This deck features a build utilizing the icebounds permanents. in combination with Auraq's power and specific uniques, it should grant powerful turns, every turn, once the deck is rolling. I think it's a difficult deck to play and I can't say yet if it will find it's place in the developing set 2's meta. However, it's a deck that really reward smart plays and matchup knowledge
Except if you start with Persephone, it is pretty difficult to not let your opponent advance on the first turn because of your 0 stats. Your options are : - Both try to advance ; - Set up for your next turns/permanents.
As you want to play a lot of character, both for Auraq and your icebounds, you'll need to not run out of gas. You'll want to resupply with Esmeralda and Nyala, Gifted Conjurer to always have something to play. Recover them from your reserve to resupply even more and make ton of value.
If you ever need lot's of stats, Anansi really is Le Monsieur : He can grow really big and give 3 0-stats for a cheap Break the Ice.
Midgame is also the time to start alternating Auraq's hero power and Icebounds' rewards. This should give you very strong turns.
best uniques are ones that resupply/anchor characters when you play a 0 stat. Those are pretty expensive, so I recommend for those on a budget to focus on uniques that put a lot of pressure : Lots of stats or great control. I personally went for uniques that can grow big with 0 stats.
Hero
Name | Faction | |
---|---|---|
Auraq & Kibble |
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Spells
# | Name | Mana | |
---|---|---|---|
3 | Break the Ice | / |
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3 | Small Step, Giant Leap | / |
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Permanents
# | Name | Mana | |
---|---|---|---|
3 | Icebound Tundra | / |
|
3 | Icebound Taiga | / |
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Characters
# | Name | Mana | |
---|---|---|---|
3 | The Snowman | / |
|
3 | Nyala, Gifted Conjurer | / |
|
3 | Persephone | / |
|
3 | Martengale | / |
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3 | Ouroboros Trickster | / |
|
2 | Hathor | / |
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3 | Esmeralda | / |
|
1 | Lyra Navigator | / |
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3 | Anansi | / |
|
1 | The Sandman | / |
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1 | Lyra Chronicler | / |
|
1 | Kodama | / |
|
Rarity | Count |
---|---|
Common | 21 |
Rare | 15 |
Unique | 3 |
Total Count | 39 (+ 1 hero) |
Type | Anytime | Initial hand |
---|---|---|
Characters | ||
Spells | ||
Permanents |
Format | Is it legal? | Notes |
---|---|---|
Standard | Yes | |
ExAlts Championship | No | This mode works the same as Standard but replaces the 3 uniques with 3 extra rares. |
Doubles | No | This mode works the same as Standard but requires the use of two different factions. |
Draft | Yes |
As it is worded it should work : you play a character in a region where its base stat is 0 --> "I gain 1 counter" goes in the limbo and will resolve even if the region changes