Intro Building Gulrang has been seen as a meme, but i believe that there is actual merit to playing this deck over other ordis contenders...
what do it do This deck is a slow starter, aiming to use the above average token strength to shut down the mid game and start kicking ass late game. The most important part of this is the card draw the deck has access to. Specifically the new field reinforcements, which we run at 3 R, in order to maximize the value out of them, later game these will most likely end in the mana if you need an extra orb or two, but in early to mid game, these are going to help you keep up with your opponent in terms of card advantage and expeditions. Ideally you want to be at most one expedition behind untill you start pushing to win, but that can be a tall ask.
control? Yes, the deck has a few control tools, oldies like monolith legate and ordis spy are of course present, but geyser makes an appearance, as a brilliant tool for speeding up your own gameplan while slowing down your opponents. Dont be afraid to make a sneaky play, where you use a geyser to make a token you control lose its defender status mid turn.
Mobile armory I am going to make a whole paragraph on this card, as its the main reason behind gulrangs spike in playability. In old times, an opponent could just ignore any expedition gulrang committed to before 8 mana orbs, but now this card poses an actual threat by coming out of the blue and pushing that expedition through. Play it early game and mana it once you get to 8.
uniques?? Looking at this decklist one may ask themselves, 'where are the uniques?' the answer is: 'i only have one unique that is good in the deck currently'. So what do you run? Ideally uniques will help you push through the mid game and help you win late game. you play 3-5 cost token generators that are decently statted. you dont need to run cards that flood the board with tokens, but around 2 tokens being generated from a unique is the benchmark.
Hero
Name | Faction | |
---|---|---|
Gulrang & Tocsin |
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Spells
# | Name | Mana | |
---|---|---|---|
3 | Geyser | / |
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3 | Field Reinforcements | / |
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3 | Moth to a Flame | / |
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3 | Teamwork Training | / |
|
Permanents
# | Name | Mana | |
---|---|---|---|
3 | Ordis Carrier | / |
|
3 | Mobile Armory | / |
|
Characters
# | Name | Mana | |
---|---|---|---|
3 | Ordis Overseer | / |
|
3 | Ordis Cadets | / |
|
3 | Monolith Legate | / |
|
3 | Ordis Spy | / |
|
3 | Ordis Attorney | / |
|
3 | Baba Yaga | / |
|
Rarity | Count |
---|---|
Common | 21 |
Rare | 15 |
Unique | 0 |
Total Count | 36 (+ 1 hero) |
Type | Anytime | Initial hand |
---|---|---|
Characters | ||
Spells | ||
Permanents |
Format | Is it legal? | Notes |
---|---|---|
Standard | No |
Does not have enough cards (39) |
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 |
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