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Opening Hand:
Rahvin
Liandrin
Saidin Angreal
Lucky Find
Characters:
High Lord Weiramon
High Lord Meilan
High Lord Geuyam
High Lord Torean
High Lord Aracome
High Lady Alteima
High Lady Estanda
Lord Edorian
Lord Barthanes
Commander x 3
Troops:
Tear Levies x 3
Tear Lancers x 2
Catapults x 3
Light Cavalry x 3
Darkfriend Band x 3
Challenges:
NONE
Advantages:
Inner Strength
The Ruby Dagger
Shayol Ghul
Training for War x 3
Events:
Lucky Find x 2
Personal Growth x 3
Expendable Troops x 3
Sabotage x 3
Connections x 3
Knowledge is Power x 3
Battle Fury x 3
The Telling Blow x 3 |
Strategy:
During the first round you will keep Rahvin in the home front
and roll his dice. If you need to, go ahead and convert 1 or
2 of your Pattern tokens in order to recruit Liandrin. The important
thing to remember is if Rahvin rolls 2 One Power you must use
them to get the Saidin Angreal on him ASAP. The Angreal is what
gets this deck moving, so the faster it comes out the better.
Don't worry though if you don't roll the necessary One Power
on the 1st turn, with Liandrin's help, you should have the Angreal
out real soon.
Once you do, the rest is easy. Simply wait for the next time
you roll 2 One Power symbols (with Liandrin rolling 2 dice and
Rahvin now rolling 6 dice this shouldn't take too long). Once
you do, play Lucky Find to pull the top Character Advantage from
your deck...that will be The Ruby Dagger, since you have no other
Character Advantages in your deck. Play the Ruby Dagger on Rahvin
and watch your opponent wince. The majority of Hero decks rely
on an early character to recruit (usually Berelain, Amys, etc.)
because of Rand's early weakness and allegiance issues, so use
Rahvin's effect text ability to apply damage to that character
ASAP...if the Hero doesn't have a heal card in hand he's gonna
lose that character at the end of the turn.
Once you pull you next Lucky Find, use it to pull the only Player
Advantage in your deck, Inner Strength. This will allow you to
use Rahvin's ability after rolling only 2 One Power symbols.
If the Ruby Dagger damages Rahvin, don't waste time before you
heal it because they mount up quickly and the more damage he
has the less ability you have to roll the 2 One Power needed
to heal him. Once you have taken out the Hero's recruiting character
he's gonna have a lot of trouble getting out troops and other
characters...that's the time for you to go after Rand with Rahvin's
ability. He'll have to reduce his Pattern to keep Rand from dying
while your horde of characters and troops prevents him from winning
the Pattern to reclaim any lost tokens. The majority of the rest
of the cards in this deck do not have One Power in their cost
(remember you will need all your One Power symbols to use the
Ruby Dagger and heal any damage it causes to Rahvin).
Characters:
I used almost entirely Tear allegiance characters because
they are the easiest to play, requiring no one One Power symbols
and almost all Intrigue and Politics dice (the easiest to roll
symbols with). Once you get the first Tear character out there
(you'll have to pay an allegiance penalty) the rest will come
out easily. Their high Intrigue and Politic ratings will help
you play events like Sabotage and Knowledge is Power to their
fullest effect and also help you win or at least prevent the
Hero from winning the Pattern (essential to winning the game
before the last battle.)
Troops:
This deck might seem like it is lacking in troops, however
you shouldn't need too many troops once you begin to take out
the Hero's recruiting characters.
The mercenary troops either do damage to the opponent's troops
before the Coming To Grips stage or add extra damage at the end
in order to eliminate his troops. The Tear Levies are great because
they're cheap and they allow you to draw a card when you recruit
them (especially helpful with a horde deck). The Tear Lancers
are there to give you a little extra power.
Challenges:
There are no challenges in this deck because it simply doesn't
need them. The only thing you need to concern yourself with on
the Battlefield is preventing your opponent from winning the
pattern.
Advantages:
Inner Strength:
Use this to make the Rahvin + Ruby Dagger combo even more effective
The Ruby Dagger:
The key to this deck. Get it quick and use it wisely.
Shayol Ghul:
A little something to help you near the ending of the game. Use
it to prevent damage to Rahvin from the Dagger once you've got
your opponent near his death. It will allow you to continuosly
use Rahvin's ability turn after turn without having to heal the
Dagger damage. By this time you should probably have enough Pattern
or at least be winning the Pattern nearly every turn so converting
the tokens will be no big deal...don't forget your opponent will
be converting his to save Rand and he probably won't be winning
any Pattern by this stage of the game.
Training For War:
Use it to beef up those Troops.
Events:
Lucky Find:
Use the other 2 Lucky Finds in your deck to pull Inner Strength
and Shayol Ghul.
Personal Growth: If you get the chance, use this on Rahvin to
increase his One Power ability...imagine how easy it will be
to roll 3 One Power (or just 2, with Inner Strength) with 7 dice!
Expendable Troops:
Surprise your opponent's troops with 1 or 2 of these when it's
least expected to do some damage and help destroy the few troops
he'll manage to get out there
before you kill off his characters.
Sabotage & Knowledge is Power:
Not only will you be killing the character's he's plays, but
you'll also be forcing him to descard them before he even gets
a chance to play them with these cards. The high Inrigue of your
characters should help you really nail him once you pull one
of these.
Battle Fury & The Telling Blow:
These can help you finish off any pesky troops or characters
that just don't want to die.
Connections:
Of course, you need to draw cards.
--The Betrayer
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