My first deck over 1800, it peaked at rank 1. Notable is that it is a 2 wiz 1 war deck, which is considered "legendary" in rarity. The concept is simple: a high-damage warrior protects a fire wizard and an illusion + punishing wizard. Illusion guards against rushing team moves, wizards, and long-range priests. It also denies Bless. Punishing Bolt defeats card-stacking teams and teams with excessive draw. Fire defeats clumped groups, attachment-based characters, hit-and-run characters, and excessive healing. The warrior has very high damage which is amplified by attachments. Fire Wizard Spoiler: Decklist Cutie Level 15 Dwarf Wizard Staff Of A Million Embers Overheated Staff Rantic's Orb Of Inner Fire Cinnabar Ring Boxton's Red Pendant Pendant Of Artax Warp Robes Hawkwind's Moccasins Lucky Toughness Focused Pyromancy 1 x Flame Spit 4 x Instant Burn 3 x Dangerous Maneuver 1 x Little Zap 1 x Dissolve Armor 3 x Glob Of Flame 2 x Telekinesis 1 x Toughness 1 x Combustible 6 x Ember Burst 1 x Mystical Drakehide 1 x Parry 2 x Flame Jet 1 x Escaping Run 1 x Lucky Charm 3 x Firestarter 1 x Gusts Of War 1 x Dimensional Traveller 2 x Boiling Armor Arcane Wizard Spoiler: Decklist Cutie Level 17 Dwarf Wizard Illusion Heartripper Pipes Of Hamelin Phantom Pain Asmod's Telekinetic Chain Asmod's Telekinetic Chain Warp Robes Captain Cedric's Boots Lucky Toughness Battery 1 x Dissolve Armor 2 x Stone Spikes 1 x Traveling Curse 6 x Punishing Bolt 1 x Dangerous Maneuver 1 x Spark Inductor 7 x Illusory Barrier 2 x Flanking Move 4 x Telekinesis 2 x Hypnotic Beacon 1 x Lucky Charm 1 x Flash Of Agony 1 x Mystical Drakehide 1 x Parry 1 x Path Of Knives 1 x Toughness 1 x Acid Leak 1 x Team Walk 1 x Dimensional Traveller Warrior Spoiler: Decklist Jumper Level 1 Dwarf Warrior Whirling Flail Whirling Flail Brutal Flail Xander's Mail Parrying Buckler Angry Jack's Helmet Cursed Gumshoes Raging Battler Reckless Lycanthropy 2 x Powerful Bludgeon 5 x Vicious Thrust 1 x Demonic Revenge 2 x Reliable Mail 1 x Toughened Hide Strips 1 x Sprint 2 x Officer's Harness 6 x Inquisitor's Strike 3 x Blind Rage 1 x Investigate 1 x Stab 1 x Brutal Charge 1 x Creature Of The Night 2 x Weak Chop 3 x Parry 2 x Mighty Hack 1 x Lycanthropic Form 1 x Walk, Team! Playing difficulty rating: 8.5/10. This deck is challenging to play as the control and movement cards are extremely limited. Moves must be made perfectly and barriers placed ideally. Games are often won in skirmishes where all three characters take hits. Rarity rating: 4/5. Fire and barrier are Rare cards so there are many irreplaceable items. The warrior is relatively light on rare items, though. Notable items: Pendant Of Artax: Actually surprisingly good as a solo copy, despite the Little Zap. Control is scant so a good fire card and Telekinesis for no token is a good deal. Lucky Toughness: In my opinion the new best defensive Racial Skill for wizards. It is better than Solid Rock most of the time. Battery: My new default tokenless Arcane Skill. It has no dead cards and provides armor removal. Whirling Flail and Brutal Flail: New high-damage options from Castle Mitternacht that synergize very well with attachments on enemies.
The warrior is surely not optimized yet. I made this deck when I still had a puny CM collection. This is a direct improvement: Cursed Gumshoes -> Hawkwind Moccasins or Vollmond's Boots This is a possible optimization: Brutal Flail -> The Inquisition Whirling Flail x2 -> Double-edged Sword x2
Doesnt seem to have enough control or mobility on the warrior, does this become an issue? Especially in the current rotation.
Actually, it isn't much of an issue. He's just such a gigantic threat that you'd rather stay away from him unless you have a ton of blocks, in which case you'd better read the opponent's moves properly. It's actually the reason why I rated this deck as very difficult in the first place. Ember Burst helps a lot with Defender's Block, though. People usually dive the wizards and forget about the warrior. This is how they lose, as the wizards are usually tough enough to survive. As I suggested above, Vollmond Boots or Hawkwind Moccasins seem to be good replacements to up movement on the warrior. I actually do not think this deck is neat yet as I don't have all the good items. Here's an idealized version for the whole team with alternate weapons for the warrior for more reliability but less damage (though in my opinion the current set of weapons works well): Spoiler: Idealized Deck Fire Wizard Dwarf Wizard Staff Of A Million Embers Overheated Staff Rantic's Orb Of Inner Fire Cinnabar Ring Wym's Fiery Bangle Asmod's Telekinetic Chain Warp Robes Hawkwind's Moccasins Lucky Toughness Focused PyromancyArcane Wizard Dwarf Wizard Illusion Heartripper Pipes Of Hamelin or Ixtli Amulet Phantom Pain or Ring Of Appropriation Asmod's Telekinetic Chain Asmod's Telekinetic Chain Warp Robes Captain Cedric's Boots Lucky Toughness BatteryWarrior Dwarf Warrior Double-edged Sword Double-edged Sword The Inquisition Xander's Mail Parrying Buckler Angry Jack's Helmet Vollmond Boots Raging Battler Reckless Lycanthropy The version of warrior here is more reliable but less "surprising". I won a lot of games by the sheer quantity of flat damage the warrior had and you'll be losing that by changing the weapons, though you do get more range, penetrating, and armor removal which is a boon to consistency. The change of Arcane Items in the fire wizard is a direct improvement as I don't currently have a third Asmod's Telekinetic Chain. The change of Arcane Items in the arcane wizard would depend on the current meta. If you see a lot more Vengeance, step attacks, Nimble Strikers, Team Walkers without a terrain wizard or the like, use Pipes Of Hamelin and Phantom Pain. If you see relatively less of those, use Ixtli Amulet and Ring Of Appropriation for consistency. I still recommend having Hypnotic Beacon though as it just ruins people who don't draw Cleansing Ray from St Ulrich's Bones and who don't use wizards.
I agree with not needing a Raging Battler on the warrior due to high base damage, but I don't think Raging Resilience is the way to go. Antimagic Skin has an anti synergy with what the build is trying to do, if any of the burned characters hit the armor, poof there goes the attachments. I think maybe a Subterranean Ferocity would be a little more beneficial. But it's hard to go wrong with the battler. Also, Howling Pain seems like a decent pairing to The Inquisition to help your warrior get in positions to inquire. (For the idealized build)
I realized it was a terrible idea after seeing the other characters. It even has anti synergy with Inquisitor's Strike.