
Bones Deep
This is a positional control deck that wins by:
Repositioning enemy units
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Clustering them into bad locations
Punishing that positioning through multiple engines:
You are constantly asking:
“Where can I force this unit so it becomes a lower value, or poorly positioned?”
This deck doesn’t rely on a single payoff—it layers multiple positional punishments:
Mass submerge when units stack
Forces clustering, then collapses the board
Turns displacement into direct removal
Passive pull every turn that compounds with other effects
Punishes forced entry and isolates units
Breaks positioning rules and drags targets across regions
Turns the entire board into water and disables site abilities
The strength of the deck is that these stack, not replace each other
Submerge is your primary removal:
Setup via movement
Convert into removal through multiple paths:
You don’t always kill units directly—you make the board kill them
You cheat tempo through:
Skeletons →
copying best unit
converting bodies into
Your threats are cheap because your positioning does the work
Disruption (Primary)
Constant movement
Breaking formations
Denying site value
Forcing bad fights ()
Passive pressure from sites like and
Destruction (Secondary)
Submerge effects
Void pulls ()
Collapse setups across multiple engines
You disrupt first → destruction becomes inevitable
Access to kill-shot magic
Lets you convert control into a finishing blow
Used with /
Convert:
Skeletons
Enemy minions
Into efficient 3/3 bodies
This is your resource conversion engine
Control positioning every turn
Layer multiple punishment engines
Turn positioning into submersion
Turn submersion into removal
Use cheap threats to close
If you’re playing correctly:
The opponent isn’t losing to one combo—they’re losing to a board that keeps getting worse every turn.