Its been a while since I posted the Blasting Banker, but now I cant wait any longer to reveal the Tink Deck
. I played it quite a few times now. Its alot of fun and it always worked like expected even though some of my opponents exactly knew what was coming (like they played Wizard and included Purge Magic or Destroy Magic in their books):
[spellbook]
[spellbookheader]
[spellbookname]Tinker Bells Angel[/spellbookname]
[mage]Druid[/mage]
[/spellbookheader]
[spells]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=MWSTX1CKJ01]1 x Enchanter's Wardstone[/mwcard]
[mwcard=mw1j15]1 x Mohktari, Great Tree of Life[/mwcard]
[mwcard=mw1j22]1 x Tanglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=mw1c37]1 x Thunderift Falcon[/mwcard]
[mwcard=MWSTX1CKC06]1 x Guardian Angel[/mwcard]
[mwcard=mw1c13]1 x Fellella, Pixie Familiar[/mwcard]
[mwcard=DNC20]1 x Vine Snapper[/mwcard]
[mwcard=DNC10]1 x Raptor Vine[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e36]4 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=mw1e29]2 x Nullify[/mwcard]
[mwcard=FWE03]2 x Falcon Precision[/mwcard]
[mwcard=mw1e01]5 x Bear Strength[/mwcard]
[mwcard=mw1e09]2 x Agony[/mwcard]
[mwcard=mw1e12]1 x Divine Protection[/mwcard]
[mwcard=MWSTX2FFE06]3 x Lion Savagery[/mwcard]
[mwcard=mw1e03]2 x Bull Endurance[/mwcard]
[mwcard=MWSTX1CKE03]2 x Healing Charm[/mwcard]
[mwcard=mw1e05]2 x Cheetah Speed[/mwcard]
[mwcard=mw1e28]2 x Mongoose Agility[/mwcard]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=mw1e10]1 x Decoy[/mwcard]
[mwcard=mw1e14]1 x Enfeeble[/mwcard]
[mwcard=mw1e32]3 x Regrowth[/mwcard]
[mwcard=MWSTX1CKE04]5 x Enchantment Transfusion[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q02]2 x Bearskin[/mwcard]
[mwcard=mw1q15]1 x Leather Boots[/mwcard]
[mwcard=DNQ10]1 x Meditation Amulet[/mwcard]
[mwcard=mw1q09]1 x Enchanter's Ring[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=mw1q16]1 x Leather Gloves[/mwcard]
[mwcard=mw1q19]1 x Mage Wand[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i24]1 x Seeking Dispel[/mwcard]
[mwcard=mw1i28]1 x Teleport[/mwcard]
[mwcard=mw1i23]1 x Rouse the Beast[/mwcard]
[mwcard=mw1i06]4 x Dispel[/mwcard]
[mwcard=mw1i07]6 x Dissolve[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=mw1i20]1 x Purify[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Link for Octgn Deckbuilder:
http://octgn.net/sd/charmyna/tinkerbellsangelFirst, I want to thank Murphy for playing a similar Beastmaster deck (he plays many inspiring decks) and initiating my thoughts about this book! Also the name is his idea
.
The standard opening is:
Round 1:
Mage:
Fellella
Mediation Amulet
Round 2:
Mage:
Vine Tree (treebond)
Enchanters Ring
Fellella:
Rhino Hide on Fellella
Round 3:
Mage:
Bulls Endurance on Fellella
Guardian Angel
Fellella:
Bear Strength on Angel. If your opponent saved alot of mana and might be throwing Fireballs at your Tree or Flameblasts at Fellella soon you might not need Bear Strength on the Angel. In that case an early Rhino Hide on the Angel or Divine Protection on Fellella might be better.
So the basic theory behind this build is that Enchantments in general have two weaknesses: Compared to casting a creature they cost alot mana and actions. For example, if casting a Steelclaw Grizzly you need 17 mana and one action. To get the same values (HP, Armor and Attack) by buffing a smaller creature with enchantments you need much more actions and/or mana! This tells us, that if the enchanted creature dies quickly after enchanting it, the enchant was just an action/mana sink. Therefore, you really want to make sure the enchanted creature survives long enough to make the enchants pay for themselves!
So what are the strength of enchantments? Well, you get the effect without a delay compared to creatures, and of course, the surprise element. Additionally, with enchantments you can buff a creature up to becoming an invincible dice throwing terminator!
So this deck aims at countering the increased action cost of enchantments by using Fellella. Additionally, it uses the meditation amulet to make sure there is enough mana to make use of the action advantage. Since its a nature deck, it got plenty of aggressive and, maybe even more important, defensive Enchantments to make sure the enchanted creature stays alive as long as possible.
I choose the Guardian Angel as my heavily enchanted creature because its base values are plain awesome! Inherent (undispellable) Aegis, Flying and Defence? Hell yeah! 12 life and 1 armor on top of that for only 12 mana, even better! Oh and if under pressure he can heal himself. The Angels defensiveness is unmatched by any other creature in the game. This is why its a formidable platform to spam enchantments on it! Just to give you an impression of what happens in most games: The Angel has Bear Strength, Lion Savagery, Cheetah Speed and Mongoose Agility. So thats 7 dice with piercing and theres not much to stop him from attacking. He also has Rhino Hide in case he gets attacked. If he actually gets attacked, there will be Bulls Endurance, Healing Charm and Regrowth on him quickly. For sure he has Enchantment Transfusion on him and sometimes Nullify to counter Purge Magic or Destroy Magic (since he usually has a couple hidden enchantments on him its not easy to seeking dispel the Transfusion). Actually, often Fellala or my mage got another Transfusion and Nullify on them to make sure Purge Magic fails.
This sounds as many actions needed for this right? Thats true, but it actually works better than I thought at first glance. Btw Fellella has Rhino hide and Bulls on her as well.
So in most games the Angel delivers his 7 dice Piercing attack each round, while the Opponent has a hard time to decide which target to attack. The druid and his tree are usually no good targets because they survive alot and can regenerate very quickly. If needed, the Vine Tree can be used to spawn a raptor vine or vine snapper which can guard the same round by using defend. The vine markers help alot to slow down attacking creatures and tanglevine casted by the vine tree can also be of great use for that purpose.
The opponent might attack Fellella, but the only way to give ranged attacks unavoidable is sniper shot, which many dont even include in their book. If they do, it still is mana and action inefficient. Anyway, with Rhino Hide and Bulls Endurance its not easy to kill Fellella. And if she gets attacked, there will be a healing Charm, Regrowth and maybe even divine Protection on her. At some point she might die, but then Enchantment Transfusion will make sure the invested actions and mana wont be lost. Usually, if the opponent focuses Fellella the Guardian Angel has plenty of time to cost the opponent enough mana/actions to make up for the possible loss of Fellella.
Some additional thoughts:
Kralathor can be very useful in this build: He can be spawned by the Vine Tree to save an action and you can spawn him in any zone by using vine markers, which might be good for a surprise attack at a valuable conjuration, an archer or a small creature that can be devoured easily. Rouse the Beast combined with Enchantment Transfusion and Hand of Bim-Shalla can be awesome to give Kralathor a 9 dice attack with Piercing (11 dice against Undead) just in the round he was summoned. This will hopefully give him the first growth marker and together with the transfused enchantments should make him nearly unkillable. In this phase of the game the Angel switches to a more defensive role.
Actually, sometimes it might be even better to cast Kralathor by your mage instead of the Vine Tree to surprise your opponent even more.
Here is a nice combo, which works for every mage:
If your Mage has two Armor and two Corrode tokens (or similar situation) cast and reveal Rust on your mage. That will remove the two Corrode tokens. After that use Enchantment Transfusion or Shift Enchantment to move Rust to your opponents mage or a creature you want to focus next. Mana and Spellpoint wise this might not be the best way to remove Corrode tokens, but action wise its really nice since you remove two tokens with only one extra action compared to casting Rust directly on the creature you want to focus next. With this druid its especially nice since Rust costs him only one spellpoint, Enchantment Transfusion is naturally needed in this book and you can use Fellalas action to use this combo as well.
Gorgon Archers can be nasty against this Deck because they weaken the Angel. Btw the Angels defense shines against Gorgons, which is one of the reasons I favor the Guardian Angel over a Beastmasters Pet Falcon (which also works as a nice Tinker Bell Deck). Anyway, after eating some Weak tokens you can switch the enchants to Kralathor or a Raptor Vine and use the Angel only for defensive purposes (for which he doesnt really need any attack dice). If you are afraid of fighting multiple Gorgons it might be useful to put a second purify in this book (which is also nice against curse warlocks).
Divine Might (Edit I removed it in the latest Iteration): Considering how few etherial objects are played in most games it might be not worth including the Divine Might Enchantment. In the rare case you really want to get rid of such an object you could enchant Fellala with Bear Strength and Lion Savagery+Hand of Bimshalla (her attacks are ethereal) and use Transfusion to shift the enchants after you dont need the Ethereal trait any more. For now I included Divine Might into the book because it can be a nice suprise and helps destroying the etherial object(s) quicker as compared to the Fellala method. Still, if you want to change some cards, I would consider removing Divine Might.
Other useful spells to consider:
Retaliate: Great synergy with Melee+X from Bear Strength and Kralathors growth markers. It can also lead to Kralathor devouring even more creatures! Unfortunately, it costs the Druid 3 Spellpoints. Hence, I didnt include it (some of you might already know I'm really spellpoint conservative
). If you play a similar deck with the Beastmaster you might want to include Retaliate (and also Veterans Belt, which I find too Spellpoint costly for the druid considering he can be very tough even without it).
Any curse, especially Agony: You can use Fellella to cast curses while your mage does not need to move and hence is able to meditate. I found Agony the most useful curse considering the Spellpoints it costs. It excels against Creatures with multiple attacks per round. Therefore, it might be good to have two or more Agony in the book. Edit: I added another Agony and Enfeeble, because its too good against big and heavily enchanted creatures. If the Opponent tries to dispel it, just move it to his Mage or another big creature with Transfusion during the counter spell step.
Vampirism: This enchantment can be really nice if combined with Bear Strength and Lion Savagery. In general, im not a big fan of enchantments that cost 4 Spellpoints or more though, since dispelling them always gives the opponent a Spellpoint advantage (I think alot in terms of that!). Usually, I prefer including copies of 1 spellpoint enchantments instead of paying 4 spellpoints for Vampirism. For the Beastmaster Version of this deck Vampirism might be even better.
Hurl Boulder or Force Hammer:
Sometimes you really want to get rid of an annoying creature or conjuration. These spells can really turn the tide in those situations! With the Tinker Bell deck I feel like they are not needed though, because the Angels 7 dice attack and the fact that he has Cheetah Speed, Flying and Mongoose Agility if needed make sure conjurations dont annoy you for too long. Even most creatures die quickly unless they got a couple of defensive enchantments (in which case a Hurl Boulder would not do its job too good anyway).
Thats it for now. I hope you like this deck and enjoy adjusting it to your needs! It might also help to counter Watergate or Blasting Banker. I had some really nice games against a variation of Watergate Wizard in which this Tinker Bell Deck did really well. Against Blasting Banker I have no idea who would win, but it definitely will be an interesting match
. Have fun and keep playing this awesome game!