I main a "non-pure" variation of this deck:
Eithne
Vill - Yen: the Conjurer - Aglais - Schirru
White Frost - Scorch - Last Wish - Nature's Gift - Yaevinn - Ida Emean
First Light x 3 - DB Protector x 3 - Azur's Thunder x 2 - Dshackle x 2 - Hawker Support x 2 - DB Trapper x 2 - Epidemic x 1
I'm shocked more of these decks don't use hawker supports to buff one of the DB Protectors to make sure you don't lose them all to one late scorch. Also I'm shocked to hear that most versions of this deck don't seem to care about CA. Everyone knows it will save DBPs for the end. Having the last card is very important.
Few thoughts on the suggestions here - Playing round 1 to win is definitely a must for opponents. Round two I normally just play Yaevinn and pass unless the first round doesn't go according to plan. I don't give up if I lose round one ... but know that I have a 25% or so chance to win. The opponent should play you down to as few cards as possible, because they know Vill will become useless in round 3 if there aren't more than 3 cards. I'm surprised the "pure" builds would go all in like that generally because of the risk of so little value on the board. Trappers' fireball traps still give you the +1 to DB Protectors, Hawker Supports buff one of you DB Protectors so they're not all gonna get wrecked at once plus they add value to the board.
I dunno just my random thoughts.
Eithne
Vill - Yen: the Conjurer - Aglais - Schirru
White Frost - Scorch - Last Wish - Nature's Gift - Yaevinn - Ida Emean
First Light x 3 - DB Protector x 3 - Azur's Thunder x 2 - Dshackle x 2 - Hawker Support x 2 - DB Trapper x 2 - Epidemic x 1
I'm shocked more of these decks don't use hawker supports to buff one of the DB Protectors to make sure you don't lose them all to one late scorch. Also I'm shocked to hear that most versions of this deck don't seem to care about CA. Everyone knows it will save DBPs for the end. Having the last card is very important.
Few thoughts on the suggestions here - Playing round 1 to win is definitely a must for opponents. Round two I normally just play Yaevinn and pass unless the first round doesn't go according to plan. I don't give up if I lose round one ... but know that I have a 25% or so chance to win. The opponent should play you down to as few cards as possible, because they know Vill will become useless in round 3 if there aren't more than 3 cards. I'm surprised the "pure" builds would go all in like that generally because of the risk of so little value on the board. Trappers' fireball traps still give you the +1 to DB Protectors, Hawker Supports buff one of you DB Protectors so they're not all gonna get wrecked at once plus they add value to the board.
I dunno just my random thoughts.
Last edited: