The Bloody Hell Deck

Title Explaination
        This one comes from the fact that it bases itself around the Birthright world and blood abilities, and the fact that people are usually in hell when they play against it.
 

Contents

Dungeon: The Torture Room (DU12)  [Too useful not to!]

    Rule Cards: (1)
  1. Master the Magic (4th-499)
    Realms: (13)
  1. Avanil (BR-5)   [The f'n unrazed realm!]
  2. Baruk-Azhik (BR-9)
  3. The Battle-Fens (4th-41)
  4. Black Spear Tribes (4th-46)  [Great in a battle deck!]
  5. Cariele (4/50)
  6. Five Peaks (4th-49)  [Boring, but effective]
  7. The Mistmoor (4th-44)  [Tournement deck quality card!]
  8. Mount Deismaar (DR-9)  [Dangerous to carry with Shadowlands and Land of Legend available]
  9. Mur-Kilad (BR-8)  [Highly underrated!]
  10. Realm of the White Witch (4th-40)  [Not many effects blocked, but this is the only way]
  11. Thurazor (4th-47)
  12. UnderCerilia (NS-8)
  13. The Vampire's Realm (NS-9)
    Holdings: (3)
  1. The Celestial Jewel of Sarimie (4th-100)  [Cards and annoyance; what's better?]
  2. Imperial City of Anuire (BR12)  [Cards!]
  3. Points East Trading Guild (4/101)  [And more cards and annoyance!!]
    Events: (8)
  1. Calm (1st-400)
  2. The Caravan (1st-319)
  3. Cataclysm! (1st-99)
  4. Coming of the Pheonix (RR-56)
  5. Espionage! (BR-18)  [I see what you have...]
  6. Good Fortune (2nd-100)
  7. Temporal Stasis (AR-53)
  8. Three Card Monte (NS-27)  [...and now you send them to the Abyss!]
    Champions: (13)
  1. Arlando El-Adaba (R8, 4th-351)  ["I'm bored with this battle..."]
  2. Chernevik (R8, 4th-347)  ["Nya-nya, can't get me!"]
  3. The Elf Prince Fhileraene (R7, BR-89)
  4. The Enchantress (R5, IQ-16)  [Power zapping is great to remove immunity]
  5. Grimm Graybeard (R6, BR-84)  [Looks simple, but is remarkably effective]
  6. High Mage Aelies (R6, BR-92)  [Just keeps gettin' bigger]
  7. The Noble Outlaw (R10, BR-91)
  8. Rahil the Falcon (R7,4th-350)  [Also good with Three Card Monte!]
  9. Serpent (R6, 4th-346)  ["Don't make me whip out my snake!"]
  10. The Siren (M9, BR-68)  [Fun in the early game]
  11. The Spider (M8, BR-65)
  12. Tie'skar Graecher the Goblin King (R3, BR-90)
  13. The Wizard (R5, BR-94)  [Great card to bluff with]
    Artifacts: (2)
  1. Cannon Ball (DU-60)  [Best deterant to attack]
  2. Kingstopper (BR-49)
    Magic Items: (1)
  1. Armor of the High King (BR-27) [Great on Chernivek!]
    Wizard Spells: (2)
  1. City Shield (DU-92)
  2. Limited Wish (FR-43)
    Cleric Spells: (1)
  1. Earthquake (FR-29)  [Great after casting City Shield!]
    Blood Abilities: (11)
  1. Battlewise (BR-37)
  2. Bloodforn (4th-446) [Helps make Corruption more playable]
  3. Claw of the Wolf (IQ-98)  [Ok, but not great]
  4. Corrpution (MI-29)  [Few champions to use, but worth the risk]
  5. Create Minion (DU-79)
  6. Death Field (DU-81)  [Kills the most annoying champions]
  7. Death Touch (BR-43)
  8. Desperate Consultation (MI-35) [Haven't drawn cards off it yet; may not be worth it]
  9. Divine Wrath (BR-39)  [Never was rated well enough!]
  10. Touch of Decay (BR-41)  [Good-bye Mr. Winner's Cape!]
  11. Wither Touch (4th-449)
Total Cards: 55 (plus Dungeon)

Total Levels: 88

Notes on Deck Building:
        Obviously I built this deck with many battle cards. However, I recently changed this with some BR artifacts and including the Noble Outlaw.  The eclectic mix of cards is a positive thing, but some of the newer cards haven't helped that much.  Aside from the Gorgon or a few chase from the BR set, I'm not sure how to improve it.

Note on Standard Play:
        There are many listed combos throught the above [comments] and in all my decks, this deck probably has the most. However, it tends to be really important to get good front battle realms, because otherwise, this deck will hang around, but never win (people hate a Touch of Decay or Death Field being thrown every round!).
 

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