Northern Realms Alliance - Archers 'n Infantry - Control-based, consistent NR with huge power plays

+
Screw Siege Engines and gimmicky Scenario Artifacts. Archers 'n Infantry are where it's at!

Leader Ability:

  • Pincer Manuver

Gold Cards:

  • Portal
  • Vernon Roche
  • Syanna
  • Royal Decree
  • Tainted Ale (tech card)
  • Donimir of Troy
  • Anna Strenger

Bronze Cards:

  • Temerian Drummer x2
  • Alzur's Thunder x2
  • Northern Wind x2
  • Piercing Missile x2
  • Burning Oil x2
  • Kaedweni Revnant x2
  • Lyrian Arbalest x2
  • Redenian Archer x2
  • Tridam Infantry x2
The deck is pretty basic. Open Anna or Drummer, which is likely, then 1st turn Pincer, playing Drummer or Anna, then play Portal to the right of Drummer or Anna for instant double Tridam setup, with one going already.

From there just bleed the enemy off of your setup until you have card advantage and pass or until all you have left in your hand is combo pieces for Vernon+Syanna.

Round 2 you can either press if you have Any combination of Vernon, Donimir and Syanna, with Royal Decree replacing any of those 3 pieces (can also be done without Donimir with significant risk) and are confident in your ability to win, card advantage won't matter too much here because you'll be fielding 4 cards in 1 turn off of Syanna+Vernon combo.

If you don't have the combo pieces needed to Vernon+Syanna, dry pass and mulligan into the combo or die trying (it's pretty damn consistent).

If you end up with Portal in hand turn 1, then just Pincer a Vernon, Donimir or Syanna to your hand and still do the game plan of Portal turn 1 and Vernon combo to end the game.
 
Top Bottom