Regenerating Halflings



Title Explaination

        This one actually makes a little sense.  This poison pill type deck is based around the combination of The Enchanted Lands making all my champions into halflings, and then Shadow World so that all halflings have the power to come back after being defeated.  Thus, champions with vicious losing powers keep regenerating into play to cause dismay again.

Contents

Dungeon: The Enchanted Land  [DU-15]
    Rule Cards: (1)
  1. The Shadow World  [BR-72]
    Realms: (13)
  1. Falkovnia  [NS-5]  (very nasty with this theme)
  2. The Forest Ridge  [AR-95]  (I still love the concept of canibalistic halflings)
  3. Ghoere  [BR-6]  (ally champions have even cooler losing powers)
  4. Lair of the Shadowdrake  [DR-3]
  5. Land of Legend  [IQ-4]
  6. New Guistenal  [AR-91]  (quick recovery to be even more annoying)
  7. Nibenay  [1st-226]
  8. Raurin  [FR-17]
  9. Solamnia  [DL-6]  (sometimes not so good when others want to reload their hand)
  10. Tepest  [RV-7]  (suprisingly effective except for Dragon Font)
  11. The Trollmoors  [3rd-30]
  12. The Vilhon Reach  [4th-12]  (very strong after Iuz defends)
  13. Village of Nulb  [IQ-10]
    Events: (10)
  1. Bronze Dragons  [DL-97]  (in case you really are getting truly beat on, which happens sometimes)
  2. Calm  [2nd-400]
  3. The Caravan [1st-319]
  4. Coming of the Pheonix  [RR-56]
  5. The Gathering  [IQ-43]   (very effective with so many low level champions)
  6. Good Fortune  [1st-100]
  7. Kamikaze!  [MI-50]  (for when you REALLY need to win and raze a realm)
  8. Labor of Legend  [1st-108]  (hey, it is a deck built on losing!)
  9. Spirit of the Land  [1st-288]  (ditto)
  10. Volcanic Eruption  [RR-64]  (Song and red cap realm killer)
    Champions: (17)
  1. Amarill  [C3, 1st-77]
  2. Dr. Mordenheim  [H1, RV-97]  (nasty with this deck's losing allies)
  3. Drizzt Do'Urden  [H8, 1st-45]
  4. Earth Weird  [M5, TU-83]  (not good on combo, but worth immunity)
  5. Gabrielle Aderre  [W3, RV-93]
  6. The Hag  [M4, BR-70]
  7. Helm  [H6, FR-89]  (works well with Amarill)
  8. Infyrana the Dragon  [M8, DR-26]
  9. Iuz the Evil  [M8, 3rd-167]  (nastiest card for deck theme)
  10. Jamlin  [T5, NS-38]  (great for most attachments)
  11. Kirre  [M5, PO-56]
  12. Korgunard the Avangion  [M8, AR-75]  (again, this is a deck built to lose)
  13. Lyr of the Mists  [P5, PO-23]
  14. Ochimo  [H4, FR-95]  (especially good with Tarokka Deck)
  15. Phoebus the Lizard Man  [M5, RR-33]  (ally power and magic item power work well)
  16. Stef'fa Naf'ski  [M5, 3rd-298]  (great answer to Necba)
  17. Werewolf  [M4, FR-83]
    Magic Items: (6)
  1. Chaos Wand  [MI-63]  (good attachment for Drizzt)
  2. Flask of Curses  [DU-66]
  3. Orb of Delight  [IQ-68]  (recycling allies are especially nasty)
  4. Scarab of Death  [IQ-62]  (suprisingly weak)
  5. Tarokka Deck  [RV-56]  (very nasty when focused on realm removal)
  6. Winged Boots  [AR-20]
    Allies: (7)
  1. Assassins  [3rd-252]
  2. Aurak Draconians  [DL-50]
  3. Halfling, Inc.  [FR-66]   (true halfling makes a nice suprise)
  4. Kapak Draconians  [DL-49]  ("hates Mulmaster, I do")
  5. Mogadisho's Horde Marches On  [4th-220]  (actually, I hate all strong holdings)
  6. The Rahasia  [RR-83]  (nice suprise, especially in the early game)
  7. Vistani  [RV-78]  (kinda weak)
    Unarmed Combat Cards: (1)
  1. Slap!  [IQ-78]   (nice counter to anything)

  2. Total Cards:  55 (plus Dungeon)
    Total Levels:  87

    Notes on Deck Building

            Finding the right mix of cards was tough with this deck, especially as I tend not to use chase cards, though Aurak Draconian Lord or Starving Artist could definitely pick this deck up.  Being able to stay ahead is rough, though realm fizers help with that.  The intent is less to suprise an opponent, but to scare an ooponent into looking for a more tasty target.  I was suprised how effective the Ravenloft booster was in building this set up.

    Note on Standard Play

            Whenever you can eliminate cards from an opponent's hand or deck, go for the realms.  You should be able to win with minor deck manipulation and hearty amounts of hurting the oppoentn when they come for you.  I thought about finding ways to get the rule card faster, but most of those can also squish my rule card as well.  However, even if the rule card isn't in play, the other return to action cards should at least keep you in it, and shed bullseyes in multiplayer games.

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