Paesant deck (only ordinary and exceptional) for the CREMOS tournament Blaze of Glory (4-0-0)!
All in from turn 1 until the opponent is dead
Every turn always ask yourself Niek's golden question: can I put my opponent to DD?
Explaining of each card and its function inside the deck is given below:
Minions:
Core Package:
- War Horse: the most important thing is that you want to be mobile to position Flamecaller; don't hesitate to bring your avatar around the map to shoot projectiles and spells
- Siege Giant: another good repositioning tool; remember the trick of throwing a war horse that is carrying a giant is legit! It is very important also to avoid threats (like paths blocked by Root Spiders) and continue your aggression back in enemy lines
- Colicky Dragonettes: super strong removal with gift of the Serpent. Nice ping and body
- Hillock Basilisk: very strong card; you can disable many enemy minions with 1 card. Main weapon against powerful Grey Wolf deck that is really a menace in Paesant
- Quarrelsome Kobolds: synergy with Torshammar and Gift of the Serpent solves you tons of situations
Aggression Package:
- Redcap Powries: many 3-powered minions to surprise the opponent with attacks from many sides. Powries also have a 2 fire threshold, so they are always good to trade with strong 3-powered enemy minions, but with desert pings and Torshammar you can use them to even kill Shoggoth!
- Saracen Raiders: super strong in late game to surprise your opponent and start a comeback
- Wild Fanatic: very useful for trades and surprise
- Petrosian Cavalry: same as above, 3 power with charge is always good
Support/Tactical Package:
- Vile Imp: very strong card that can also win you games; use it to remove minions, along with desert pings
- Clamor of Harpies: useful to pick up surfaced Root Spiders or disabled Grey Wolf. Can also reposition your Kobolds (Harpies may not strike the minion)
- Barging Barghest: often your opponent will leave void squares to reduce your aggression power. Barghest can help find new attack paths
- Zeppelin of Zealots: main weapon against Daperyll Vampires, but a very strong card in general. They have a 3 fire threshold, so on the turn you can attack with them, always think about surprising your oppo by trading them and shooting a big projectile with the avatar
Other candidates were:
- Flaming Skull: great spellcaster since we only have the avatar that can cast the majority of spells. Also airborne, but with a very tiny body and no charge.
- Ignited: great at low cost, with charge and also fills up the cemetery for the projectile. I discarded it because it didn't give the board presence I wanted; I think it's more of a collection card
- Pit Viper: can be useful against threats but too defensive
- Flayer: useful against necromancer but too expensive for what it brings to the table
- Hotweel: similar to Flayer
- Harassing Ruffians: great effect and threshold but too slow
- Outback Strider: very strong to force your opponent to spread out units on his sites to defend its attacks. Can be a great addition also for the 2 threshold.
- Redmane Hyena: can be great but situational because you don't want to banish your Vile Imp (you want to shoot it with the avatar)
Magic:
- Searing Truth: my fav card in the whole deck: it can both give you card advantage or kill an opponent at DD. If the enemy is playing big creatures like Shoggoth or Ten-tonne Slugs, you can also risk it and try to bring them to DD.
- Lava Flow: great card for removal, but also to finish your opponent or put them in DD thanks to all the repositioning tools you have
- Blaze: can reposition the avatar or a minion like the Kobolds, and it is the main tool against Necromancer's skeletons
- Gift of the Serpent: great synergy with Dragonettes and Kobolds, and with every minion with charge. The fact that it also draws you a card makes it great in terms of card advantage
- Firebreathing: great against Lugbog Cats, Daperyll Vampires, Monks, Failed Mutations, 4-power Grey Wolf and many other 4-power threats. Remember it can be cast also by Dragonettes, War Horse and Basilisk. Useful also for death blows and to clear skeletons.
- Firebolts: many, many uses. My favourite one is to remove airborne minions like Gibbous Nightgaunts
- Poison Nova: the reset button if the opponent is storming you with minions. It's expensive but increases your chances against Grey Wolf decks
Other candidates:
- Shatter Strike: very, very good card, but not that many relevant carriable artifacts in Paesant
- Flamestrike: great finisher, good clear, but Firebolts is better in my opinion
- Cone of Flame: good but expensive
Artifact:
- Toolbox: slows down your game a bit, but the flexibility it gives you is great
- Torshammar Trinket: very strong with any minion, necessary against Troll Bridge or Free City since this deck has many 3-power minions
Sites:
- Deserts: great 1 ping to clear tokens or to help remove threats
- Shifting Sands: can surprise the oppo with many other desert pings
- Town: discount on almost all your minions
- Poisoned Well: since the opponent may be wary of putting sites towards you, there are often good spots to place this card that easily does 2-3 damage to your opponent
- Molten Maar: great since it gives you a decent minion without wasting a card from the hand. The hellhounds summoned in this way eventually end up in the cemetery, and you can use them for your projectile
- Forge: Lance can be great on your charge minions
- Funeral Pyre: main tool against other Flamecaller or any kind of recursion
- River of Blood: main tool against Daperyll Vampire and Divine Healing
- Mudflow: main tool against Root Spiders