
At the beginning of the game I recommend keeping every Sunrise Cleric you draw as long as you only have one. Sure, this old man can combo with incredible ease with Lady Locke and Sunforger, but that’s not the reason. Sunriser is honestly what absolutely dominates the field mid game as you build up your force for the inevitable Titan drop. That Hallowed Ground is the easiest way to proc it’s ability. If you’re lucky enough to have a Scintilla, we’re talking 6 damage to everything around it. Early, I recommend keeping Wild Taur if you’re up against Magmar, Sunstone Templar for Vanar and Vetruvian. The rest generally don’t have anything besides hard removal using spells that early so you don’t need anything in particular.
Generally you always want to get Sunforger out before Lady Locke because the +2/2 to whatever you summon gives some major meat to the Provoke. As you progress your minions should slowly snowball despite Dispel and removal. The most important thing to remember is protecting your minions 5+ mana on even if that means taking big hits to your general. You need atleast one or two minions on the field when you play Alabaster to really milk that cow. When your general really starts to hurt, combo Reliquarian on Alabaster and get 5 health back ez.
Minion substitutions based on personal preference goes as follows: Dreamgazer, Prophet of the White Palm, Azure Herald, Carcynus, Shiro Puppydragon, Bastion, Spelljammer, and Ruby Rifter.
If you really /REALLY/ want more buff, do not bother with Wind Runner, get Mirkblood Devourer. I’ve never really found myself in a position needing an Ironclad or EMP. If you need more damage before Alabaster, switch out War Exorcist with Bonereaper. And if you never find yourself using Reliquarian aim for more draw or heal. I can’t stress this enough however, you HAVE to be willing to take big hits on your general. Save your minions for the late game quick kill.
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