|
Starting Hand:
Rand al'Thor II (Tear)
High Lord Meilan
Tear Lancers
Into the Fight
Characters:
High Lord Weiramon
High Lady Alteima
High Lord Aracome
High Lady Estanda
High Lord Geuyam
High Lord Torean
Juilin Sandar
Loial
The Dragon Revealed
Troops:
Tear Levies x 3
Tear Spearman x 3
Tear Skirmishers x 3
Light Cavalry x 3
Catapults x 3
Challenges:
Gather Allies x 2
Events:
Lucky Find x 3
Fireball x 3
Distractions x 3
Connections x 2
Into the Fight x 2
Advantages:
Momentum
Saidin Angreal
Tear
Bodyguards x 2
Battle Hardened x 2 |
OVERVIEW
This deck is fun. That's all there is too
it... it's not complicated or sneaky, just fun. In the beginning,
recruit High Lord Meilan using into the fight and Pattern if
necessary. If unopposed, he will most likely win, either giving
you dominance or replacing the token used to play him (if you
used Pattern to recruit him). If you're only going to have one
character in a challenge, he's the one to have.
Next turn, recruiting Tear Lancers should
be no problem. If you don't like the draw of your deck, no problem:
use Alteima to shuffle it. Play Bodyguards and Battle-Hardened
(different characters makes the most sense!) to ensure that your
characters will get to roll their dice at that crucial moment.
Anyway, once you get Tear on the table, you
have a few different options, depending on your opponent. If
he has no Tear forces, he cannot oppose you in the challenge
for Tear. Did you get that? This applies to all Nation Contested
Advantages (Rulebook, pp. 14), and almost guarantees you Tear
once its out (giving you AUTOMATIC DOMINANCE).
But what about the Pattern? Use Momentum
to give you your necessary two support each turn when you win
the Pattern. So, if you win the Pattern, you win Tear (if you
declared it as your challenge!), and never have to send
your forces into that Challenge.
Once you get Tear, you'll keep it due to
the addition of one token per turn to its controller. Of course,
if your opponent has the Tear allegiance, you'll have to fight
for it, but what's new about that?
Loial and Connections speed up your card
drawing, Juilin can reduce your opponent's card-killing ability
a bit, and Thom constantly threatens your opponents cards, keeping
him off-balance and hasty each time he draws a good card.
Tear Skirmishers can slip into a challenge,
do their stuff, and duck out (making them untouchable) if they
roll a Troop symbol. Nothing is overly strong or domineering
about this deck, but it should prove to be an enjoyable edition
to your collection.
Total: 50 cards; 4 Opening
hand, 46 deck.
 |