
Bring them down with artillery and manpower! Ramp up your sites with and .
Use , , , and to create roadblocks to slow/prevent your opponent advancing into your territory.
Many of your sites can create tokens on entry. Combine this with for a steady stream of recruits. Once you've established several sites across the middle of the board, leverage , , and to gain large chunks of tokens.
Use those tokens, along with any leftover Frontier Settlers and Land Surveyors, to man the , , and . For the Trebuchet, throw , , & for massive early damage or to secure Death's Door. Or play them if drawn later, this deck ramps rather quickly. The Catapult gives each dead minion a second use as extra damage.
An additional ranged package, for supplemental damage and control, includes , , , and .
Protect your fragile army with & . A copy of can also prove crucial against magic-damage control decks.
Sometimes you won't draw any artillery, or you'll need to rush in and damage sites/minions. , , , & turn your weak tokens into threats. Drums also turns anything fired with Ballistas, Trebuchets, and Catapults into a lethal shot (if nearby).
is your non-combat removal package.
lets you search up removal (Bury), token makers (Border Militia / Raise Militia), ramp (Land Surveyor), or ranged support (Belmotte Longbowmen).
provides additional toolboxing, searching up ramp (Frontier Settlers), protection (Shield Maidens / Tragedy Worrywart), power boosts (House Arn Bannerman), or ranged support (Yourke Crossbowmen / Hunting Party).
The deck splashes
for , which only requires a single threshold. With 1/6 of your sites providing
, you should end up with 1 or 2 during the course of the game. If not, throw any held copies of Raise Militia with Trebuchet.