RY Mobility Combat

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Yes, Time of Legends is worth it because you gain lots of faeria with all the combat creatures and the movement tricks are very cheap, so you need some more deckweight.

Sometimes you want to keep 1 creature in front of your orb, to enable windbourne flashwind trades on the opposite side. Or just to hookshot the enemy Orb.

Don’t forget about your Herald of war buffs when playing combat creatures.

Land type(s): Neutral, Mountain, Desert
Faeria cost: 3.2
Difficulty: Beginners

3x UNDERGROUND BRIGAND (3f 2M)
3x GIFT OF STEEL (3f 2M)
3x UNDERGROUND BOSS (5f 2M)
1x SEIFER, BLOOD TYRANT (5f 3M)
1x GARUDAN, HEART OF THE MOUNTAIN (10f 2M)
3x GROUNDSHAKER (6f 2M)
3x SEIFER’S WRATH (2f 2M)
3x KHALIM’S TRAINING (1f 2D)
3x FLASH WIND (2D)
1x TIME OF LEGENDS (1f)
3x HERALD OF WAR (3f 2M)
2x GRAPPLING HOOK (3f 2M)
1x CAP-10, SKY PIRATE (4f 2M)

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Thanks for this list - I like the added yellow mobility. I’m considering swapping Garudan and 2 Flash Winds for Shedim Brutes or Grim Guards for some burn and more combat synergy. It’s also amazing to place a Brute or Grim Guard (with Gift of Steel) in front of your orb, then Grappling Hook straight to face for 8 or 7 damage, respectively.