Imperial Rush


#1

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Do a King and Queen take to the battlefield? Not typically. This deck looks to set up early game pressure and map presence with constant neutral land placements, (for the empire’s rightful territory is vast), setting up defensive lines through structures with the use of command/plant for lockout and along with the engineers and many, many guards there is allot of lockout to be had.

Judges prove as good midgame collecters against anyone but seifer, and given some time and given support through structures they can bring down moderate threats by themselves.

An alternative win-condition for this deck has been known to be Bannon. But at that point you’re relying on early game aggression and map control to allow you to choke out your opponant’s win-con, which is rite hard against a good midrange deck. (though surprisingly effective against big-green through forges and protection)

Truly, A rush deck which specializes in stalemating to get value from investments on your own side of the board in the form of structures that cannot be easily answered due to the ultra-rapid ability of unchained prairie ramp and all structures being Wild.

Why is there a smuggler? Since when does an empire not run some smuggling under the table? And with the ample protection and guards on the side it should be quite possible to get it going.

Long Live the Empire.

Land type(s): Neutral, Forest, Mountain
Faeria cost: 3.4
Difficulty: Intermediate

3x IMPERIAL ENGINEER (3f)
3x STEAM FORGE (1f)
2x QUEEN’S FAVORITE (4f)
2x QUEEN’S GUARD (6f)
3x KING’S GUARD (6f)
2x ROYAL JUDGE (5f)
1x CARTOGRAPHER (3f)
1x KING’S FAITHFUL (5f)
1x QUEEN’S ASSASSIN (3f)
2x FAERIA TREE (2f 1F)
3x DEVOURING PLANT (2f 1M)
2x THE EMPEROR’S COMMAND (2f)
3x IMPERIAL OUTPOST (2f)
2x KOBOLD SMUGGLER (5f 1M)


#2

Comments are for the strong at heart.
@me if you believe that human structures can be the true resurgence this season.