Calix since she can make use of some second level spells like Fiery Bolts and nab someone’s Yeg’s Altar though Tyrius or Amatria probably work just as well. For my deck, the start is below:

Starting Army:

  • Serolia Calix x1

  • Elemere x1

  • Kinnel x1

  • Javvyn x3

With our starting army set, it’s time to start piecing together the rest of our character list. My deck likes to draw cards so with that in mind lets look at the pool of characters I’m looking at one-by-one:

Daedelia? is that you? you look different now. I like the shield.

  • The Lost Bride: She’s definitely an auto-include x3. She gives me an extra body to throw up to the front, she gives me an extra card, and she can be a good choice for using Serolia’s draw order. There’s a lot of benefits to having her in the deck.

  • Toren Yscar: Toren is good in just about every deck. That trend holds true here where I’m trying to draw into my spells and blow up my opponent’s spot as soon as possible.

  • Ivaas: Ivaas was the poor man’s Toren Yscar during Campaign Edition and I think is overlooked in Ancients. It is tough to clog up your rank 4 to use his spend react, but he is another way for us to draw a card or shuffle our deck up if we don’t like what we see before we pay the cost on Serolia’s order.

  • Fayed Dythanus: Fayed helps me thin the deck quicker, albeit relies on my opponent failing saves generated by From Dust to Dust. Running x3 FDTD gives me a good chance of seeing one in my opening hand since I’ll eat Elemere to draw an extra card and then peep through my top 5 cards to find a spell. Kinnel uses it against a level 2, if it hits I fetch Fayed, play FDTD again when Fayed hits the board, fetch the 2nd Fayed and hold it until I had a nice order spell like Fiery Bolts or Final Power in my discard pile.

  • Vivian / Jackals of Mourn / Dex Glyn: All of these characters are in the same bucket of characters that can get to work the same turn they hit the board. Vivian can shoot, Jackals can move and hunt, Dex can enter play into an illegal rank and fire. We want to keep the blitz going strong in my deck and all of these contribute to that in some way.

  • Archer Tower: I’m shooting and want all my shots to be good. This is another good target for FDTD if I want to get it on the table early to give my shooters more oomph to their hits.

  • Kapix: A well-timed Kapix can end a game. It’s basically an auto-include in any Elf deck.

  • Remorna: Remorna is a glass cannon, but it’s a cannon we shouldn’t mind breaking. With the amount of spells we’ll be running in the deck, she can make sure I get my big ones like Mass Blessing and Incinerate back so they can be utilized again.

  • Tresven: Look, I love Tresven. I’m incredibly thankful he was reprinted in 4E without being changed for the worse. He’s an extra body and fires a shot the moment he hits the board. He might not be a wizard, but he helps us swing tempo in our favor.

  • Myhrena: Myrhena could find a spot in the deck to make sure the strikes that we need to hit have more of a guarantee to do so. I think she’d be a stronger candidate if Serolia had been printed at level 5 and we could use spells like Chain Lightning.

That’s our blitzy character pool, but what if we wanted to go with Ardanalis or try to abuse the Daybreak ability? Let’s take a dive into what that pool of characters might look like real quick.

Kargaz is such a big player in this kind of a deck that I’m not going to resize this. I swear it’s not because I can’t figure out how to do that. Thanks for believing in me.

  • Kargaz Dythanus: Kargaz is an MVP in the Daybreak / Ardaanalis style of this deck. Find your Ardanalis with FDTD, put him into play and swing, eat him with Serolia, play Kargaz to bring him back. Stun him up afterwards and let him use the Daybreak ability to wound someone in the first rank. If you can get Ardy killed again before Kargaz dies, you get another swing in when Kargaz bites it.

  • Ardanaalis: I made it this fair into the article and discovered I’d only spell Ardy’s name with 1 “A” instead of the 2 “A”s here. While I weep and have to go back and correct my spelling, make your opponent weep by recurring Ardy back and forth from the discard pile. Serolia would have loved this card in Epic Edition before she got hit with the nerf. Now, she can at least kill him once a turn and with the right support she can kill him to get that effect more and more. (EDIT: I didn’t change it and I’m not going to. I stand by my mistakes.)

  • Cyrus Netheryn: Another necromancer here to kill Ardy and bring him back. The scribe is nice, but I’m not sure it will see much use since you probably want to play stuff like Wheel of Death / FDTD when you get it.

  • Death Fog: Put Ardy into your hand or a Bone Golem. The Lost Bride is also a very good candidate to bring back so you can draw more cards and as we all know drawing more cards always equals more fun.

  • Amatria Tansiq: He’s going to have a hard time passing the DC20 check to inflict a wound, but it is tempting to use that order and wound an opponent’s character, swing next order, and then punish the character that finally kills Amatria with Amatria’s react.

  • Elemere: We probably always want to start at least one Elemere with Serolia, but we could definitely find room for 2 more in this type of deck. Move her forward to use Serolia’s Daybreak order and tempt your opponent into giving you a card.

  • Skyyrek / Tresven: Level 2s that add stability and tempo to your deck and have the skill to potentially wound someone with that Daybreak ability. Tresven also gets us a quick shot off as soon as he comes into play.

  • Ayaba Waverunner: Another way to bring Ardanaalis into play from the discard pile.

  • Kyra Squib: Kill the Squib, set the die to a 20, bring her back. Swing, order, swing, order. Potential to put 4 wounds out from one character if you’re finding ways to make 20s happen.

  • Rotale Dythanus: A way to kill Ardy, strike at the opposing army, and if you’re lucky get a Daybreak wound out there.

  • Barrow Wight: Gives us another way to strike out at the opposing army. Benefits from Mass Blessing / Wheel of Death since it says that it strikes as if in your front rank.

  • Soulless Scavenger: Another character we can get into play in rank one, get use of Daybreak, and bring back using necromancer support or it’s own ability.

  • Whey: Big +4 skill! That’s great for a level one that’s looking to pass that DC 20 skill check. Milling part of the opponent’s is just gravy on the biscuit if you have a good opportunity to use it.

Time to bring it all together for my deck. I’m going spells and card draw, so my character pool ended up becoming something like this:

Characters: 19

  • Kapix x1

  • Toren Yscar x1

  • Archer Tower x1

  • Fayed Dythanus x2

  • Remorna x2

  • Vivian x3

  • Dex Glyn x3

  • Jackals of Mourn x3

  • The Lost Bride x3

We’ve talked a lot about spells already so I think it’s most appropriate to go through our spells and figure out which ones we want to use in order to bring the heat. Let’s look at what our options are for actions.

that stupid green and purple table isn’t the only character that loves this spell.

Actions:

My only real beef with Serolia’s actions is that she isn’t level 5. I guess somehow someone during Epic Edition realized how insane she would have been if she had access to stuff like Cheat Death. They just had to draw the line somewhere! That being said, she doesn’t have to do a whole lot of lifting in this deck if you don’t need her to. Let’s look at what our spell options are for this deck so we can begin making some selections:

  • From Dust to Dust: I think I’ve already tipped my hand and said FDTD is a lock. Killing an enemy character and fetching a card off of it from one card is too good to ignore, plus Fayed let’s us do it again. Its just fantastic as long as your opponent rolls poorly (they will, it’s Untap, trust the process.)

  • Fiery Bolts / Final Power / Evoke Crisis: Here is where a lot of our offense comes from. Kinnel is going to make use of Bolts / Power on turn 1 to make wounds stick. Evoke Crisis was the classic win condition for Serolia and while I won’t be doing 20 strikes anymore, it can still build up if I’m drawing cards as I intend to be.

  • Mass Blessing: The essential cleric spell staple card. I like giving my planar start some extra AC to make them more annoying to hit. Gives Javvyn a chance to put some wounds on as well. Just an all-around great card.

  • Incinerate: Elves are squishy and I can’t imagine Serolia is going to always get to sit in rank 3. Packing Incinerate gives her something to do if she has to fall forward or potentially lets her spend to punch harder. Probably our best option for a spend order for her to make use of.

  • Severed of Flesh: She’s no necromancer, sure, but Serolia can use this to kill an Elemere again if she wants to do so. You’d have to wait a turn now, but that’s still another extra card next turn if Elemere doesn’t die before then which still gets you the card you want.

  • Meet at the Inn! - I am a Meet at the Inn hater. I always think giving my opponent even one card is not worth giving myself 2 cards. I don't think that has to be the case with Serolia. If I hit hard early enough, I can play Meet late in the turn when that card should be a dead card if I’m controlling the board.

  • Lightning Bolt: Probably doesn’t make the cut, but it is a big strike for 2 wounds and gives Serolia more to spend for an get in on the action. Could potentially be a kill shot if we’re using items like Red Wyrm’s Egg and/or Ring of Blasting.

  • Phantasm: Gives us another card out of the deck and options to help us capitalize if FDTD fails. Can Phantasm Fayed and do try FDTD again or pick up The Lost Bride and fetch another card.

  • Extensions: More draw for Serolia to use and find the stuff we need when we need it.

  • Exhaustion: Duh. Exhaustion is always considered for any deck being built in Ancients. At least as x2 include. It’s too strong to not have it in your deck building tool kit.

  • Premonition: Seers are all the rage right now but the Deverenians aren’t the only ones that have quality Warlord seers. With Winter Warfare still out there in the environment this is our best protection against it other than blitzing harder.

Now we move on to my beef with deckbuilding in this game. There are too many good cards and not enough deck space to include them all. Getting this together made me wish the deck minimum was 60 cards so I could include more stuff from the other style deck list that would use Ardanaalis or make the best use of the Daybreak ability. Let’s look at some of those now.

be blessed my friends and gain new sweet skills to use

  • Wheel of Fate: Serolia doesn’t need to spend for this and it helps us thin the deck and get stuff like Ardy or Soulless Scavenger into the discard pile quicker so we can make better use of it.

  • Forewarning: No need to spend for this one either. A free card and a chance to take a peak at what your opponent is up to so you can use your cards to respond as best as you can to their strategy.

  • Lift Up Your Voices: You’re correct seeing this and thinking “She’s not a cantor?” But if we’re trying to use the Daybreak order with low level characters, we still get AC and Skill out of LUYV. It’s as good as boosting your attack in this case, but we need to see it on the first turn in order for it to be useful.

  • Wheel of Death: We play a lot of things that are useful in the discard pile so Wheel of Death is strong here to give us more ATK / AC to keep our front rank bolstered and get our discard pile pals in position to do their thing.

  • Clerical Blessing: What is this card? This is a huge skill buff that pairs well with Elemere moving forward to boost up the skill of everyone in rank one. That DC20 now becomes DC12 and is much more manageable for all of our low-level characters to hit.

  • Elemental Barrage: If we’re discarding cards quickly with Wheel of Fate / Wheel of Death, Elemental Barrage can hold off a potential threat our opponent has for a bit and net us an extra card. Would be great if it didn’t say “opposing” on it!

Now let’s bring it all home for this spell slinging version I’m working on and get our spells in order:

Actions: 21

  • Evoke Crisis x3

  • Final Power x3

  • Fiery Bolts x3

  • From Dust to Dust x3

  • Meet at the Inn x3

  • Incinerate x3

  • Mass Blessing x3

I don’t think there are any real surprises in here as I’ve typed my hand that I want to fire off as many strikes as possible as quickly as possible. If I had to make any more adjustments, I think I’d find room for Severed of Flesh and Exhaustion. I hate not having Exhaustion x2 at a minimum and that Severed would give us more use out of Elemere past the first turn. Premonition could definitely still find a home in my list as well to give Serolia more to spend for and provide some insurance, but the list is pretty tight to find room for stuff. We’re already limited to 4 items total. Speaking of…

Items

I want to draw more cards. is that greed? or is it having fun?

I don’t think it is much of a secret that wizard items are kind of poop in Ancients. There are a just a handful that can find their way into most decks like Wand of Negation does. Unless you’re a necromancer, you don’t get a whole lot of mileage out of equipping stuff to your wizards. Here’s the card pool of potential choices for these last 4 slots.

  • Ring of Vorn: The classic wizard moves someone wizard item. Could help position Vivian into rank 1 for shooting deeper into the opponents army as well as getting some action out of Lost Bride if we would prefer to keep her around as an extra body instead of eating her to draw a spell.

  • Ring of Blasting: The ring is an option for dealing additional wounds with our spells. Powering up our order spells is a plus, but our army probably doesn’t want Jackals of Mourn to lose 3ATK when we send them out for the hunt. I think the upside is huge though if you get an early Evoke Crisis off that can be boosted.

  • Red Wyrm’s Egg: Another option for getting more wounds on a target when we need to. Pairs well if you want to use Lightning Bolt over Incinerate for Serolia’s spend order. Can we get her reprinted in the 30th anniversary but as level 5 so she can use Chain Lightning?

  • Living History: One of the weaknesses of the Elves in this game is that they are squishy and their ranks are going to break at some point in a match. Living History gives us an extra body to use to keep our ranks stable while we blast the opponent’s army.

  • Wand of Negation: One of the few wizard staple items in the game. Wand of Negation has been seeing play due to big guy’s like Xod coming down off their throne after they’re well equipped for battle. Also helps against some of the cleric control decks out there using Peace.

  • Shadow of Greed: This is worth a look because it lets us draw cards and it might be able to see some real use in matches with cleric control and other spell blitz decks.

  • Glyph of Fate: This is for the Ardy / Daybreak style decks that want to be able to generate a 20 for cards like Kyra Squib. Can recycle it with Nodwick if we want to keep the fun going.

  • Ring of the Savant: Serolia needs to chill out in rank 3 to get it equipped, but if we’re looking to shore up our cleric actions in the Daybreak / Ardy version we’ve laid out as we go, this lets us do stuff like Wheel of Fate and Mass Blessing again which is usually always good.

And my picks for items are as follows:

Items: 4

  • Ring of Blasting x1

  • Ring of Vorn x1

  • Shadow of Greed x1

  • Wand of Negation x1

I think that gives us a deck now. Let’s have a look at the final product as it all came together!

Serolia the Spell-Slinging Seer:

Starting Army:

  • Serolia Calix

  • Elemere

  • Kinnel

  • Javvyn x3

Characters: 19

  • Kapix

  • Toren Yscar

  • Archer Tower

  • Fayed Dythanus x2

  • Remorna x2

  • The Lost Bride x3

  • Vivian x3

  • Dex Glyn x3

  • Jackals of Mourn x3

Actions: 21

  • Evoke Crisis x3

  • Final Power x3

  • Fiery Bolts x3

  • From Dust to Dust x3

  • Meet at the Inn x3

  • Incinerate x3

  • Mass Blessing x3

Items: 4

  • Ring of Blasting x1

  • Ring of Vorn x1

  • Shadow of Greed x1

  • Wand of Negation x1

This decks biggest enemy truly is the 50-card minimum. I don’t want to really go over that in 99% of my decks even if I can make the math work in my favor. I’m finishing this write up the Friday morning before the tournament starts and I may yet take another pass at this to include Severed of Flesh in order to get more mileage out of Elemere. It also feels horrible to not have at least 2 Exhaustion in my deck. There are really 3 different decks that we’ve laid cards out for so if you’re feeling something else with Serolia, you definitely have options to make something that will fit your playstyle. But if you don’t like Serolia, I do have something a little more old-school to spotlight in this month’s Double Feature.

This is the top secret super spicy tech that Wes himself is bringing to the tournament this month. In keeping with the theme of the spell blitz renaissance, he’s shared his own spell blitzing deck list featuring the (yas) High Queen Tepheroth.

Slay queen.

Starting Army:

  • Amatria Tansiq x3

  • Eirlas x2

  • Tepheroth

Characters: 19

  • Jackals of Mourn x3

  • Tresven x3

  • The Lost Bride x3

  • Vivian x3

  • Dex Glyn x3

  • Kapix

  • Toren Yscar

  • Fayed Dythanus x2

Actions: 23

  • Tzin’s Attention x3

  • Meet at the Inn! x3

  • Medusan Lord’s Gambit x3

  • Severed of Flesh x3

  • Wheel of Death x3

  • From Dust to Dust x3

  • Evoke Crisis x3

  • Exhaustion x2

Items: 2

  • Helm of Undying

  • Ring of Blasting

Wes’ deck takes advantage of all of Tephy’s Elves being able to cast 1st level spells so you can frustrate any opponent using Tzin’s Attention to see if they can be lucky on 5 rolls at the start of a turn. She is a Necromancer so she gets to use the the good stuff like Wheel of Death / Helm of Undying / Severed of Flesh and get the full benefits for each of those cards. MLG / Ring of Blasting can help finish a game out or instead you can blow up an army using Evoke Crisis. Is it spicy? Yes. Is it also old? Yes. This deck is hereby referred to as Old Spice.

And that’ll do it for this month’s Deck Doctor Double Feature. By chance I got an Elf deck list from Westley so this month was all about our favorite evil Elves and their necromantic ways. Be sure to check back next month as we start deck building for Battlefields and spotlight some community deck lists again for this very different kind of format.

Warlord Deckbuilding: Getting Started

How do you build a competitive Warlord deck? There are probably many many different ways to answer this question. In this article I will provide insights into one deck building method I believe to be quite helpful. Hope you enjoy!

Step 1: Decide on a Warlord

There are any number of ways to make this decision: if you have a particular faction, class and/or subclass you want to play, that will narrow the field quickly. Maybe you like a particular Warlord’s ability, or art, or flavor. If there’s a particular combo you want to use pick a Warlord who will help you set up that combination as quickly as possible, like King Xod or Kaimi Fateseeker for items, Allisara for characters, or Caitlyn the Free for actions.

Step 2: Decide what do you want your Warlord to do

Each faction and class has a number of different ways to play out the game.  Ideally, you want all of the cards in your deck working synergistically towards that one goal. Some Warlords will buff their armies (particularly Clerics, Necromancers, Summoners, Bards and certain Fighters, like Sir Robert the Vigilant). Some Warlords will try to get in their opponents’ faces as quickly as possible (Rogue Assassins and Scouts, Front-line Fighters, and Spell Blitz Wizards). Some Warlords will build up to an unstoppable combo or power level (Combo Wizards or Rogues, Uber Fighters or Rogues). Other Warlords will try to choke their opponents out of the game (Seers, Druids, and Illusionists). Any Warlord can play any of these styles, but each Warlord has their own strengths and weaknesses, which leads into…

Step 2b: Capitalize on what makes your Warlord unique

Every faction has at least 2 Warlords per class, which means if you’ve got a certain deck archetype in mind, you’re always going to have at least 2 choices of who to lead your army. For a simple example, let’s consider two Nothrog Warlords, Ar’tek and Uthanak. Both are 5th level fighters with powerful melee strikes—where they differ are their abilities. Uthanak can move any of your characters forward or backward one rank once per turn, whereas Ar’tek can move himself forward any number of times per turn. This means Ar’tek can always reach the front rank on turn 1, making him a much better front rank blitzer than Uthanak. On the other hand, Uthanak can guarantee front-line access for power cards like Braalig, or repeatable 3rd rank Warlord shots for The Conflagration, making him a much better army commander than Ar’tek. When designing your deck, you want to play around your Warlord’s individual strengths, not just the strengths of your Warlord’s class and faction.

Step 3: Think about how you’re going to win the game

The question of how you’re going to win is closely entwined with another question: when are you going to win the game? In general, the earlier you want to win the game, the more strikes you need, and the quality of those strikes is less relevant. The later you plan on winning the game, the higher quality of attacks you need. For example, Iam Unsullied swinging four times at +4 on turn 1 is terrifying: Lord Winter swinging four times at +4 on turn 4 is not. To this end, your deck needs to contain the cards that will allow you to meet your win condition. If your Warlord needs to be in the front rank causing damage turn 1, you need enough movement to get them there reliably. This is easy to test: after you’ve built your deck draw practice hands, and if your Warlord can’t get to the front in just about all of them, add more movement. If your Warlord is going to hulk out on turn 4, make sure you have not only the cards that will allow them to do that, but the cards that will keep them alive until then. If your deck revolves around one perfect kill shot, make sure you can find the pieces you need as quickly as possible, with draw and search.

Step 4: Build your starting army

The 6 characters who make up your starting army are arguably the most important 6 cards in your deck, because they are the only 6 cards in your deck you are guaranteed to see every game. Warlord is all about managing randomness in die rolls and in card draw, and your starting army is the easiest way to do that. Your starting army are the cards that will allow you to kill your opponent as quickly as possible in a rush deck or to stall for as long as possible in a combo or uber deck. But in all things, balance is key. It’s hard to have a higher starting attack than Ac’vuk, but even your opponent’s d’Ilchant Keepers will stand a good chance of shutting him down before he gets to swing. Defiance may look rock solid, but if you can’t swing back with him, you may find your opponent’s front rank grows too quickly to keep up with. Perhaps most crucially, your starting army will determine what low-level actions you are able to run. Some of the most powerful actions in the game are level 1 or 2, like Reflect, From Dust to Dust, Veiled Passing and Hero’s Gambit. Your Warlord may not always be in position or able to spend to use them. Having guaranteed characters who can use these abilities lets you run 2 or 3 copies of these power cards in your deck without worry of a dead draw.

Step 5: Choose your characters

Your deck can be at most 50% one card type; since you typically want to keep your deck to the minimum of 50 cards, this means you’re looking at a maximum of 25 of any particular type. You need a very good reason to not run 25 characters: actions are one and done and items are contingent upon characters. Characters add strikes, protect your warlord, and supplement your pool of available actions until they are killed. But what should you look for when choosing your characters? Consider three things:

1) How does the character help your win condition?

2) Will I be able to play this character?

3) How long will it take for this character to help me?

How does the character help your win condition? A character should help you win the game. If I am trying to kill my opponent with a Medusan Lord’s Gambit from Adonis the Cozener, the ability to move my Deverenians from rank to rank without spending does not directly contribute to this—therefore I should avoid cards like Cardinal Scelus or Xaros the Mist. On the other hand, a character like Grigori the Spineless can spend to cast spells you might otherwise have to spend Adonis for, and can also protect your ranks from collapsing via his ability.

Will I be able to play this character? It’s always good to have a Blackwind in play, but it’s never good to have a Blackwind you can’t play taking up space in your hand. At the start of the game, you can always play level 1-4 characters. If you have characters higher level than that, you’ll need a reliable plan to make sure you can get them into play. As the game goes on, you may lose access to rank 4, or your ranks might narrow and restrict your ability to play level 2 or level 3 characters. Crucially, you’ll always be able to play a level 1.

How long does it take for this character to help me? Donovan Che’har is better than Durga in almost every way—more attacks, higher AC, more hit points. But Donovan is level 4, and Durga is level 1. That means Durga can theoretically make 2 strikes the turn she is played, whereas unless you have a lot of support, Donovan will only be able to make his strikes two turns later. If you’re playing a fast deck, you can’t afford to wait that long. A combo or uber deck can drop a Strength and he’ll stun up and sit there soaking wounds, and he’ll be doing everything you could ever want him to do, but if you play Jackals of Mourn, you run the risk of instantly losing a level 4 character to a Fiery Bolts. Having characters that won’t help you the turn they come into play is a risk not all decks can afford to take.

Step 6: Choose your items and actions

Just as with your characters, items and actions need to contribute to your win condition: generating strikes for rush decks, enabling your Warlord in Uber, one-shotting the enemy in Combo. When selecting items and actions, you need to balance between the amount they contribute to your win condition vs. your ability to play those cards reliably. One of the surest way to lose a game of Warlord is to have cards in your opening hand that you cannot play. Black Steel Dagger is an incredible Rogue weapon, but what happens when you see two in your opening hand? Is it worth playing with a four card hand to have a Black Steel Dagger? It might be, but it very much might not. Similarly with actions: Obliterate is a stupendously powerful Fighter card. But it is difficult to use two in one turn, especially if you don’t have a level 5 fighter in rank 1. There are ways you can play around these risks: by playing characters like Wanderetch that can also equip a Black Steel Dagger in a pinch, or starting Baqbou Umbala and Borgen Ferriss to make sure your Serif al-Havoc will be able to Obliterate turn 1. Having characters that can discard cards from your hand for an effect can also mitigate the dangers of dead draw.

Step 7: Test your deck turn 1

The first turn frequently the most important turn of the game: rush decks will try to put themselves far enough ahead on turn 1 to guarantee their opponent cannot come back. Slower decks will need to set themselves up to fulfill their win conditions as quickly as possible. Thus you need to make sure that your deck is going to do what it needs to do on turn 1. Set out your starting army and draw test hands. Make note of which cards you’re glad to see and which ones aren’t that useful. How often does each appear? Consider taking out a copy or two of cards that are clogging up our hand. How often are you able to get to the front rank, or put out a dragon? What cards can you add to make that more consistent? Which cards can you remove that aren’t helping you accomplish that goal?


Now you’re ready to play! But the deck-building process is never over: every game you play is step 7 all over again, but more thorough, more detailed. Going back through your deck and making changes after a game can be every bit as satisfying as playing. This article focused primarily on process—if you’re interested in learning more about which specific cards are frequently put in decks, see Chris Vac’s excellent breakdown of the Ancients format. Skip around to your favorite faction or watch the whole thing, then get deck-building. Good luck and make war!

Keepin it Classy: February Deck Doctor

class is in session and you’ve got about 2 and a 2/3s chance of winning this event

It’s time once again for an alternate format tournament month and this February we’ll be keepin’ it real classy. With Classy. We’ll be rolling our dice with our pinkies out, wearing our finest attire as we explore the possibilities and absurdities within the Classy format. What is the Classy format you ask? In short, you take a Warlord and change its class and one subclass. Talin Tzin becomes a wizard. Adonis the Cozener becomes a cleric cantor. For the full details and ins-and-outs of the format, be sure to read up on the rules as outlined here in the event info since some cards are banned for this event. Sorry Tavis the Wizard Necromancer, you stay far away from all of us.

This month we’re trying something a little different. I won’t be working through the deck building process in a blog, but instead sharing a few decklists submitted to me by members of the community over Discord. These decks are meant to serve as examples of what you can do in the format and are available for anyone unsure of how to proceed to play in February’s event! I want to thank Josh King, Bobby Zebrowski, Chase Causey, and the mathematician himself Robert Steiner (the 3rd Steiner Brother that doesn’t get any TV time.)

Graccus says the numbers don’t lie and his formula has helped Azhraan “see” the truth. Because he’s a seer now. Surprisingly coming in at a trim 50 cards instead of 100, Azhraan keeps the pressure on by stopping you from doing things and bringing his own characters back that continue to stop you from doing things. The Deverenian Control renaissance is here to stay, even in formats such as Classy.

This guy, but like, holier? sure!

Starting Army

  • 3 Genecourt Initiate (tc)

  • 2 Justinian (db)

  • 1 Azhraan the Foul (cta) (Cleric Seer)

Characters:19

  • 1 Mother Deiane (cc)

  • 3 Temur (cc)

  • 1 Halo of Secrets (sk)

  • 3 Corinne Drac (cog)

  • 3 Taltos Rellion (sd)

  • 2 Ramah the Cruel (betra)

  • 1 Toren Yscar (bk)

  • 1 Ghed Morak (eots)

  • 1 Davaenus (cta)

  • 1 Prioress Sophique (las)

  • 2 Lord Joxanus (ce)

Items: 9

  • 1 Nodwick (promo)

  • 3 Figurine of Protection (promo)

  • 2 Litany of the Dead (ee)

  • 2 Staff of Kizazi (tol)

  • 1 Peace (tol)

Actions: 16

  • 3 Mass Blessing (bk)

  • 3 Return to Us (soo)

  • 3 Exhaustion (ce)

  • 3 Forewarning (ee)

  • 1 Ishara's Tidal Mace (sd)

  • 3 Premonition (ce)


Josh’s deck is a lot like the Lord of the Rings movies. Elves (mostly just Khilkhameth) singing songs as the trees all get Stealth bonuses instead of walking. Actually, I guess it’s nothing really like the Lord of the Rings, but it is funny to draw cards, discard characters that come back or inflict penalties on your opponent and build up sneaky forests.

even the stupid trees have stealth in this movie.

Starting Army:

  • 1 Khilkhameth (Rogue Bard)

  • 2 Eirlas

  • 3 Amatria Tansiq

Characters: 18

  • 1 Tyyphera

  • 2 Naines

  • 3 Tybast

  • 3 Treyik

  • 3 The Lost Bride

  • 3 Hassimal

  • 3 Forest of Bone

Items: 11

  • 3 Portable Hole

  • 1 Nodwick

  • 3 Logan's Ring

  • 2 Cloak of Many Things

  • 2 Cear's Stone

Actions: 15

  • 1 Trade Routes

  • 3 Stolen Destiny

  • 2 Song of Strength

  • 3 Meet at the Inn

  • 3 Bardic Knowledge

  • 3 Back Alley Tavern


Stop me if you’ve heard this one before. You’re facing a dwarf with just their warlord and 2 or 3 other characters left in their army. You’re still terrified of losing because the warlord is tricked out with Martyr’s Hide and enough items that the brown border had just became grey and they have ascended to Itemhood. This is Kaimi Fateseeker 101 and Bobby made sure Sigrida went to class that day. Instead of drawing her armor though, she’ll just add it to her hand and get started by turn 1.

martyr’s don’t hide and neither will i. also, i’ll punch you in the face now. you’re dead. thank you.

Starting Army:

  • 1 Sigrida Valora (ee) (Rogue)

  • 3 Danres (las)

  • 1 Martyr's Hide (ca) (Starting Level 8 armor in hand)

  • 2 Preen (pos)

Characters:

  • 3 Militia (pos)

  • 1 Nepheline Gargoyle (al)

  • 1 Justice (pos)

  • 1 Toren Yscar (bk)

  • 3 Red Prisken (tol)

  • 3 Strength (cta)

  • 1 Supply (db) 3

  • Stockpile (las)

  • 3 Craft (ee)

Items:

  • 1 Perpetual Pouch (al)

  • 3 Portable Hole (bk)

  • 2 Cloak of Many Things (ce)

  • 1 Nodwick (promo)

  • 3 Bag of Holding (bk)

  • 1 Fortune's Helm (ee)

  • 1 Gloves of Grasping (betra)

  • 1 Trade Routes (cta)

  • 1 Tome of Shadows (as)

  • 1 Jelial's Bracers (ca)

  • 1 Blackwaters Steed (sk)

  • 1 Yedraw's Tooth (ce)

  • 1 Nightmist Cloak (ce)

Actions:

  • 3 Back Alley Tavern (siege)

  • 3 Meet at the Inn (tc)


The best dragons are weredragon druid dudes.

Our last deck to spotlight comes to us from Chase. A devoted Free Kingdoms loyalist, he’s been tinkering with Jin Valford into Cyldragen for years and has a pretty fun deck that only gets better if Jin is a cleric. Which he is for this classy affair! Become the biggest coolest dragon of your dreams and don’t fret about all that nice cleric support not getting used since Jin can just use it now right out of the gate!

Starting Army:

  • 3 Haden Rhys

  • 2 Eleora

  • 1 Jin Valford (Cleric Druid)

Characters: 19

  • 3 Cyldragen

  • 3 Ararn

  • 3 Kieran yscar

  • 3 Patroness kerro

  • 3 Kerro

  • 1 Antaelus

  • 1 Temple of lore

  • 1 Toren yscar

  • 1 Sister amanda

Actions: 22

  • 3 Meet at the Inn

  • 3 Back Alley Tavern

  • 3 Mass Blessing

  • 3 Embolden

  • 3 Treewalk

  • 2 Courage From Faith

  • 2 Acts of Faith

  • 2 Draw the Essence

  • 1 Piffanys First Kiss

Items: 3

  • 1 Isharas Tidal Mace

  • 1 Bascarons Blessing

  • 1 Orb of Dragonkind

And that concludes this month’s Deck Doctor guest deck spotlight. If you’re worried about testing something out for the upcoming event, remember these lists are to use during the tournament. Each one is a fun kind of different that really showcases the goofiness that is possible in these alternate format events but can still bring home some wins for you.

2022: Online Year in Review

2022 was a dramatic year in online Warlord. From the first ever Strategic to a new wave of Nothrog dominance, from the craziness of Build-a-Warlord to tried-and-true classics like Campaign, we covered the depth and breadth of what Warlord: Saga of the Storm has to offer.

Congratulations to all of our tournament winners, and good luck in 2023!

January Strategic: Nothrog Win! Bubble, Icefall, Jackalofmourn, Oeagle, Rollo, Slyfox, Wod,

February Class in Session: Oeagle with Cleric Seer Sargok

March Ancients: Graham with Ginerva of the Moon

April Build-a-Warlord: ChrisVac with Vak’ar’r’ko’ko, Nothrog Seer

May Good, Bad, and Ugly: WOD with Contal, Fo’ttr’ak’ka, and Pinion

June Peasant: ChrisVac with Menhetiri

July Turncoat: RayneBlythewood with Nothrog Ginerva of the Moon

August Build-a-Warlord: Midge with FatTok, Nothrog Necromancer

September Worlds: Celtic with Fo’ttr’ak’ka

October Campaign: Temperance with Captain Dukat

November Jautya Syne: Temperance with R’Veeka



Celtic did what he’d been threatening to do since Quality of Life Ancients 2021 and took down our biggest tournament of the year, Online Worlds, with Fo’ttr’ak’ka. Nothrog had been winless up through November of 2021, and Celtic was at the forefront of the 2022 Throgaissance.

Nothrog won 7 out of the 11 events, Mercenaries won 2, Free Kingdoms and Deverenians won 1 each, and Dwarves were carried to a technical win in GBU by Nothrogs. Elves were shut out.

Of the 9 events with individual winning Warlords, 6 were won by Clerics, all but 2 of whom were Seers. Necromancers took 2, and our lone Rogue Scout took 1. Fighters were shut out of online play, though Lord Winter and Kothkah both took down in-person events.

ChrisVac and Temperance led the way in tournament wins, with 2 apiece.


2022 Online Circuit


On the leaderboard, Midge (240) dominated the year, winning BAW 2 and making the finals in BAW 1, Jautya Syne and Campaign, the semi-finals in Classy, GBU, Peasant and Worlds and quarter-finals in March Ancients. The only tournament Midge didn’t make the cut in was Turncoat–truly an incredible performance.

WOD (217) narrowly edged out Graham (215) for 2nd, with a series of strong performances: winning GBU, placing 2nd at Worlds, making the semis in Turncoat and BAW 2, and quarters in Syne

Graham (215), Celtic (210), Rayne Blythewood (209), ChrisVac (195), Temperance (194), Oeagle (191), Slyfox (173) and Sangington (158) rounded out the top 10.


What’s to Come in 2023…

2022 was a wild year chock full of alternate formats and wholesale madness like Strategic and Two-Headed Highlander Open Multiplayer. In 2023, we’ll be going back to basics to celebrate our marquee format: Ancients. With it’s gigantic card pool and evolving meta, Ancients deserves more than 2 tournaments a year, and this year it will get at least 5. That’s not to say we don’t want to keep things fun: we’ll alternate Ancients with some alternate formats, and we’ve introduced Achievements to spice up Ancients deck building for those who are interested.

One of our goals in 2023 is to make sure the Online Circuit provides everyone with a way to engage—frequent Ancients tournaments will lower the barrier of entry for new players; Achievements will allow the deck building fiends to get experimental, and a faction-by-faction leader board will make it easier for those who want compete for top slots to do so. So get out there and play some Warlord!

The Deck Doctor's Return: Sam the Man

When the SotS site started out, I found the Deck Doctor / Brewing articles Woodrow and Westley put together some of the more interesting content on the page. In our game, I don’t believe any two playgroups share the same kind of deckbuilding style or philosophies. For example, there are cards I would expect to see played in an Owensboro KY event that I would never expect to see played in a New Jersey event. And I’d expect to see cards played from European players that US players wouldn’t play. It’s one of the things that makes the game more interesting in my opinion because there is such a diversity amongst players and their thought process about what makes a good card and what makes a deck run better.

That said I am bad at this game. I think I know what makes a good card. Look at the magnificence that is Dragonkin. Easily one of the best cards in the game. 2HP, built in two ranged strikes, doesn’t spend or stun when it falls forward the first time? Might as well have just named the card Money because that’s all it is. But some people would say it’s mediocre or just a meme but I know better. It’s the cream of the crop. People might also say the same about the Warlord I’m here to work on today but in my heart I feel like he has to be good. Allow me to introduce Sam the Man.

Big Sam here is a Warlord I feel like never got his time to shine. You could say that for a lot of Warlords that were printed during Epic Edition. If a Warlord wasn’t broken out of the box it just couldn’t keep up during those days even if on cardboard that Warlord seemed inherently good. Sam does all the things you should want your Free Kingdoms Warlord to do. He has the innate ability to buff a Free Kingdoms character in his army within one rank and he can do it twice a turn. +5s to ATK/AC isn’t bad at all and currently Ancients decks need to find a way to overcome high bonuses to ATK/AC in order to win so that’s a checkmark in the pros column for him. He’s a level 5 cleric and with that comes access to the plethora of good cleric spells and items. He’s a Cantor so he gets access to Lift Up Your Voices as well as Embolden / Mass Blessing to add to the buffs he can already hand out. He has a lot going for him but his stats leave some room to be desired. With a meager 13AC, he’s just asking for a rogue (or a wizard, I guess) to shoot him in the face for a few wounds. He’s not going to be one of those “front rank” clerics we saw during 4E with his +5/+2 swings. But he does have a good skill bonus so he at least as that going for him!

Characters

Everyone loves bears.

For Sam to succeed, he’s going to really need to harness of the strength of the Free Kingdoms army. Sam should, for as long as possible, hang out in the back ranks to keep himself safe from being picked off by armies using ranged strikes. His ability may be restricted to characters within one rank, but that doesn’t mean he can’t buff them before they head to the front lines to do their job. In this version of the deck, I opted to look at the Free Kingdoms heavy hitters like Barrett Yscar above. Let Barrett become a big angry bear, let Samuel give him a little +5 blessing, and then get him to the front so he can do angry bear things. Since we’re already looking at the FreeKy beat sticks as the offensive weapon of our deck, we can play it safe with a little defense in the starting army and just accept that Llyr Militia x3 is reporting for duty in the front rank followed by Baqbou Umbala x2 in the second. Llyr makes people think twice before swinging which gives Samuel time to get a character to the front rank, buffed, and ready to swing themselves. Aside from our start and Barrett we have a strong list of characters to choose from to fill out the deck.

Blessings for everyone all day everyday… until he gets wounded anyway.

  • Barrett Yscar: Self buffing angry bear. An auto-include in decks like this.

  • Nellia Yscar: Another self buffing angry bear / Ewok. Built in movement pairs well with Baqbou and she comes into play a rank behind Samuel to be blessed.

  • Xiantha: If we’re keeping Samuel in the third rank, Xiantha is going to be swinging with 4 strikes. If we play a character in the fourth rank before she swings, she’s getting 5 strikes. She can be brutal and comes into the army near Samuel to be blessed before going to work.

  • Xeanara: More strikes.

  • Squire Argos: More stat bonuses to hand out to the army. Lots of level 3 characters to hand her bonus out to.

  • Brother Dominy: Because Llyr Milita has to go find someone!

  • Rafkin: Ready those angry bears and monsters to inflict more pain on your opposing army.

  • Roland Tzin: Get those angry bears and monsters to the front after they do the old switcheroo with Baqbou.

  • Sir Thomas of Celinar: We like inflicting wounds. We really like inflicting additional wounds.

  • Sister Amanda: A back up Cantor albeit she’s only level 4. Can also ready one of our characters after they perform an attack.

  • Tahomores Yscar: It’s very satisfying to get one of these guys fully buffed from their own order. Samuel just helps them make it faster.

We have quite a pool of characters to choose from above so now it’s time to start looking at our actions.

Actions

It’s incredibly strange to me the Free Kingdoms have so few Cantors in their character pool. One would have thought the faction whose biggest mechanic was to buff characters of lower level would have had more holy choir folk buffing the low-level characters, but I digress. Samuel is going to take up that role for us and we’re going to look at cards like Lift Up Your Voices / Mass Blessing / Embolden to make our army even stronger. I also currently have a fascination with Sustaining Aura. We get to a ready a lower-level unstunned character and since Samuel is a cantor they’re getting a buff out of the deal too. I like it a lot. I don’t necessarily know that it’s good but I intend to test it out and see how it ends up performing. To Seek a King is an action that Samuel wants to have in his deck too. He can pull it off on turn one just on his ability alone and with all the other bonuses he hands out it just seems like a no brainer.

I think it’s a good card. I’m probably wrong.

  • Mass Blessing / Lift Up Your Voices / Embolden: The clerical hat trick. Bonuses are good and the more we hand them out the better.

  • Sustaining Aura: Another way to ready a buffed-up bear and make them even more buff without having to go to the gym.

  • Exhaustion: Every deck should run at least 2. Sorry, I don’t make the rules.

  • To Seek a King: Samuel can pull this off alone or with help from spells and other characters like Brother Dominy or Squire Argos.

  • Acts of Faith: Multi-wounding is good it turns out. Throw this on a buffed character when they start pressing the attack, ready them afterwards and still be doing more wounds.

  • Soothing Waters: Samuel probably won’t take the wound himself but someone is going to take a wound for Brother Dominy to keep his +3s around as long as possible.

  • Minor Miracle: At least a one of in most of my cleric decks and very satisfying to have when an opposing army finally hits Brother Dominy.

  • Mentorship: Samuel has a lot to do already but slapping this on a Barrett is very tempting.

  • Divine Fury: No one wants to see their characters bite the dust. Making the character that hurt you weaker so you can return the favor is fun.

Items

I started playing this game at the release of Southern Kingdoms and the Campaign Edition format. I have a lot of fond memories of playing cards with friends during that time and one of the cards I remember being something I thought was “br0ken” was Bascarite Mark. A local player packed this in a Rustiq Umbala deck during that time and I thought it was absurd that you could give a blanket +4 ATK bonus to Ethereal characters and that Rustiq was OP with the Mark in his deck. Did I mention I am not very good at this game? We are definitely going to pack some of these in for Samuel since it boosts his twice-per-turn ability and all the spells that we’ll use to boost our army. We talked earlier about how one of Samuel’s weaknesses is that he’s easy for ranged strikers to hit so we’re going to address that in our items as well by looking at stuff like Signon’s Armor and Bodyguard. You can’t hit what you can’t target. We can round it all out with more support items to choose from.

  • Bascarite Mark: More buffs for more bears. Also helps us pull off To Seek a King even faster when we can play Brother Dominy and buff a character to meet the requirement.

  • Bodyguard: We aren’t going to let Samuel get sniped or even let potshots go at him. Also helps if the Corn Chucker decks try to use Sar’ean to get around our army of Big Bear Boys.

  • Signon’s Armor: We aren’t getting shot. Not even by Percy Dorn.

  • Ring of the Savant: Recycling our big buff spells is always good.

  • Hod’s Legacy: More readying, more strikes, more ways to bring home a W.

  • Staff of Kizazi: Enjoy the look in your opponent’s eyes as their soul leaves their body while you’re adding charges to ready a big angry bear.

  • Stormwolf: High five your big angry bear as you yeet him up one more rank to bring the pain.

  • Messenger’s Head: Same as Stormwolf, but grosser looking.

  • Figurine of Protection / Nodwick: It’s nice to run the figs for extra characters. The cleric figurine doubles as protection for Samuel and if you’re going to use them Nodwick is an automatic include.

Now it’s time to bring it all together in a coherent deck list. This is what I plan to run for Ancients this month so I’m giving myself away a little bit, but that’s fine. I doubt anyone is expecting Samuel to make a strong showing including myself. I believe there is potential here or there should be at least as a cleric with the Free Kingdoms army with the Cantor trait.

Characters: 25

  • Llyr Militia x3

  • Baqbou Umbala x2

  • Samuel

  • Barrett Yscar x3

  • Rafkin x3

  • Xiantha x3

  • Roland Tzin x3

  • Brother Dominy x3

  • Xeanara

  • Nellia Yscar

  • Sir Thomas of Celinar

  • Sister Amanda

Actions: 17

  • Mass Blessing x3

  • Lift Up Your Voices x3

  • Sustaining Aura x3

  • Exhaustion x2

  • Acts of Faith x2

  • Soothing Waters x2

  • To Seek a King

  • Minor Miracle

Items: 8

  • Bodyguard x2

  • Bascarite Mark x2

  • Stormwolf

  • Hod’s Legacy

  • Staff of Kizazi

  • Ring of the Savant

Admittedly, there is a jarring omission from the list with Embolden. I just can’t shake the feeling Sustaining Aura is being slept on though. That is probably the CE player mentality that I have that readying a beatstick is good, but buffing the beatstick character when you ready them is even better. You could easily swap Embolden into the deck with Aura though, just be careful with how many spend orders you’re using for Samuel to cast since there isn’t a strong Cantor back up outside of Sister Amanda and she’s unfortunately level 4.

I don’t think the items are a surprise to anyone who’s played or played against a cleric in Ancients in the last 2-3 years. If you’d prefer more protection over readying or buffing characters you could move the figurines in for the Bascarite Marks and a Hod’s Legacy / Stormwolf perhaps. Going too hard on protection probably waters down what this version of the deck is trying to do though which is get a big angry character up front, buffed, and swing for the fences.

My biggest worry with Samuel is that he might just be too slow to hang in Ancients. On paper, this deck looks solid and fun to play. I don’t think it will go winless this month, but in Ancients an action here or there can mean the difference between a win or a loss and Sam needs 2 actions just to use his ability. There’s probably a faster version of this deck that uses Taya Cooper and some multi-striking level 2 Free Kingdoms characters to put pressure up early, but it still runs into the same issues and you have to put Samuel in the 2nd rank and open him up to being targeted early. For now, we’ll lean on the Big Bear Boy and his pals to get the job done.