Phoenix Elves:
Fire Beast (TMC: 40)
Elien
Laleya
Holleas
Fire Drake
1x Guardian
2x Archers
5x Fire Beast
10x Warriors
I'm thinking very strongly of dropping the number Warriors in exchange for some Fencers to help lower the TMC of this deck. On the other hand, magic was never really an issue in the very quick game in which I rolled over a standard Vanguard deck. The high number of Blaze Stepping warriors allows more of an aggressive push which is especially effective against all the two life vanguard commons. I still have a little practice for the use of Holleas' summoning but I like where its going. 5 Firebeasts is more than enough and I may even drop to about 3 and drop the number of Warriors to 8 in exchange for either Spear Grounders (who do well with the PE according to Jexik) or Vermin or hold out for some of the new Mercs coming out.
Tundra Orcs:
Tank (TMC: 42)
Grognack
Rukar
Blagog
Brag
10x Smashers
1x Shaman
2x Fighters
5x Thwarters
The idea behind this deck is to simply throw some many tough commons at your opponent that they simply can't put out enough wounds to stop you. Odds are you'll only get out one champion (other than Bragg) so you hope its Rukar, but Blagog isn't a bad second choice if you're in desperate need for your champ to hit the table.
Advance your Champ with Smashers and keep your opponent on their heels. Even if you do fall behind, you will have done so much damage to your opponents forces that a Grognack and any remaining Smasher and Thwarters can mop up what's left.
Guild Dwarves:
Control (TMC: 28)
Oldin
Thorkur
Baldar
Gror
10x Defenders
3x Engineers
5x Spearmen
I used this one before the reinforcements came out. I'm thinking about reducing some of the Engineers and Spearmen in exchange for Ballistas and Guardsmen.
Hold 'em in the Nose and Kick 'em in the... (TMC: 35)
Oldin
Tordok
Thorkur
Halvor
3x Guardsmen
3x Ballistas
7x Defenders
4x Spearmen
1x Engineer
Basically, play extremely defensive and use the Dwarven Guantlet to its fullest potential using Tordok to help keep your defenders alive. Build your magic and bring out your heavy hitters in Thorkur and Halvor. Use ballistas to strike out at your opponents walls and taking potshots at enemy units.
Cave Goblins:
MAx (TMC: )
Sneeks
Reeker
Krag
Mook
1x Beserker
2x Slingers
7x Fighters
5x Climbers
3x Beast Riders
My idea behind this deck is to try to get the most out of attacks and movements (Max Movement and Attacks..MAx). I haven't had a chance to try this deck, but my little brother tried a similar build and it worked fairly well.
Vanguards:
Volley (TMC: 40)
Sera
Kalon
Archangel
Sairook
7x Stalwart Archers
7x Guardian Knights
4x Priests
The thought is to set up firing lanes for your grouped Archers to use to isolate Common Units and tear them apart. Guardian Knights and Priests plug the holes where your Archers aren't and defend your forward walls.
Vanguard Theory (TMC: 39)
Sera
Kalon
Coleen
Jacob
3x Priest
5x Stalwart Archers
5x Guardian Knights
5x Angels
I would like to have more Stalwart Archers but don't have that many at my disposal at this point. The idea is to set up archer blocks and use Coleen to keep them alive with Priests healing as necessary. Angles are there as suicide attackers with the sole purpose of attacking where my opponent thinks he's safe and to relieve pressure from my archers. Either Kalon or Jacob is capable of leading a powerful offensive backed by Sera or Priests.
Fallen Kingdom:
Black Death (TMC: 36)
Dragos
Elut-Bal
Sairook
5x Skeletal Archers
5x Zombie Warriors
5x Vermin
3x Reapers
I had a lot of fun with this deck, but I think I'm going to either have to lower the amount of Zombies or Archers. If I choose to go with a Zombie based deck I'd need to get my hands on a few more Zombies and go with a spread more like 8 Zombies, 5 Vermin, 2 Archers, and 3 Reapers or 4 Archers and 1 Reaper. I'm just not sure. However, I love the Vermin in this deck and Sairook. Sairook adds a cheap ranged Champion that can heal himself and the Vermin allow for a cheap common with a potential for multiple wounds each turn.
Cloaks:
Cloak Theory (TMC: 24)
Vlox
Dagger
Violet
Hawk
3x Snipers
5x Slashers
5x Scrappers
2x Gunners
3x Thieves
The thought behind this deck is to use the Snipers to set up firing lanes between walls with Hawk/Vlox using Aerial Strike to hit commons and champions on approach. The main attack power comes from Slashers, Scrappers, and Dagger or Violet depending on the situation and who can come out at a better time.
Jungle Elves:
Jungle Death
Abua Shi
Miti Mumway
Shikwa
Makeinda Ru
2x Archers
4x Spear Grounders
5x Lioneers
7x Lionesses
This is based loosely on a deck that Killercactus stomped me with. I reduced the number of Lionesses and Lioneers and added in Spear Grounders. The Spear Grounders will be coming out for Jungle Guardians once the Reinforcements hit.
More to come. I have plenty of ideas, just want to test some more of them first.



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