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RY Mobility Combat
Posted by luuu90 on 16/09/2017
- 3 2 Underground Brigand 3
- 5 2 Underground Boss 3
- 10 2 Garudan, Heart of the.. 1
- 2 2 Seifer's Wrath 3
- 0 3 Flash Wind 3
- 4 2 Herald of War 3
- 4 2 2 CAP-10, Sky Pira.. 1
- 4 2 Gift of Steel 3
- 5 3 Seifer, Blood Tyrant 1
- 6 3 Groundshaker 3
- 1 2 Khalim's Training 3
- 1 Time of Legends 1
- 3 2 3 Grappling Hook 2
Always start 2 mountain to play your first creautre, then 2 desert, then draw for movement tricks to get value trades. Your last mountain should be somewhere agressive in best case.
Yes, Time of Legends is worth it because you gain lots of faeria with all the combat creatures and the movement tricks are very cheap, so you need some more deckweight.
Sometimes you want to keep 1 creature in front of your orb, to enable windbourne flashwind trades on the opposite side. Or just to hookshot the enemy Orb.
Don't forget about your Herald of war buffs when playing combat creatures.
LAND TYPES (by number of cards)
1
0
6
23
0
FAERIA COST (by number of cards)
3.2
3
0
4
1
3
2
11
3
1
4
4
5
3
6
1
7+
Thanks for this list - I like the added yellow mobility. I’m considering swapping Garudan and 2 Flash Winds for Shedim Brutes or Grim Guards for some burn and more combat synergy. It’s also amazing to place a Brute or Grim Guard (with Gift of Steel) in front of your orb, then Grappling Hook straight to face for 8 or 7 damage, respectively.