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Aggro Swordcraft (Unlimited)

Last Updated: November 27, 2018

Deck Summary

Deck Cost: 39,200
14 9 6 0 6 3 0 2
1 2 3 4 5 6 7 8+
Followers: 34
Spells: 6
Amulets: 0

Mulligan/Draw Simulator

Deck Overview

In unlimited, there are many different ways of winning, usually by bs methods like Dshift. Hence I came up with this deck to end the opponent before the bs starts. Fight fire with fire.

Generally, one would not trade using this deck, just face all the way.

Pros: Can end most games by turn 6, with bigger late game cards to rely on should the game persists.
Cons: Pretty countered by most aggro-counter decks. Should the opponent play aggro-defensive cards such as the Disciple of Silence, or Ceres of the Night, the game belongs to them.

Cards to keep when redrawing - Quickblader, Axe Princess, Rapier Master, Novice Trooper, Princess Juliet, Perseus, Centaur Vanguard(Only when u have a commander to play turn 1), Palace Fencer(Only when u have a officer to play turn 1)

The best start u can have is Axe Princess, with Rapier Master, and Novice trooper or Princess Juliet. Playing Axe Princess turn 1, Drawing a card with the enhanced Rapier Master turn 2, and extra face dmg turn 3.
Another good start to get is Perseus, Centaur Vanguard, and Novice trooper or Princess Juliet. Play Perseus turn 1, Centaur Vanguard which gains storm turn 2, and face dmg turn 3.

Note* - Once u get the opportunity to evolve and go face, do it asap
Pre-evolving huge followers would create a threat that is not easily killed, while opponents deal with that threat, whittle him down with other followers u have on board or from hand.

I'll go through each card in the deck, and why I am using them in this deck

Quickblader - Storm 1pp 1/1 officer that exclusively belongs to swordcraft. Helps to start pushing dmg turn 1, as well as being empowered by a commander turn 2.

Axe Princess - 1pp 1/1 commander. Combos well with Rapier Master, to help draw cards, which is desirable in an aggro deck. Could be played turn 1, followed by an enhanced Rapier Master turn 2. Could also be played turn 3 together with the enhanced rapier master. Being a commander, it can also give Centaur Vanguard storm.

Perseus - 1pp 1/2 commander. Combos with Centaur Vangaurd, with an exceptionally good evolve to use at turn 4 or 5. Could be played turn 1, followed by Centaur Vanguard which gains storm.

Sellsword Lucius - 1pp 1/1 officer. Does not have any combos. Could be used as a 1pp follower if there is no 1pp follower on hand turn 1. Used mainly to clear a big ward at turn 5.

Palace Fencer - 2pp 2/1 Commander. Combos with any officer cards. Could be used to give an additional 1 attack to any 1pp officer at turn 2, as well as help to provide Centaur Vanguards with storm at turn 4.

Sky Commander Celia - 2pp 2/2 commander with exceptionally powerful enhance. Could be used defensively or aggressively, depending on how the game is going. Since there is a lot of 1 pps and 2 pps in this deck, by turn 5 the board should have at least 2 to 3 followers. Which helps empower Celia, Despair's Messanger to be used as a finisher, whilst returning any Storm cards on board to hand to be played again.

Novice Trooper - 3pp 2/2 officer with storm. Great storm card on its own, to help push dmg turn 3.

Princess Juliet - 3pp 2/2 commander with storm. Again, another good storm card, with an additional option to play 2 of this card turn 5.

Albert, Levin Saber - 5pp 3/5 commander with storm. This is a huge storm follower that will always be played and pre-evolved. Its enhance effect helps it to still be useful should u draw it late.

Dragon Knights - Choose between 4 followers. Very flexible card, with Lancelot to be played in place of Albert, should u not draw him. Vane could be used as a massive scaling threat as well, to gain control of the board instead of face damage. Its enhance could scale this card to late game, by placing massive threats on board, as well as having 4 dmg storm instead of 3 should the extra dmg be needed.

Alwida's command - Summons a 2/3 ward and a 3/2 storm. Amazing card, to help defend the your board with the ward, as well as having 3 dmg storm. This could be used to help counter aggro decks.

Latahm, Honorable Knight - 8pp 8/7 commander. Extremely powerful card, as well as being a massive threat himself. Its could give an enhance 10 Rapier Master storm, as it is still a 1pp. It is mostly used to summon 2 knights turn 2 if there is nothing better to play. But it can also be used to secure the late game.

Other cards that can be used instead.

Zeta, Crimson Lancer - could be used instead of Alwida's Command. Helps to secure a later game, but lacks the damage to go face earlier.

Princess Vanguard - Could be used instead of Palance Fencer. Has more health, hence stickier on the board, but lacks use late game.

Oathless Knight - Could be used instead of Centaur Vanguard or Latham. Again, summons 2 bodies, stickier on the board, but lacks storm dmg, as well as use late game.

Veteran Lancer or Holy Bear Knight - Could be used instead of Palace Fencer, Centaur Vangard or Rapier Master. Solid ward with good dmg as well. But lack extra uses, such as Rapier Master's Flexibility or Centaur Vanguard storm.

Ascetic Knight - Summons 2 bodies, has more health and stickier on board, but lacks extra uses as mentioned earlier.

Fencer - Could be used instead of Palace Fencer. Gives an extra health as compared to Palace Fencer, as well as an extra defence on the card itself, however, abit too slow, to be played turn 3, as we want to end the game as fast as possible.

Merchantette- Could be used instead of Palace Fencer. Same explaination as Fencer.

Valse, Magical Marksman - Could be used instead of any of the 3pps. Helps clear wards or threats with its flexible spells, could be used late game as well. However lacks the storm dmg to end the game faster.

White General - Could be used instead of Palace Fencer. Helps provide a lot of attack but way too late. By turn 4, there may or may not be a body on board to empower.

Floral Fencer or Frontline Cavalier - Could be used to provide a board with the evolve at turn 4 or 5, however lacks the storm dmg.

Round table Assembly - Could use 1 instead of Alwida's Command. Pretty good card, unless u draw the 2 Princess Juliet. Unreliable in general, which is why I prefer Alwida's Command or Albert.

Dei, Secret Agent - Could be used to draw cards with Infiltration or provide storm damage with Evyn. However, the stats u gain from Evyn is too little, with infiltration being a 2pp spell, overall it takes too long into the game to play this card.

Council of Card Knights - Could be used instead of Alwida's Command. Overall lacks Storm dmg.

Percival - Guaranteed dmg to opponents face, however needs to have a board to deal dmg. By turn 5, your board should also be cleared by the enemy, so this card is pretty unreliable.

Aloadae - Guaranteed 3 dmg to opponent's face while dmging an enemy follower. Overall lacks storm dmg, as well as taking a next turn to play the spell, prolonging the game which is not what u want.

Ambush Cards - Still usable, but I discourage the use of them, as they lack the ability to deal face dmg immediately. They are also countered by wards or any effects that could be played by the opponent.

Ninja Trainee - Used instead of Axe Princess or Rapier Master.

Kunoichi Trainee - Used instead of Centaur Vanguard

Tanya, Shadow Enforcer - Used instead of any 3pp

Vagabond Frog - Used instead of any 3pp

Swift Infiltrator - Used instead of any 3pp

Ninja Master or Kunoichi Master - Used instead of Albert

Innocent Princess Prim - Used instead of Latham.

Deck List

Follower
Card Cost Quantity
QuickbladerFollower - Standard
Unevolved
Storm.
Evolved
Storm.
1 x 3
Axe PrincessFollower - Dawnbreak, Nightedge
Unevolved
Whenever you play a card using its Enhance effect, draw a card.
Evolved
(Same as the unevolved form.)
1 x 3
PerseusFollower - Starforged Legends
Evolved
Evolve: Gain +1/+0 and Ward if there are at least 4 allied Swordcraft followers in play.
1 x 3
Rapier MasterFollower - Omen of the Ten
Unevolved
Fanfare: Enhance (2) - Gain +1/+1.
Fanfare: Enhance (4) - Gain +1/+1 more and Bane.
1 x 3
Sellsword LuciusFollower - Brigade of the Sky
Unevolved
Fanfare: Enhance (5) - Destroy an enemy follower.
1 x 2
Palace FencerFollower - Standard
Unevolved
Fanfare: Give +1/+0 to an allied Officer.
2 x 3
Centaur VanguardFollower - Standard
Unevolved
Fanfare: Gain Storm if you have a Commander in play.
2 x 3
Sky Commander CeliaFollower - Dawnbreak, Nightedge
Unevolved
If you have at least 5 play points, Choose: Play this card as either a Celia, Hope's Strategist or a Celia, Despair's Messenger.
2 x 3
Novice TrooperFollower - Standard
Unevolved
Storm.
Evolved
Storm.
3 x 3
Princess JulietFollower - Starforged Legends
Unevolved
Storm.
Whenever you play a Commander that originally costs 3 play points, and if this follower costs 3 play points, change this follower's cost to 2 until the end of the turn.
Evolved
Storm.
3 x 3
Albert, Levin SaberFollower - Rise of Bahamut
Unevolved
Storm.
Enhance (9): Can't be damaged until the end of the turn this card is played. Can attack twice per turn.
Evolved
Storm.
5 x 3
Latham, Honorable KnightFollower - Brigade of the Sky
Unevolved
Accelerate (2): Summon 2 Knights.
Fanfare: Give your leader the following effects - Whenever an allied follower attacks and there are no allied Knights in play, summon a Knight. Whenever an allied follower that originally costs 1 play point comes into play, give it Storm. (These effects are not stackable and last for the rest of the match.)
8 x 2
Spell
Card Cost Quantity
Dragon KnightsSpell - Brigade of the Sky
Unevolved
Choose: Summon a Vane, Indomitable Knight; a Siegfried, Dragonslayer; a Lancelot, Twinfang Prodigy; or a Percival, Lord of Flames.
Enhance (8): Choose 2 of those followers instead.
5 x 3
Alwida's CommandSpell - Standard
Unevolved
Summon a Pirate and a Viking.
6 x 3