
GOTHIC UPDATE (26/06/2026):
Before I mention the changes done to the deck, the "Elementalist" update below is no longer valid. That deck started to become less about Knights and more about just being a greedy deck. Although it has nothing to do with this deck any more, you can still see it here: https://curiosa.io/decks/cmebfgnrj00bojp04cjcxl2ls
Changes to further please our Bride (26/06/2026):
Decided the notion that if we go full combo we will just lose most if not all games is still true but despite this I still really want it to happen so im playing 2 wedding hall now.
The Knights are all invited to the Special Day, we make use of to ease their entrance.
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Everything below this line is outdated but will remain for posterity.
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The [[Elementalist]] update: https://curiosa.io/decks/cmayjtz1c00p9js045psulfgp
This deck got more and more greedy as time passed by that it became clear that a switch to Elementalist was probably the safe and smart decision. Other than a small flavor loss of no longer having a Knight as our avatar and abandoning the Wedding Hall plan (since we no longer have the cost reduction from the Templar, we cannot afford to have sites that do no provide mana) the deck's essence remains in tact. It is simply more consistent and arguably better with the Elementalist after all the changes that have been made.
The [[Wedding Hall]] Update:
Due to the shift of the deck to Elementalist, I absolutely wanted to maintain this deck with Templar because it is just so sweet and full of flavor. Sticking to this thought process, and because we now have the greedy version piloted by a new avatar, I wanted to refocus this deck towards the combo and try to make that marriage happen. In case you wish to play the deck as it was before the Elementalist addition or the new laser focus on the Marriage Combo, I have listed all the cards that I have changed. Feel free to revert those changes and enjoy the primer below. Most of the primer still remains relevant to this new list however with our deeper focus on the Bride and Groom some cards it references may no longer be applicable. For example, all Water cards (except for have been cut (also, I could not bring myself to cut since he is just too good in this deck and also our sites still allow for water splashing). I needed a deeper focus on Earth cards that can draw me sites so I could not justify as greedy a site base. Water took the hit because: 1) Earth has and and which also fuels and allows for the Village sites that generate 1 power tokens (perfect for the curve) and 2) Air and Fire present the strongest knights the game has to offer as well as the spells included.
Changes from original Templar list to Marriage Combo Templar:
-1 Mix Terra -------------> +1 Kythera Mechanism
-1 Mix Aqua -------------> +1 13 Treasures of Britain
-1 Sir Tom Thumb -----> +4 Land Surveyor
-1 Blue Knight ----------> +1 Purple Knight
-1 Sir Agravaine -------> +2 Yellow Knight
-1 Sir Pelleas ----------> +1 Royal Bodyguard
-2 Vengeful Heir ------> +1 Sir Priamus
-1 Feast for Crows ---> +1 Knighthood
-1 Sir Gawain ----------> +1 Leap Attack
-1 Sir Ironside ---------> +3 Raise Dead
-2 Grapple Shot ------> +1 Lightning Bolt
-1 Dame Britomart ---> +1 Wedding Hall
-1 Queen of Midland -> +1 Windmill
-1 Mad Dash -----------> +2 Common Village
-2 Blaze -----------------> +2 Humble Village
-3 Lighthouse ---------> +1 Ruins
-1 Annual Fair ---------> +1 Simple Village
-3 Aqueduct ------------> +2 Steppe
-3 Oasis -----------------> +1 Pillar of Zeiros
Notes on the Cards Removed:
Notes on the Cards Added:
(to be continued..)
[[SEE BELOW THIS LINE FOR PRIMER AS IT PERTAINS TO ORIGINAL LIST WITH TEMPLAR:]]
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is a cool card, there is no doubt and as much as we are secretly always trying to win that way, we need to be honest and realize that the likelihood is extremely low. Finding three specific Uniques and having them all live for a full turn cycle is extremely hard. The following breakdown keeps the proper beatdown plan as the main focus, but never forgets where it truly wants to live. Let me take you on a journey....
We are of course utilizing the avatar ability to play over stat'd Minions faster and cheaper than our opponent in an attempt to dominate the Realm. Our collection of minions is primarily Knight, Sir and Dame based in order to effectively abuse the Templar's ability but we are not forced into only playing with these subtypes. You will notice that not all knights are being played and as much as it pained me to cut he simply costs too much for his stats. After playtesting as much as I have with this deck, it is not only about good abilities, but mostly about the stats. The minions need to come down quick, be very hard to remove and in addition be good on their own. What inevitably occurs throughout the course of the games is that you end up in a 1 for 1 or sometimes 2 for 1 state as your opponent chops down your soldiers. This of course is bad, but the good news is that they often leave their mark before being dealt with. Because they usually do their thing, and then get killed, its crucial not to play cards whose text relies solely on other minions still being around. for instance will likely draw you 2 cards most of the time, but at any chance you get a third or more you are probably winning.
Every non-knight/sir/dame minion is the deck plays a vital role and after many changes and tweaks to the decks, the ones who remain have proved their worth. Their concepts are simple enough: If they cannot benefit from the Templar ability they must cantrip (with some exceptions). finds much needed mixes or a game ending . while seemingly over costed for her stats, has helped keep me in the game and is an absolute bomb of a minion. She is vital because you will definitely run low on cards playing everything you can each turn and she helps keep you in the game. doesn't exactly cantrip but because she saves your minions and allows you to replay them, she fills a sort of virtual card advantage engine. They must kill her first, which is exactly what you want, so you can continue to beat face with your over stat'd minions. Here are the exceptions:
Exception 1:
Exception 2:
Exception 3:
Opening Hand/Mulligan:
Its important to know what you are playing against to help determine what you should keep, what you should mulligan towards and how worried you should be if things do not go according to plan. For instance, keeping or mulligan'ing into a slow hand vs Fury Road likely means you're just dead. It is already a very difficult matchup but the fact that your minions are so heavily stat'd means you can put up a good fight against most of what they're doing. You just cant afford to be on the backdrop straight out of the gate.
Notes:
CONSIDERATIONS
Consideration #1 (08/04/2025): I have been wondering if truly deserves a spot here of if they're too slow/narrow. I am considering replacing them with another or and possibly . ~~see (17/04/2025) updates~~
Consideration #2 (18/05/2025): I might need to cut the Seven-League Boots. Which is sad times, but the explosive turns it can provide might not be worth the facts that a) usually your opponent ends up in possession of the boots after they kill your minion and b) they can be a dead draw as they are a conditional card ~~see (19/05/2025) update~~
UPDATES
Quick Update (28/03/2025): removed 1 Steppe for 1 Windmill. After playing a bit more, Air/Earth can be a bit taxing so I wanted an extra site that provided both.
Update #2 (02/04/2025): sad times have arrived but we must say Good night sweet princess to Lady of the Lake. After playing some more games, I am constantly reminded of how critical free movement is for this deck. The ideal card to me for this is since it also draws you a card. My problem continues to be not being able to close the game once they're at death's door so this is why I'm not putting something like or . It is with heavy heart that Lady of the Lake gets the chop because she is not being chosen for being a bad card. In fact her ability is still heavily desired. If you have experienced then you know. She has been chosen because as a non knight minion, with 3 water threshold she simply holds the spot of "hardest requirement" to cast. I will be trying to find a way to get her back in. Until then, joins the fight.
Update #3 (17/04/2025): I went ahead with consideration #1 above and swapped the Illusionists for the and a but I'm still wondering if #2 is just better than Mad Dash.
Update #4 (28/04/2025): I have been craving Earth threshold lately. For this reason, 1 is removed and replaced by 1x
Update #5 (05/05/2025): I have had too many games over the past three days of drawing that trinket and it doesn't do anything for me. Sadly it was the wrong inclusion. I have also been getting smoked by a lot so I decided to try it out as it is a perfect way to continue helping to solve the decks issue of closing the door. For this reason I have made the following changes -1 Trinket, -1 , +2
Update #6: (19/05/2025): replaces the . It occurred to me that this card provides a near guaranteed way to end the game when you get opponent to death's door. You are very likely to put the opponent to DD by attacking their avatar directly (or their avatar's site). Taking control of their next turn means you can just use their Avatar to attack into one of your dudes.