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Thread: Endrich deckbuilds

  1. #91
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    Sep 2014
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    This build is a work in progress. right now it looks like:

    Sorgwen
    Aurora (originally had Keodel)
    Drek (originally had Kynder)

    Starting commons

    3 puppets (originally included 5)
    0 controllers (originally included 5)
    4 geopaths
    4 deep dragons (originally included 0)
    3 gem golems (originally included 0)

    It works like a more aggro-charged version of the base deck.

    Champ Slot 1

    You're swapping Kendre for Sorgwen. Same stat line, +1 magic, better ability aggro wise. Sorgwen combos great with puppets. Attack with Sorgwen, warp the puppet in front, then attack with the puppet. Next turn, puppet moves away, Sorgwen attacks again.

    Champ Slot 2

    You're swapping Aurora for Keodel. Keodel is a value champ that can provide some early aggro and with the extra movement of controllers and puppets+Sorgwen, you can get her power for free. However, her biggest problem is that she needs to be adjacent to activate her power. That's hard to set up with controllers without exposing them, and even with Kynder's power you're not likely to save any magic. And that also means that while she's adjacent, she's probably not being used. Free movement aside, Aurora's power is obviously more economically efficient - it adds 2AV for 1 magic whereas Keodel's = 1AV for 1 magic. More importantly though, Aurora's power works on champs, and no movement is necessary to activate it. This does however make Aurora less effective in a deck with Owl Griffon. At 4 life, Aurora cannot fill the same early midfield aggro role as effectively as Keodel, but that's the tradeoff for a superior power.

    Champ Slot 3

    Owl and Kynder have the same health, Kynder's got 1 less AV, better ability. Overall, your economy took a a hit, despite the fact Owl Griffon's 2 more, but can potentially add magic in later rounds. But Kynder's power is so useful! It will enable you to do the following:

    1. send Gorgons to automatically destroy commons.

    2. Protect Endrich/Sorgwen after they attack: Both Endrich and Sorgwen can throw 3AV at range, but have no health. If you are able to protect them, either by moving them out of harms way, or moving a blocker into harms way, you can keep them from hiding in the backfield.

    3. Maximize Keodel's power without paying for it: Keodel only costs when she's adjacent to a unit at the start of the attack phase. therefore, moving her adjacent to a common (or commons) in the middle of the attack phase, or moving a common next to her, activates her power for free. Try attacking a unit from 2 spaces away with Keodel, then moving a puppet in front of her, and then the puppet can attack for 3AV. total 5AV.

    4. Maximize priestess' healing: since you only have your two starting priestesses, this is rare, but if you have units that are hurt you can move them into position, or you can move your priestess multiple times in a turn to heal more than 1 wound. Imagine spending 3 magic to heal 4 wounds!

    5. Moving puppets: Kynder is able to move puppets as a unit normally would during the attack phase, without costing an attack. This is useful when the puppet is blocking your 3AV ranged unit from a previous turn and hasn't been killed. Gorgons can also serve as blockers at the same cost.

    6. Throw units deeper into enemy territory during your event phase, for example, to send a boosted geopath in deep, and teleporting Endrich in range of the Geopath to use his power. Another potentially game finishing combo with sorgwen in tow.

    7. Probably his most notorious use, moving an enemy unit into a vulnerable spot.

    8. Moving an enemy unit away while the boosted geopath hits them at deep range.

    9. Or, simply moving enemy blockers aside while the boosted geopath unloads on a champ or summoner from your backfield.

    Drek does most of what Kynder can do in terms of blocking, but he costs 2 less. He costs 4 less than Owl, which means that you can reliably use his power more frequently without punishing your deck. IMO Drek is a better choice than Kynder due to lower cost.

    Also with Drek, the cost of 1 magic for a blocker is less than the cost of 2 magic in the case of a puppet. Not only does this mean you need fewer puppets, but it also means that you have more magic to spend on things other than puppets - such as Deep Dragons and Gem Golems. Also, Drek's blocker is invincible, unlike a puppet, which is also important.

    But there's still a place for Kynder in an aggro build because common heavy decks will be wary of Kynder's ability to move Gorgon up at the start of the turn. After trying this, I note it's harder to set up than it seems, because the Gorgon has to be out for at least a turn and Kynder needs to be 2 spaces away - in other words, you are always telegraphing this combo. Still though, Kynder can do a lot of things Drek can't.

    Controllers

    I initially packed 5 controllers, thinking that their extra movement would help with puppets, Keodel, and blocking Endrich/Sorgwen but I found that they are weak, not cheap, and when used their power tends to expose them to harm. Also, Keodel isn't much use when the movement happens after the attack. Putting deep dragons back in really increased the meat of the deck and helps Endrich maintain position in the midfield, which is what you want to do with an aggro build.

    Gem Golems

    Gem Golems are there primarily to support boosted Geopaths in your backfield. Puppets aren't good for this because after the first turn they are in the way. A 2 health, 2AV Geopath with 5 range (and repeatability with Endrich/Sorgwen) is a monster. Gem Golems also enable you to magic deny by moving wounded units out of their range, and whenever you're playing common heavy, you don't ever want to be giving up too much magic to your opponent.

    But Gem Golems are expensive, and only justifiable with Drek's lower cost. so don't plan on ever summoning two of them. Even with a champ cost as low as 13, there's so many uses for the various magic burning powers and events (summoning Gorgons), you'll find very quickly that Gem Golems really don't make sense unless you have an unlock to play with them. And since Endrich only has 2 unlocks, there's plenty of games your Gem Golems will go unused. Which BTW is totally fine, because this deck is meant to be flexible and give you different options. It's unlikely that you'll see Gem Golems out there the same time as puppets.

    If you did unlock two Geopaths and pinging walls stops making sense, Gem Golems can then support deep dragons challenging the midfield. If that does happen, don't feel pressed to hang onto your deep dragons because you haven't drawn unlock. If Gem Golem is out there already, go ahead and summon them. 1 magic (2 cost) for a 2AV/2 life common is reasonable even before unlock is played.

    And finally, save those Geos! An early draw with a Gem Golem supporting your unlocked starting Geopaths is both highly effective and highly economical.

    As I mentioned before, ranged units with 2 health is just huge (see Warlocks). There may be a build out there that focuses on Controllers and Gem Golems, but that isn't this build.

    Puppets

    Puppets are going to help you primarily as blockers for Endrich/Sorgwen. Your high AV units shoot, and puppets use their attacks to cover them up. with Sorgwen, they also aren't limited to just blocking. They will be able to get an extra attack in there.

    Bottom Line

    this is a kind of economy-obsessed aggro build. You've got Endrich and Sorgwen, who have great support powers but low AV. So there are several effective ways to block ranged units. You've got 2 unlocks, and the possibility of saving 2-4 magic with them. that's helpful because 3 of your champs have expensive powers. But with those powers, there are high damaging combos that deliver more AV than the magic cost, as well as cheaper (and in many cases, more effective) options than solving your problem by summoning yet another common.

    Managing your deck is a challenge. It is too easy and too tempting to spend magic early in the game without a reward being there. Spend magic carefully. The idea will be to decide the game in the midfield with some decisive, damaging combos that didn't end up costing you much.
    Last edited by Rdebruys83; 04-18-2019 at 02:36 PM.

  2. #92
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    Sep 2014
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    just realized Prelate already proposed this build on 08-27-2016.

    But after testing it out (with some success) I'm beginning to realize that auroras not very useful. He's too weak to provide much aggro, and more importantly the power is not that great. You spent 6 cards summoning a champ who effectively adds 2AV in exchange for an attack + 1 magic. On the other hand, you could have summoned a common with 2AV and used that third attack.

    So I'm thinking that maybe putting Kynder back in is the way to go. Everything I said about him in my last post hasn't changed.

    Otherwise, a meaty champ like any one of Owl Gryphon, Lem, Noa, Haku, Piclo. Take your pick.
    Last edited by Rdebruys83; 04-18-2019 at 04:54 PM.

  3. #93
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    Sep 2014
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    So much for offensive Endrich.

    The build I'm using for defensive Endrich is as follows:

    Sorgwen
    Lun
    Owl Gryphon

    Starting commons


    3 sirens?
    4 geopaths
    4 scholars
    3 gem golems

    this is probably what Endrich does best - draw the enemy in.

    Champ Slot 1

    The fact you have no deep dragons and gem priestesses makes Unlock and Kendre's ability less useful.

    You're swapping Kendre for Sorgwen. Same stat line, +1 magic, better ability aggro wise. That extra aggro becomes useful when using your boosted geopaths who can deliver range down the field. This is the first technique for drawing the opponent to you - wall pressure.

    I considered putting Drek in here but his ability kind of negates Owl Gryphon's - if you use both in the same turn, all they do at best is stall the game while you build magic. I don't see much value in that, but perhaps I don't want to see the value in that - that would make for some boring gameplay.

    Champ Slot 2

    You're swapping Keodel for Lun. Lun's ability to draw commons helps dictate the battle on your terms - your opponent is likely to stick to champs once Lun is out. He combos great with Owl Griffon because you can add the magic you spent if Lun can finish him off in one pop. He also has good value for his stats.

    Champ Slot 3

    Owl's obvious value is that the opponent cannot sit back - the opponent needs to come to you to deal with Owl's magic building. Owl is also a decently meaty champ who won't hurt your economy too much, even if you only use its power once.

    Gem Golems

    Gem Golems are there primarily to support boosted Geopaths in your backfield. A 2 health, 2AV Geopath with 5 range (and repeatability with Endrich/Sorgwen) is a monster. Gem Golems also enable you to magic deny by moving wounded units out of their range, and whenever you're playing common heavy, you don't ever want to be giving up too much magic to your opponent.

    Gem Golems can be expensive, but necessary. You need at least one to increase the health of your weak ranged units.

    And finally, save those Geos! An early draw with a Gem Golem supporting your unlocked starting Geopaths is both highly effective and highly economical.

    As I mentioned before, ranged units with 2 health is just huge (see Warlocks).

    Controllers

    I initially considered including 3 controllers because:

    1. they are ranged and I mistakenly thought they could benefit from Gem Golems;
    2. their extra movement can occasionally help you utilize Endrich/Sorgwen;
    3. they can push units out of cover and make them vulnerable to follow up attacks.

    the last point is perhaps the most important. Owl, as well as your wall pressure, is going to draw them in. If you have Lun, that means no commons will be challenging you. If the opponent has a champ, they're going to try and avoid the geopaths in the backfield with their huge range. Naturally, they are then going to try and park up against your wall to add a little wall pressure of their own. A controller will be able to push them off your wall, while you let a huge combo rip with a boosted geopath and a scholar.

    Sirens

    Sirens are probably better for pushing champs off your wall than controllers. They are cheaper, and their ability doesn't require an attack to use. They do lack health though, not like the controllers would be any different.

    Battle Mages

    A battle mage with support from a gem golem has the same stats as a boosted deep dragon (without support), but they cost 1 less. Although scholars are your primary replacement for Deep Dragons, since they cost even less, packing 7 scholars and 3 gem golems would mean your only actual common aggro is coming from your starting commons, 4 geopaths and also your gorgons. It is because you have gorgons that adding 3 battle mages in might be unnecessary.

    Scholars

    Scholars are basically intended to be a cost-effective replacement for deep dragons. They cost 2 cards to summon, the same as an unboosted deep dragon. They cost 1 magic to add 1 AV. If you're attacking with 2 units, that 1 AV becomes 2 AV, and with 3 it becomes 3. With Sorgwen and Endrich's repeating ability, you can take that bonus even farther. So on the whole, they can potentially add more AV on targets for less magic - assuming of course the deep dragons haven't taken advantage of Unlock. But with only 2 Unlocks in the deck, you don't necessarily want to be too draw dependent.

    This is less of an issue with Kendre, because boosts can be recycled. But without Kendre, scholars are generally more economical. And because I'm sacrificing Kendre and his economy for Wall Pressure and big counters, you need to get some economy back somewhere.

    Scholars also combo well with Gorgons in the midfield, because they can turn a 1 AV output into a 3 AV output and block a flank for the Gorgon. this is another anti-common technique that's fairly economical for damage output.


    Bottom Line

    this is a kind of wall-hiding, anti-common, inevitability build.

    If you don't know what I mean by inevitability, that means that if you let Endrich sit there, he will eventually become so powerful you can't stop him. Your opponent will rush, preferably early.

    There are 2 ways to draw the enemy in - wall pressure and Owl Griffon. There are 2 ways to deter commons - gorgons/scholars and Lun. And there are 3 ways to deliver heavy damage to the opponent, that can of course be strung together - scholars, boosted geopaths, sorgwen/Endrich, and 4 units that can deliver 3AV, being Endrich and all 3 champs.

    It's not as economical as base Endrich, but it's got a lot more bite. And it's still somewhat economical - but the big combos here that don't exist in the base deck require lots of magic to spend. For that reason, it's a good idea to build magic early, and fast.

    the one issue would be that this deck doesn't have great ways of establishing position in the midfield and beyond. You don't have any expendable units, other than perhaps the scholars and the Gorgons. The high AV units you do have don't have much health, and there's no heavy champs who can take a beating and charge the opponent.

    It's also not exactly exciting - if you're going to advance, it will be a slow push, where you're probably taking the opponent's walls apart before you move in.
    Last edited by Rdebruys83; 04-24-2019 at 01:48 PM.

  4. #94
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    Feb 2015
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    Gwangju, South Korea
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    Controllers don't benefit from Gem Golems. :-(

  5. #95
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    Sep 2014
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    In that case I'd go with either Gem Mages or Battle Mages. I just can't justify using 3 deep dragons on a deck with no Kendre and only 2 unlocks.

    Or maybe Sirens. they're cheaper than Controllers and can do the same thing.
    Last edited by Rdebruys83; 04-23-2019 at 05:07 PM.

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