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Early game – Always replace for Crystal wisp, blood tears & hearth sisters. These are your bread n butter to control board, ramp to t h i c c e r minions and warbird away. Rift walkers are also a great way to take away mana springs from opponent and break back-line eggs.
Mid game – Bloodbound mentors are important to keep extra warbirds, and cloud bombs (1 mana 4 damage is great). Cloud callers are probably vanar 2nd best removal minion / spell. Now your board is clean of minions you can play grimes on curve and warbird warbird warbird.
Late game – EMP is self explanatory, sunset those wanderers and buffed minions. By this point, you’ve already done enough warbirds. grimes wins you the game with a popped World Core golem.
When to use Hailstone prison – Wanderers / Early game threats (ironcliffes, shadowdancers, krons, etc.)/ remove threat to win game.
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The shell deck for all competitive Vanar decks you can play at S-Rank
Timing of EMP
The big boys have come out to play. Uses no cards above rare.
Tempo is the name of the game sporting cards that clear the field while developing the board and maintaining your hand at the same time, mixed with faies inevitable BBs wincon.
Bond Argeon 2k spirit by Kieran
Ramp for the big boys.
Chain huge minions and dispel effects to control the board. Uses no cards above rare.
Part of a series on neutral meme archetypes that can be played (with variable amounts of success) in any faction.
Part 2: Dispel.
Every wizard’s nightmare: unfeeling, unrelenting golems. Plus they’re budget friendly! Uses no cards above rare.
Play Creatures with drawbacks that are easily dispelled away and reap the benefits while avoid the costs.