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