Aramia has a strong ability. What it allows you to do is guarantee that you will have a certain item by turn 4 or 5. What item will we grab in this deck?
At first, this card seems terrible. But remember a few things:
1. You are not paying the cost for this card, Aramia wil search it out and play it.
2. You can discard a card to ready an ally, this can help regain board control. (Gets around Braxanorian Soldier)
3. This is a combo-style deck, so a lot of the cards will seem bad on their own.
There are two more key cards that make up the core of the deck.
Knight of Unaxio is your primary winning condition. You play him out, use the cap on him, discard an ability to his ability, then, you draw 4 cards at the end of turn due to brother's landing. This combo might be executed again later. Keep in mind, if you can't push for lethal, keep control of the board. Here is the exact list I am playing right now.
Unaxio Combo
Hero: Aramia
Allies:
2x Unaxio Bannerman
4x Sabreen, Hand of Unaxio
4x Knight of Unaxio
Abilities:
4x Moment of Acquiescence
3x Retreat
3x Bad Santa
4x Fireball
4x Lightning Strike
3x Supernova
Other:
4x Justicar's Cape
4x Sosilo: Brothers' Landing
Tips for playing this deck:
-Sabreen is better in this deck than in most. Her ability draws you cards with the location.
-Having Knight of Unaxio on Turn 4 is key. Playing Bad Santa on turn 2 is good to make sure this happens.
-You can often sacrifice Justicar's Cape because it can be fetched with Aramia's ability.
-Discarding a Fireball feels bad sometimes, but it is often the right play.
-When your opponent is low on life, you can kill them with your mage spells, even if your Knight has been killed.
That's all for now! Give me your thoughts and feedback!
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