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Iron/Mana

Subscribe to Iron/Mana 4 post(s), 2 voice(s)

 
Avatar orgott 2 post(s)

The idea is to keep it simple and fast

units:
4x goblin intruders (among the absolut best cards in the game even when nerfed)
4x mind warrior (also awesome still after nerf)
4x armored guards (not so sure about these guys…might change)

spells:
4x fireball
4x combustion (works wonder with goblin intruder, opponent have hard time to have any buildings)

resources:
2x Iron mine
2x Stone Quarry
4x magic rock (4 because of late game heavy “call lightning” and they are great vs fast decks)
(and 4x goblin intruders, yes they produce resources as well :)

card draw:
1x sinister altar (my favourite card)

starthand:
2x iron mana
1x stone quarry
2x goblin intruders
1x magic rock
1x sinister altar

strategy:
get out fast goblin intruders (iron and mana) while you put out sinister altar (stone), take control of what you think is your opponents most vital resources and just chump-block the creatures he send vs you with your magic rock. You will draw many more cards then him since you are free alot of times to use your Castle as well as sinister altar.
Clear your home base with armored guards and attack with uber fast intureders and mind warriors.

 
Avatar raptorAZ 50 post(s)

ok,
this deck is really a deck i want like to play.
perfect

but why is call lightning great vs fast decks???

but only 29 cards ;P

 
Avatar raptorAZ 50 post(s)

lol
i can get the control of the castle,
and the other player dont loose his storage

a early mind warrior or lexa can stop this deck ;)
if you dont have fireball on the hand

 
Avatar orgott 2 post(s)

I meant that magic rock is great vs fast decks, the 30th card should be 1 call lightning. So magic rock blocks in beginning and can ge used as a finisher…allthough now when I tested it a bit more call lightning is bad, I use all the mana all the time.

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