This topic has been automatically created through Faeria’s The Hub.
This content can be found here.
Of all the boss battles, Pyrhos was by far the most annoying for me. Every other battle had some key strategy that once I figured out, they were as easy as puzzles. But that guy was annoying… after I finally made a deck that defeated him, I decided to write it here, I’m sure there are a million better decks/strats out there, but I just wanted to record it.
At least the deck is very easy to use. Basically the goal is to get: (Sharra OR Time of Legends) AND Shamanic Dance in the first 3, MAX 4 turns. If you don’t manage to do that, it’s best to surrender instead of wasting time, and try again. Chances are it may take a few tries to get the combo but if you do it’s literally autowin.
Build ONLY defensive prairies around your orb covering ALL spaces up to a distance of 2 around it. After you have filled all other spots, fill the last 2 spots with Forests. Don’t play ANY cards. At this point enemy creatures should be closing in. You have until they are within 1 range of your orb to get the aforementioned key cards. If you haven’t gotten them, restart. If you did, put Sharra DIRECTLY IN FRONT of your orb and put Shamanic Dance (and every other buff you get) on her.
Congratulations, you won. Pyrhos can’t break through a buffed Sharra, and any effect damage can be outhealed by Ruunin’s Guidance (DO NOT use Ruunin’s Guidance to buff unless absolutely necessary, because Pyrhos has a total of 21 face damage if I count correctly (3x2 Grim Guard, 3x2 Earthfire Shaker, 3x3 Derelict). So you need at least 1 heal to survive. The rest is meaningless - he will attempt to kill Sharra with chip damage, and Garudan and Firestorms, but the amount of buffs you have available will surpass that by far.
In the fringe case that you manage this but something goes terribly wrong and you are losing to Fatigue, the single copy of Cannon Carrier should let you kill Pyrhos with your overbuffed Sharra from across the board, but this should not be necessary.
Note: Mulligan everything away except Sharra/ToL and Shamanic Dance. Wisdom is useless unless you have gained/will gain some Faeria accel with Willow + FTF. The only other card you should keep in your opening hand is Wild Growth - because it can instantly max out the Forests you need you will gain 2 free draws from the power cycle, making it worth keeping.
Overall this deck is luck reliant and needs 2 Legends. But it is an auto-pilot deck that is practically 100% win if you hit the specific RNG needed. Also it is finally time for my main waifu Sharra to shine so this had to be written.
Land type(s): Neutral, Forest, Mountain
Faeria cost: 2.7
1x SHARRA, DRAGONSLAYER (7f)
3x WISDOM (3f)
3x ELDERWOOD HERMIT (3f 1F)
3x TIKI CARETAKER (3f 2F)
3x SHAMANIC DANCE (2f 2F)
3x LIVING WILLOW (3f 2F)
3x WILD GROWTH (2f 1F)
3x ELDERWOOD EMBRACE (3f 2F)
3x RUUNIN’S GUIDANCE (2f 2F)
3x FEED THE FOREST (1f 3F)
1x CANNON CARRIER (7f 1M)
1x TIME OF LEGENDS (1f)