It's Rainy, It's Muddy, It's Miserable, It's....LONDON DUNGEON! This is a brutally slow and methodic control deck, where your only goal is Survival, you can eventually "Win" the game, but your REAL goal is to not lose forever.
Avatar
- Ironclad - Preventing 2 damage seems fine, but with the right support, it can be game winning.
Aura
- Summoning Sphere - Part of your finishing combo, lets you win the game............eventually.
Artifacts
- Scarecrow / Bailey combo - Put one of each of these on your home site and your avatar can no longer be attacked by minions.
- Makeshift Barricade, Golden Harp - Work well together, and help you prevent TONS of damage.
- Angel's Egg - Life gain is great for survival.
- Toolbox - Find what you need, when you need it! Helps win the game, and can help you never deck (See: Return to Nature)!
- Amulet of Niniane - Protects you from magic.
Minions
- Land Surveyor - Draws a land, blocks.
- Apprentice Wizard - Draws a car, , blocks, can be used for a finishing blow Arcane Barrage if necessary.
- Root Spider - Disables enemies, protects you well.
- Pudge Butcher - A solid body used like a century tower with its projectile.
- Daperyll Vampire / Renatus True blood - Beefy flyers, gain life, block.
- Lord of Greed - Snatch away annoying artifacts, can protect you from maddening bells, blocks.
- Draco Corvus - A mobile removal unit, blocks.
- Rhitta Gawr - Slows the game WAY down, blocks.
- Grandmaster Wizard - Draws 3 cards, blocks, helps you with your game-ending combo...
- Nimbus Jinn - Your primary win condition - Teleport him to your enemies site with a summoning sphere (or a tool boxed teleport) and FINISH THEM by dumping your hand, blocks. (He's kind of your Psychatog, IYKYK)
Spells
- Arcane Barrage - Clear a line of small minions, or use it as a finishing blow with either Ironclad or a well placed Apprentice mage.
- Browse - EXCELLENT card draw.
- Tithe - Draw three!
- Common Sense - Find what you need!
- Lightning Bolt - SOLID removal, can finish off a doored opponent...eventually.
- Disenchant - Get of pesky auras and artifacts.
- Chaos twister - Solid removal, sometimes a multiple-for 1, can finish off a doored opponent...eventually.
- Earthquake - Clear the way!
Sites
- Most of these are just to get your threshold but a few have other purposes:
- Great Wall - Make your opponent's life HARD, basically Bailey #4.
- Bottomless pits - Another defensive site
- Briar patch - Great against necromancer
- Pillar of Zeiros - Lifegain!
Collections **IMPORTANT!**
- Zap - How to win the game when an opponent is at death's door. (3 because Legion of Gall exists, and if they want to use it on ZAP!, they have to FULLY commit.)
- Common Sense - Toolbox for sense is just good!
- Dispel - Remove artifacts, auras, etc.
- Teleport - For when you don't draw your summoning spheres!
- Murder of Crows - Slow down Necromancer.
- Makeshift Barricade - #4
- Return to Nature - *THIS IS IMPORTANT* You can win the game by decking your opponent out with these! Toolbox for the first one, and use it to shuffle your toolbox back into your deck, then do the same with the next toolbox you draw, but also shuffle the first Return to Nature into your deck, and there you go! You can't deck out anymore!
Enjoy!!!!!!!!!!!!!!!!!!!
Your opponent won't.