4 Magic Stone of Dueling
6 Fire Magic Stone
4 Magic Stone of Dueling
6 Fire Magic Stone
Taegrus Pearlshine x 1
Main Deck x 40
Winds of Vitality x 2
Power of the Emperor x 2
Magic Sweets x 4
Rapid Growth x 2
Faerur’s Spell x 2
Approaching the Truth x 4
Arrival of the Hero x 4
Miscalculation x 3
Severing Winds x 3
Discovery x 4
Escaped Jeweler x 4
Gem Mallet Panda x 4
Sprinting Flame Horse x 2
Stone Deck x 10
Magic Stone of Gusting Skies x 4
Pricia’s Memoria x 4
Magic Stone of Heat Ray x 2
Top 5 Cards:
Winds of Vitality
This and Power of the Emperor are identical cards, in case you were wondering. But this is the big hitter in the deck. This puts your panda at the necessary damage (minus 2) needed to nearly OTK your opponent. Without this, or with any lesser damage card in the deck the whole thing just slows down.
Gem Mallet Panda
This card is beyond essential. It gives you TWO gems per turn you put it in. This is absolutely necessary ramp. Even if they laurite it, you still get the light gem off of Taegrus. It also taps to banish gems for will, which helps in sticky situations (such as banishing a green gem to play Faerur’s spell), or ramp situations (such as producing light will to judgement super early, or judgement with will to spare). It’s an obvious necessity.
This card is necessary because draw power is really important here. Getting stuck with not very useful cards can hurt really bad in OTK decks. Not only does this help combat that, but it also helps with your gem generation! Which is very important to get your combo off. I mention in the video that you need a minimum of 3-4 light gems, and 1 dark gem or 1 blue gem before you even judgement.
Arrival of the Hero
I shouldn’t have to explain this one too much. But it’s a free destruction card that gets rid of resonators that would block your ruler when it swings in. Even if it’s cancelled, you’ve lost out on no will and still have access to your darkness gems if needed. It can also be used for just destroying problem resonators before you swing in to help you survive as well.
Lastly is this guy. Now technically, he isn’t specifically essential. However if you are to take him out, you must replace him with some other type of gem generation. I’ve tried the deck without him and it just doesn’t produce enough gems consistently. The reason I like this card though is because not only does he produce gems, but with just 1 card you can keep bouncing him and producing more and more gems, all the while you are resting problem resonators your opponent has. Resting them can either prevent possible damage, or resting can help you set up your J-Ruler for swinging in with no blockers!
That’s about it for this deck. Let us know what you think and we’ll see you later!
Magical Dream 7 is a deck themed around the Idol band of the same name. Every card (including conjures) shares the “Earnest” type which means they all work with the DCT mechanic (Dreams Come True). Simply put, when a card says DCT X it means the card gains that ability as long as the amount of earnest cards in your graveyard is equal to or greater than the number listed.
For example, “Kamiel of Temperance” has “DCT 1—[Enter] -> Each player puts a servant from their graveyard to their hand. Then, you may pay any amount of aether. You may put a servant with a cost equal to or less than the amount of aether payed this way plus three from your hand into the field.” This means that unless you have 1 or more Earnest type cards in the graveyard, the card will not be able to utilize that ability.
You can refer back to the deck lists tab and find my previous article and some of the choices I had made then, and see that now its slimmed down quite a bit. There is the exclusion of all the will colors I was running last time which was Green/Black/Red, and it seemed that my stone deck focused hard on Green over Red which is odd looking back at it now. The new version of this deck focuses straight up on Red/Black all throughout, and with the new Special Magic Stone “Null Magic Stone” having access to either color given the turn and what I play really helps. So here is the list as some of you may have seen it on the recently filmed videos! And then with the help of Ruthie Allen on Facebook have molded the deck to run even better!
All in all this is the core of the deck and what its running around. Now I have seen opinions that running Lily, and Lily’s Protector are a waste of time/space and there are better options and that running White can help in other situations better than just a straight Red/Black deck. But at the end of the day this deck is a lot of fun and I really enjoy it. Going forward things I wish I could change would be getting my hands on two more Faith in the Darkness in place of the Severing Winds, and Blood Spray I currently have. One thing I would like to be able to get into play some time would be three Jeanne’s, as unless my opponent had a card forcing me to banish, or a card to bounce then there would be no other way of getting these cards out of the way (unless I forgot something then just add that to the list mentioned already).
Well I hope you found this article of some use! I know many people are always on the hunt for the best deck, or a top competitor against the “Meta”. Fortunately for us at our locals most people will build something they intend to have fun with and not net decking (I’m probably the only one who has broken this trend in the past. lol). Our last tournament we had the following Rulers.
Gill (Lost tomes starter deck)
If you have any recommendations for this deck going forward or something your having better luck with feel free to let me know in the comments below! And I’ll be sure to respond.
So here we got my Aimul list, used in the most recent gameplay. As always, I will update this list as I do more testing (or getting suggestions from you guys!). I tried to make it not using any green, including Severing Winds. You’ll find the full Gachalog below, followed by a text list, and then my top 5 cards in the deck. The top 5 are cards I’d recommend keeping in there, even if you change everything around them, as well as the reasons to do so. Enjoy!
Aimul, Princess of Despair x 1
Main Deck x 40
Fated Reunion x 2
Twin Blades of Hope and Despair x 3
Forbidden Arts x 3
Flourishing Hope x 3
Grimm of the Crimson Moon x 2
Mephistopheles x 2
Angel of Hope x 4
Venus, Magus of the Metal Star x 2
Dr. Jekyll x 2
Aimul’s Unicorn x 2
False Peace x 2
Knight of Hope x 2
Revival of the Clan x 1
Spider’s Web x 1
Miscalculation x 4
Schrodinger’s Observation x 1
Light Castle, Palace of Hope x 2
Life Stealing Altar x 2
Stone Deck x 10
Magic Stone of Hope x 4
Shadowy Light Magic Stone x 2
Magic Stone of Heaven’s Rift x 4
Sideboard x 15
Thought Control x 1
Karmic Retribution x 2
Separation of Fates x 2
The Final Battle x 2
Servant of the Mikage x 2
Abdul Alhazred, Poet of Madness x 2
The Scorn of Dark Alice x 2
The Two Dragon Princesses x 2
Top 5 Cards:
So this is great in this deck. It was actually recommended by a viewer of the channel. It allows you to fix your deck with a card on top, then judgement, guaranteeing that you can pull the inverse resonator/addition that you wanted into the field with Aimul’s effect. Obviously there are other uses for it as well, but the fixing for judgement is super awesome and easy to do with how low Aimul’s judgement cost is.
This is pretty obvious one that you would need in the deck. You almost always can guarantee that you’ll win a battle interaction, regardless of previous stats with any resonator. It closes a 1200 stat gap! Or if you are swinging in and just need the buff to kill a resonator, you can use the second effect on a completely different resonator to get 2 for 1 if it’s small enough! The inverse side is just awesome as well. It is a pretty reasonable costed way to destroy a J-ruler when you need to (or any resonator). Or if you already have their field under control and are starved for cards, you can re-animate something from your graveyard! The amount of versatility and value in this card is just awesome.
Another 2 cost! This one is just straight up destruction, a new Stoning to Death basically. It’s great to run destruction when you can, and this at quickcast is good for killing things, removing blockers, etc. Pretty straight forward necessity.
I love this one. For only 1 cost at quickcast you get to prevent ANY resonator or J-Ruler from it’s impending doom. This isn’t barrier, so it can protect a specific entity from things like Final Battle and other destruction methods outside the obvious. On top of that it flips over, and you can pay 3 with quickcast to have your opponent banish not 1, but 2 resonators! Banishing is very strong in my opinion, in a world of barriers and destruction prevention. This gets around almost everything in the game.
Lastly we have Grimm! I love this card a lot. The reason I think it’s important inside of this deck is because of it’s flip side mainly. The front side is able to survive and do damage if needed, since it comes with flying and barrier against B/W. His Mystery Counter production is only needed to flip him. Because once he flips he retains his flying and barrier, but on enter he literally can destroy anything in the game that isn’t a magic stone or have barrier! He can kill ANY J-ruler including things like Fox! Any resonator, even with Flourishing Hope effect, or just a field card. If that wasn’t good enough he gets rid of Remnant in your opponents graveyard! As well as any other graveyard effects that may be relevant. In short, run this card.
That’s all for this list. Let me know your thoughts and I hope you have fun with it!
Hey guys! Here is my white mono panda deck list I used in the most recent videos. I’ll be altering more as I play with it, and as I do I will update this article to reflect that. Let me know your suggestions as well!
Here is the full Gachalog. Scroll down to see the top 5 cards that I think you should keep in the deck when you decide to alter other aspects of it. Enjoy!
Taegrus Pearlshine x 1
Main Deck x 43
Relief Aid x 2
Escaped Jeweler x 3
Rose Quartz, the Panda Queen x 3
Discovery x 4
Gem Mallet Panda x 4
Fierica, Honorable Thief x 1
Gem Hammer Panda x 1
Ryula, Alabaster Dragon Princess x 1
Shin-Shin•Rei-Rei, Acrobatic Twins x 2
The Jewel Princess x 3
Miscalculation x 4
A New Radiance x 3
Magic Sweets x 1
Orphica, Dancer in the White Mist x 2
Severing Winds x 3
Gem Blade Emerald x 3
Ra, the Golden Bird x 2
Winds of Gold x 1
Stone Deck x 10
Ore From The Treasure Mountain x 4
Light Magic Stone x 6
Sideboard x 15
Profitable Transactions x 2
Magic Transforming Warrior x 1
Jewel Golem x 1
Jewel Sword x 2
Jewel Burst x 2
Sealing the Gates of Darkness x 3
Separation of Fates x 2
Jewel Bullet x 2
Top 5 Cards:
I’m going to start with this one. This is probably one of my favorite cards to have in a panda deck now, any panda deck. Let me break it down, he is a 1 drop Panda. 1 drop resonators are important in any deck, however this being a panda triggers Taegrus’ passive to gain a light gem! So at minimum it’s a 1 drop gem generating resonator. Then it has an effect to gain any gem you want! So for the cost of 1, you are getting 2 gems, a resonator, and a panda which helps with other aspects of the deck. Then, on top of all that, his tap abilities! He can produce will on command! Assuming you have the proper generation, you can produce extra will pretty consistently, which is really helpful to do early game Shin-Shin combos etc. Just him entering the field gives his tap abilities 2 will to work with at some point. So no matter what deck you do, you need to have this guy in it.
This one is pretty obvious. A quickcast 1 drop that lets you draw a card, and gain any gem you want! Good for digging for cards, as well as getting that last gem you might need for combos or effects.
Here is a pretty awesome one that I think should be in all decks. Being able to essentially recycle your resonators back into your hand and play again is very important inside of a panda deck, since it is so reliant on your enter effects and flooding the field with resonators. It also gives more versatility in the number of different resonators you run, since you can simply recycle them rather than running more. On top of that if you happen to grab a panda you also get to gain any gem you want! As you can start to see, gem generation is very important in my opinion.
This card is amazing. It’s not quite at the level of Gem Mallet, however it has it’s own perks that work well inside of this deck. For one, it’s a 1 drop that generates any gem you want. As you have seen, I think this is always a great ability. His second effect though is where he shines. For the low cost of 1, you get to bounce him back into your hand! This allows you to play him over and over to keep consistently gaining gems. His rest effect on an enemy resonator is also super good for stalling, or getting ready to kill someone, or doing a combo with the resonator that destroys a rested resonator!
Lastly is this one. I love this card. Inside of a Taegrus deck it already is passively a 4 cost resonator. Having 1 drops like Gem Mallet makes it so you can easily bring her cost down as well (or playing her at the end of a Shin-Shin combo). Her enter effect of buffing all your pandas is great for clearing out huge enemy resonator, or going for the killing blow (especially since it buffs your J-Ruler as well, as you saw in our gameplay). Plus as a bonus, whenever she is on the field, as soon as you pass turn all your pandas get to recover! Including your J-Ruler! I love this card for sure.
So those are my top 5 cards that I would definitely keep inside the deck if possible as you go and make this list your own. Let me know your thoughts and any changes you might make! Thanks for reading!
Hey guys! We’ve got our very first Deck Profile for Caster Chronicles! Today we are going to go over a Mono Orange deck I’ve put together. This is my main deck for gameplay I’ve been using. If you would prefer a video version of this profile click below:
I will be doing deck profiles for Mono Yellow and a Yellow/Orange deck as well. The duel color deck uses exact cards that are in both of these mono decks, which allows you to essentially have 3 decks for the cost of 2 if you follow these builds as they come out. Enjoy!
Below is the Gachalog for the deck if you just want the deck list and nothing else:
So the basic idea is to flood the field to chip away all of your opponent’s orbs as quick and consistently as you can. You also control your opponent with discarding, and drawing cards of your own to help fix your hand. Your biggest threats are basically mirror matches, and cards with high defense in reverse position. This deck doesn’t run a lot of heavy hitters, so to make up for that it runs destruction to get around that.
I’ll go over the top 5 most important cards in the deck and their functions, to give you an idea of how it should run and how you can customize it around these base cards.
Orange Peko (Lvl1 and Lvl2):
No it’s not cheating, they technically have the same name so they count as 1 card for my top 5. But yeah these are pretty obvious. Level 1 Peko is able to consistently bounce your Crispy Cookies back into your hand to play again. Recycling of your graveyard is strong in most card games, and this is no exception. With Crispy Cookie’s low cost, and how corrupting orbs works in this game, bouncing and playing a 1 cost servant is very valuable.
Level 2 of Peko is even better. She banishes the Peko under her (or another face down Peko) to cheat in a 3 cost Orange card! This is most helpful to combo off with cards like Zhu Bajie, which would then grab a Cookie. Her second effect isn’t nearly as good, but can be useful in a pinch.
Speaking of Crispy Cookie, look what we got! This guy is the fuel of the deck. It’s a nice vanilla 1 drop, but enough of these guys on the field can start chipping away pretty quickly. He is the only 1 cost sweets in the game right now, so he’s the best and only choice to combo with Orange Peko, Zhu Bajie, and more.
Basically, if you run an Orange deck, I’d highly recommend considering him each time.
This card is pretty awesome. It’s a 3 cost that when it enters, grabs a Cookie from your deck. Searching out cards is already strong, but this card can be cheated out when she dies by both Orange Peko Lvl2, and Carrion Scrounge! Making combos very abundant. And now with shuffling cards from graveyard a thing, she can grab cookies back out of your deck when your opponent puts them inside (or if all your cookies are dead you can recycle them into the deck to grab them again).
Just a great card overall, especially in a sweets deck.
Once again, speaking of! This card is one of the best orange conjures in the game in my opinion. It just straight up grabs any 3 or less cost from your graveyard an puts it into the field for 2 cost total! And on top of that it has the ‘Break’ mechanic, making it a potential free combo. You use this to grab Zhu Bajie, who then grabs Cookie, for example. It’s a very obvious and strong choice for many types of decks in general.
Strange imagery aside, I really like this card. You lose a servant, but before that servant dies you can use it to pay the cost of this card. That way you don’t get behind a turn until next time at least. But the 1 cost more than makes up for it (considering the other orange servant destruction ranges from 4 to 5 cost). The reason this is in my top 5 is because, like I said, the main weakness of this deck is high defense cards in reverse position. This not only eliminates that, but does so for a low cost, allowing you to keep playing cards and populating your field for a potential win that turn. The banishment hurts, but can be softened by casters that can bounce back into the game.
So yeah, that’s my list! Let me know what you think of both it, and the format of this article. I’ll see you all next week with a new deck profile here on the website! Have fun!
With the possibility of sealed being removed as a format for upcoming Grand Prix Richardson, and other GP’s going forward, it may be a good idea to look at other ways of dealing with the competition of Faerur, Ayu, and Lumia. Today we take a look at the Burning Tree deck played at GP Atlanta, (1/20/18) as well as getting the opinion of the pilot of this deck, Victor Harris. Here we will see how his matches went, changes he would make (if any), and advice going forward with this deck. While Victor has said it is not his best play through of the deck, you can find it in action during GP Atlanta, thanks to the live stream Jeremy (aka DM073) provided at the following link. Jump forward to 5hrs 48Minutes for the start of the game.
Ruler: Yggdrasil, Malefic Verdant Tree Main Deck: 2 Melgis, King of Black Flame 2 Mikage Seijuro, Patriarch of the Vampires 4 Explorer on Mt. Hoelle 4 Sylvia, Blade of the Supreme King 4 Red Riding Hood, Rainbow to the Heavens 1 Valentina, the Twilight Passion 2 Conjure Time Bomb 3 Magic Impact 2 Invitation of Disaster 4 Otherworld Dreams 4 Lightning Strike 4 Memory to Memoria 4 Crimson Sanction 4 Refarth’s Wall of Flames 4 The Final Battle 4 Blood Boil 2 Majin Madness 2 Severing Winds 4 Callous Blaze Stone Deck: 4 Magic Stone of Scorched Bales 4 Magic Stone of Blasting Waves 1 Magic Stone of Summer’s Breeze 1 Magic Stone of Purgatory Sideboard: 2 Mikage Seijuro, Patriarch of the Vampires 1 Valentina, the Twilight Passion 4 Abdul Alhazred, Poet of Madness 1 Sorceress of Heavenly Wind, Melfee 2 Conjure Time Bomb 1 Invitation of Disaster 2 Burn to Cinders 1 Heteroclite Excalibur 1 Alhama’at’s Black Lightning
“I have been playing Force of Will since GP Houston 3 years ago. I think I made top 64 that first GP, probably 60th place. And I thought that was a huge accomplishment. I got into the game because honestly my family was going through some personal issues and I needed a stress-free hobby to get my mind off things, my family life is better now but the game (I also play Magic) is the most fun card game I have ever played.”
“I have been to multiple Force of Will GP’s and one Magic the Gathering GP. I have actually top 8’d at two Force of Will GPs.”
“The deck was actually a combination effort months ago by me and Dane Patey. Dane had won at least 2 GPs last year and we wanted to work on a fun deck together. We made a Water/Light/Darkness/Fire burning tree deck for Master’s but I was the only one that played it. That deck which was way worse, took 22nd place at Masters cutting it down from 4 colors to 3, Fire/Darkness/Wind made a huge difference, and the main reason for the Wind was just to run 4 Otherworld Dreams. I knew Ayu and Faerur were major rulers and expected a lot of them at this GP, the deck has a VERY good Ayu match-up and I felt very good about it against faerur. What I felt like would be a bad match-up Lumia, turned out to be way more in attendance than I expected. I played Lumia in one match against David Hartley and won that match, but feel it was partly luck of the draw.”
“I was 5-2 final standing 18th place, my record 5-2 was the same record as 11th place.”
“The deck performed well all day, the deck I played against the most was Ayu, Both of those matches I felt were very favorable to me. I played two Faerur and the match I lost on stream I felt was very winnable. I got too greedy after playing Wind/Water/Light Faerur and Wind/Fire Faerur. I was used to Faerur not having any life loss effects and I paid too much life for Melgis, forgetting that darkness had access to life loss to hit me directly.” “I feel like overall my matchups throughout the day were favorable and the deck performed well. My only matchup I considered bad was Lumia. I think Fox has a slight advantage as well, but overall the deck was great.”
“I underestimated how wide most boards go in the current meta. I knew Faerur would get a lot of tokens, but I didn’t realize Lumia would be so popular and they develop a lot of resonators as well. This makes certain resonators way worse. Especially Sylvia, since they can pick a different small blocker even if you make it so their bigger resonators cant block. Also true blade makes some resonators worse like red riding hood. Crimson Sanction is a 1 cost Fire spell that deals 300 damage to a player but if you have 5 magic stones due to seal, it does 700. 700 damage for 1 Fire will is a great rate in burn but the card under-performed all day, it was just a little slow in the meta and playing it earlier for only 300 damage did not feel good. So I would at least take out all 4 Sylvias, and the crimson sanctions, I might also take out some of the red riding hood. I would put in 2 more Severing Winds, 1-2 more Conjure Time Bomb main. That card either does serious damage or does very little, in the match-ups that conjure time bomb is good, it almost wins you the game a lot of time. I would also possibly consider playing Tama in the deck, as card draw and to slow down Lumia and Faerur’s tokens.”
“It really depends on how the meta evolves. I feel like if lumia gets way more popular the deck will get worse. They have so much card draw and play sometimes up to 12 counter spells in their deck. If the meta was going to be Faerur, Ayu, and pretty much any other deck, I think it would have a very good shot of doing well.”
“The deck is really fun to play, but you really want to be making one big move a turn and the games are very much a race. I would just say each turn ask yourself what would make the most impact? Sometimes using your burn spells to slow them down makes a lot of sense, but for the most part if your spell or ability wont make a major impact on their game-plan, its better to play something that will just damage them directly. It is always funny to just play a burn spell to their face and pass turn, you feel like you are not doing much but the burn spells add up very quickly. In this game if you play 8 Lightning Strikes, you win the game. when you view it that way, every bit of damage counts.” “As cards to add, I think Al’H’s Black Lightning might be a good addition to the deck as well. It would help deal with resonators like Lumia, without them being able to counter it.”
A Special Thanks to Victor Harris for allowing me ask more in depth questions on how his deck ran. If you would like to see more articles like this going forward please let us know in the comments section below or send us a message on social media.
This is an article detailing my thoughts on what makes a good Faerur Deck. After testing out a couple different ideas this is mainly what I’ve settled on.
http://www.gachalog.com/list/47854097 I first started with the idea of running Faerur’s Command as a ramp and combo piece, however the deck was too fragile to function. I toyed with the idea of adding beefier resonators and decided on a mid range variant. With that in mind I set out to make a deck focused on ramping out will, and playing big mid-range threats. The ramp The ramp this deck utilizes is fairly simple. You play Spirit Caller Elf into Sacred Elf for 4 will on turn 2. The deck also utilizes other stone ramp in the form of Magic Stone Analysis and Absolute Awareness. The best thing about Faerur is that his ramp is instant with Spirit Caller Elf. Unlike the Wind Dragon ruler or regular Sacred Elves, as soon as you play Spirit Caller Elf you can utilize Faerur’s ability to recover a stone, essentially making them a free card. With other ramp centric rulers you need to wait for summoning sickness to wear off to utilize their abilities. Faerur allows Spirit Caller Elf to be used immediately to gain a stone advantage. The mid-range threats Next, we have the threats you’ll be playing ideally on turn 2. Mariabella is the best 4 drop we have. She allows more ramp while controlling the board, if she can gain a couple resonance triggers. Tia Letoliel is similarly, a surprisingly solid card. With 5 will you can put a 900/900 body on the field, a 200/200 flyer, and ping something to destroy it. She only gets better when you J-Activate Faerur. Faerur brings out Tia, who in turn brings out her falcon. From here you can really start controlling the board with gale counters from Faerur, and destroying pesky resonators with Tia. Sneaking in damage post blockers by dumping gale counters into an unblocked elf is also a good line. Counters Before I start with this section, this deck does not run Faerur’s Spell. It probably should, because Faerur’s Spell is an excellent 1 drop counter spell, and it can be enabled during the opponent’s turn using Faerur’s ability to recover magic stones. Future decks iterations may include this card, but as of now it doesn’t fit the resonator heavy theme of the deck. Severing Winds is a different story, as it’s just too good of a card not to run. Overall, The deck is surprisingly fun to play, and solid. You should be aiming to close out the mid-game with Mariabella and Faerur, as they can handle a lot of the troublesome resonators. The unique style of ramp Faerur allows really lets the deck shine and is definitely the cornerstone of the deck. Hope you enjoyed the article, and my take on a Faerur mid-range deck. – Joe