this started as a variant of bait and swift but quickly grew an identity of it's own.
this deck relies on making fights not matter so you can curate your attack hand and win with a bursty but less then consistent attack deck.
I'll put the strategy below the deck list as to not clog the top of the post.
Creatures:
kolmo assimilated
hiadrom
illexia the danian queen
makanaz
ivelaan
makanaz
Battle Gear:
plasma pounder
ulmar's projector
armor of earthen might
talisman of the mandiblor
alluring bait
talisman of the mandiblor
Mugic:
choral of the apparition
refrain of denial overworld underworld
refrain of denial overworld underworld
adaptive progression
elemental elegy
elemental elegy
Locations:
bodal's arsenal
bodal's arsenal
vidav's refectorium
vidav's refectorium
brawler's burrow
brawler's burrow
castle mommark
castle mommark
mipedim mirage
mipedim mirage
Attacks:
grounding grapple
grounding grapple
fearless strike
fearless strike
streak strike
streak strike
earth pulse
earth pulse
gravel grind
gravel grind
marksman's preparation
marksman's preparation
aftermath feint
aftermath feint
earthshape
earthshape
spirit gust
spirit gust
mirthquake
mirthquake
Strategy:
on the opponents first combat you want to defend with ivelaan. then use alluring bait to pull up their defender/illexia (or least important midrow if they don't have one). immediately follow that up with kolmo's blink ability, then for the rest of the fight use your worst attack in hand as to optimize you attack hand. be sure to always keep grounding grapple above all else
if you go first then attack with makanaz. feel free to use any attack other then grounding grapple. if you win then great, if you don't then talisman out of there.
most of the time this will just be an extra turn to set up your hand.
after this turn see above for what to do next.
during turn 2/3 (depending on if you go second/first) attack with kolmo into their backline.
the name of the game for this fight is "get mipedim mirage". don't be afraid to hold on to lethal if it means getting one plasma pounder closer to mirage. you aren't guaranteed mirage but you'll get it more often then not. if you play grounding grapple then you'll either get mirage, a location that will help you get your next grapple (vidavs/brawlers), or you will REALLY low roll into all arsenal and momark but this is rare. feel free to use adaptive/elegy here if it means buying you time to get mirage
from here you will fall into one of two cycles. talisman cycle (which gets you one creature and takes 2 turns), and ulmar's cycle (which gets you 2 creatures and takes 3 turns, this one having the prerequisite that you need a non-ivelaan mandiblor in grave).
sometimes you will get really lucky and be able to do more then one step in a single turn, but most of the time you will be stuck doing things one turn at a time
you also technicly have two of the talisman cycle to pick from but since you can only do one cycle at a time this only comes up when lore's chamber is involved or you didn't need to use your talisman for whatever reason so you can set up more then once
Talisman Cycle:
step 1: spend a fight digging for grounding grapple, preferably while using mirthquakes. if you get a grounding grapple only use it if you know you have an arsenal in your top 3 and it is lethal, or if you don't have talisman already on your engaged creature. it is preferable to wait untill you get both grapples to use it but sometimes you just can't
step 2: use grounding grapple or mirthquake to pull bodal's arsenal and bring back talisman of the mandiblor.(you'll be wanting to pull up brawlers burrow to restock your grounding grapples if you are able to. if you don't have both grapples and you are a decent ways into your attack deck then grab vidav's to help you dig)
Ulmar's cycle
step 1: spend a fight digging for grounding grapple (same as before)
step 2: get bodals arsenal and bring back ulmar's projector, then keep digging for grapples while using mirthquakes if you can. if you can set up your location deck so so are one mirthquake away from castle mommark in step 3 then all the better
step 3: get castle mommark by any means while your ulmars projector creature is engaged, sac the creature using mommark and you will not only get the creature from mommark but also you'll get your creature that you sac'ed back with ulmar's projector.
Counters:
Lore's Chamber will almost always remove at least one cycle from play if pulled late enough in the game, you can usually play through one at least for a while but it still hurts a lot
gravel grind basically forces you to use elemental elegy or adaptive on it if you have anything relevant in grave
agitos can prevent you from setting up properly, you can still play through it
same with swift
an early mipedim mirage/ wings of attraction can REALLY mess up your early game
UW burn forces you to use both elegies on the ulmars at the start of the match, you also need to use refrains on whatever battlegear hate they are packing, they almost always bring lore's so it's not a great matchup
Headmaster Ankhyja, Seeker of the Art can stop you from using alluring bait/elegy
kileron is also a counter for hopefully obvious reasons
rothar can make them ignore mipedim mirage, hurting your early game
I think that's everything
this deck is still being optimized so if you think you can make the deck better just reply
also before anyone says it: not everyone like long games so this deck will inevitably get hate for that alone
just remember, this deck cannot go infinite, it will die if it loses too many combats
it's just that the number of combats it can lose is REALLY high
this deck relies on making fights not matter so you can curate your attack hand and win with a bursty but less then consistent attack deck.
I'll put the strategy below the deck list as to not clog the top of the post.
Creatures:
kolmo assimilated
hiadrom
illexia the danian queen
makanaz
ivelaan
makanaz
Battle Gear:
plasma pounder
ulmar's projector
armor of earthen might
talisman of the mandiblor
alluring bait
talisman of the mandiblor
Mugic:
choral of the apparition
refrain of denial overworld underworld
refrain of denial overworld underworld
adaptive progression
elemental elegy
elemental elegy
Locations:
bodal's arsenal
bodal's arsenal
vidav's refectorium
vidav's refectorium
brawler's burrow
brawler's burrow
castle mommark
castle mommark
mipedim mirage
mipedim mirage
Attacks:
grounding grapple
grounding grapple
fearless strike
fearless strike
streak strike
streak strike
earth pulse
earth pulse
gravel grind
gravel grind
marksman's preparation
marksman's preparation
aftermath feint
aftermath feint
earthshape
earthshape
spirit gust
spirit gust
mirthquake
mirthquake
Strategy:
on the opponents first combat you want to defend with ivelaan. then use alluring bait to pull up their defender/illexia (or least important midrow if they don't have one). immediately follow that up with kolmo's blink ability, then for the rest of the fight use your worst attack in hand as to optimize you attack hand. be sure to always keep grounding grapple above all else
if you go first then attack with makanaz. feel free to use any attack other then grounding grapple. if you win then great, if you don't then talisman out of there.
most of the time this will just be an extra turn to set up your hand.
after this turn see above for what to do next.
during turn 2/3 (depending on if you go second/first) attack with kolmo into their backline.
the name of the game for this fight is "get mipedim mirage". don't be afraid to hold on to lethal if it means getting one plasma pounder closer to mirage. you aren't guaranteed mirage but you'll get it more often then not. if you play grounding grapple then you'll either get mirage, a location that will help you get your next grapple (vidavs/brawlers), or you will REALLY low roll into all arsenal and momark but this is rare. feel free to use adaptive/elegy here if it means buying you time to get mirage
from here you will fall into one of two cycles. talisman cycle (which gets you one creature and takes 2 turns), and ulmar's cycle (which gets you 2 creatures and takes 3 turns, this one having the prerequisite that you need a non-ivelaan mandiblor in grave).
sometimes you will get really lucky and be able to do more then one step in a single turn, but most of the time you will be stuck doing things one turn at a time
you also technicly have two of the talisman cycle to pick from but since you can only do one cycle at a time this only comes up when lore's chamber is involved or you didn't need to use your talisman for whatever reason so you can set up more then once
Talisman Cycle:
step 1: spend a fight digging for grounding grapple, preferably while using mirthquakes. if you get a grounding grapple only use it if you know you have an arsenal in your top 3 and it is lethal, or if you don't have talisman already on your engaged creature. it is preferable to wait untill you get both grapples to use it but sometimes you just can't
step 2: use grounding grapple or mirthquake to pull bodal's arsenal and bring back talisman of the mandiblor.(you'll be wanting to pull up brawlers burrow to restock your grounding grapples if you are able to. if you don't have both grapples and you are a decent ways into your attack deck then grab vidav's to help you dig)
Ulmar's cycle
step 1: spend a fight digging for grounding grapple (same as before)
step 2: get bodals arsenal and bring back ulmar's projector, then keep digging for grapples while using mirthquakes if you can. if you can set up your location deck so so are one mirthquake away from castle mommark in step 3 then all the better
step 3: get castle mommark by any means while your ulmars projector creature is engaged, sac the creature using mommark and you will not only get the creature from mommark but also you'll get your creature that you sac'ed back with ulmar's projector.
Counters:
Lore's Chamber will almost always remove at least one cycle from play if pulled late enough in the game, you can usually play through one at least for a while but it still hurts a lot
gravel grind basically forces you to use elemental elegy or adaptive on it if you have anything relevant in grave
agitos can prevent you from setting up properly, you can still play through it
same with swift
an early mipedim mirage/ wings of attraction can REALLY mess up your early game
UW burn forces you to use both elegies on the ulmars at the start of the match, you also need to use refrains on whatever battlegear hate they are packing, they almost always bring lore's so it's not a great matchup
Headmaster Ankhyja, Seeker of the Art can stop you from using alluring bait/elegy
kileron is also a counter for hopefully obvious reasons
rothar can make them ignore mipedim mirage, hurting your early game
I think that's everything
this deck is still being optimized so if you think you can make the deck better just reply
also before anyone says it: not everyone like long games so this deck will inevitably get hate for that alone
just remember, this deck cannot go infinite, it will die if it loses too many combats
it's just that the number of combats it can lose is REALLY high