Xyn’s Daily Unit Review

Created by one of our wonderful community members, Xyn with other community members contributing. Copied from our now archived forums.


Table of Contents

= Flyt =

Flyt is a great little unit. He’s not the most useful in most wood decks, but if you build a deck around his speed, he can be a real terror.

Put him in a deck alongside Ozzle, Ob, Kil and Diug for an explosive early economy and 14 attack for only 6 wood.

At a cost of 90 gems, I’d highly recommend getting two if you don’t have any already.

= Eder =

The less I say about Steal, the better. But on the topic at hand, I will say that Eder is a unit that I never use anymore.

Eder’s uses are niche, and even in those niches, he doesn’t excel. Gage and Berna are usually much better choices for similar roles.

At 250 gems, I can’t recommend getting Eder. Who knows, perhaps he’ll eventually get some kind of a buff in the future, but if you don’t have one or two Eder at the moment, I’d hold off and just wait until you get them randomly. Lacking Eder will not prevent you from building any top tier decks. For 200 gems you can get a Crystal pack with 2 random Rares, either (or both) of which may be better than Eder, or maybe one will be an Eder and you’ll have saved 50 gems.

= Ansel =

Like Flyt is to Foxpack, Ansel is the main — of Dogpack decks. 3 pack for 6 wood is a good deal. Pair him with Gumil for some much needed defense. More over, Ansel has 5 Protect in back, allowing him to turn a Gumil into a Spike wall.

Ansel isn’t quite as deadly as Flyt can be, but he’s still a very good unit in the right deck. His price range and supporting units (Gumil, Slog) make Ansel work better in more wood decks.

If you have 2 Slog, 2 gumil, and maybe a Blight or two, I’d highly recommended getting 2 Ansel. Otherwise, maybe hold off until you’ve got more of the right units to support a good dogpack deck.

= Yuolen =

Yuolen is a decent unit in that he is a cheap Skeleton, yet can have both his Attack and Defense buffed by Ashara’s back row. However, the fact that he costs 2 crystal and doesn’t produce any resources can make him a bit of a liability, slowing your deck down if you fail to draw any producers on T1 because of him.

He’s a Common, so he only costs 20 gems. But on the other hand, unless you have a couple of Ashara already and somehow don’t have Yuolen yet, there probably isn’t much point to having one. If you do get Ashara later and missed your opportunity to purchase this unit, it surely won’t take you very long to find/buy/craft every Common in the game. So buy it if you have Ashara’s already and are ready to use Yuolen right away, but otherwise I’d skip him.

When building a deck with Yuolen, remember that his advantage is his cheapness, and therefore his speed. Avoid combining Yuolen with expensive Skeletons like Jimein. If you want a heavier hitting Skeleton deck, it would be a better idea to skip Yuolen entirely, since he can hurt your economy, which is disastrous in slower, heavier hitting decks.

With 2 Ashara in your back row, Yuolen has 3 Attack and 3 Defense, effectively turning him into Grom at a third of the price. Try to place him accordingly, to block Wound attempts on any Skeletons of yours that have no Defense, and to try and absorb any enemy Attack that you can.

Yuolen isn’t bad, but he’s borderline becoming outclassed in the meta game. He’s useless without Ashara, and almost not worth including in a Skeleton deck even with Ashara.

= Teak =

Right off the bat, let me say something quickly about Ultra Rares for individual purchase. They are very expensive, so my general advice would be to skip them. You can get 3 Core packs for the same price, which is 3 Ultra Rares, 6 Rares, and a bunch of other commons and uncommons as well (commons/uncommons who you either may not have, or could use for crafting). Especially if you are just starting out, it’s a much better idea to save your gems for Core packs rather than spend so many gems on a single unit.

But there are some exceptions:
- You already have most of the Ultra Rares in the game, to the point where your odds of getting that specific UR are actually better with direct purchase (Also taking into account that extra duplicate UR’s from Core packs can be used to craft Legendary units)
- You have a really good deck already, but it would benefit drastically from getting that one specific UR (getting a 2nd Arthur for example)
- It’s such an amazingly good UR unit that it’s worth the high price just to get your hands on it

So with that said, my review of Teak.

Teak is a very good unit, although he’s not so good that I’d recommend buying him haphazardly. He has a lot of potential in several different decks, but he won’t improve most decks merely by including him. He’s a unit who requires some finesse in deck building to get his maximum potential.

His primary use is as a rush unit. He is a little expensive for rushing, but with Wood’s explosive early game economy and 5 wood for 7 guaranteed damage being a great deal, he’s worth it. Combine with a unit like Ozzle, and you have 8 Attack (3 city damage if unopposed) for an amazing price. Combine Teak with a Kil to heal him each turn for cheap, or if you’d prefer in the early game, you can throw your Kil in front to produce resources, allow Teak to stay wounded at the end of the turn, and then sell Teak for 3 more wood to help buy even better units next turn.

Other fun uses for Teak include using his nearly guaranteed burnout to power a Revenge deck, either using a Wood Revenge unit like Grove, or using Transform, Matriarch, or hybrid cities to bring in units like Shadebeast and/or Sliver.

Teak can even be thrown into slower decks like Blight decks, as a way to rush out some cheap but powerful early Attack, either to throw off your opponents economy by forcing them to try to bring forward their own units to counter attack, or to help you survive against an enemy rush long enough to bring your heavy units out.

Teak is a high level and effective unit, but there are too many decks where he will be more of a hindrance than a help.

If you already have some good units to combine with Teak, such as Flyt and Ozzle, Kil, Grove, Shadebeast, Sliver, or especially even just one Teak already, Teak may be worth considering for purchase. Two Teak’s are usually better than one, although a single one can be useful by itself in slower decks.

In general I’d say skip buying Teak. He’s a great unit, but unless you REALLY want/need him right now, he’s probably a little too specialized to spend 1200 gems on him. I love Teak, but you can neither build a deck supported entirely by him (like Arthur or Blight) nor can you throw him into a majority of your decks to improve them (like Rune or Drake).

Sorry if this one was a bit long and rambly. Maybe later I’ll work out some formatting for these reviews to improve their layout.

= Anton =

Usefulness
- Low

Anton isn’t underpowered, but he lacks a major strength of any kind. Flourish can be good, but there are usually better things to do with Wounded units (like knocking them out). His front row value is decent, but Grom is a better unit, since Grom has a better back row and can buff Vago.

Deck Building Strategy:
- Front Defense
- Flourish (needs Wounder units)
- Vanguard Deck (however Vanguard Decks aren’t good)

If your deck needs front Defense, Anton isn’t a bad option. Not the best option, but 3 Defense is always handy.

Obviously you’ll probably want to use some Wounding if you’re going to bother using Anton over Grom. Spike and Rune are always good options, but I like Illian, or better yet an Attack + Wound Commander, to penetrate Defense and make sure that Anton’s Flourish triggers.

Anton is also a Vanguard, which means he can buff Tally’s front row attack, however Tally is a Legendary, so if you don’t already have one you shouldn’t hold your breath on getting one. By the time you have a Tally, odds are good you will already have all of the Uncommons anyways. More over, Tally’s Vanguard boosted attack isn’t the most effective strategy anyways, so it’s probably better to stick to using Anton mainly for his Defense, and secondarily for his Flourish.

Tactics:
- Spike Wall
- Pinch Recruiter

Obviously your main use of Anton will be as a Spike shield. In general, never put him in the top slot, always in the 2nd slot or lower.

Anton’s back row does offer a lot of recruit, so swap him in back if you have a bigger deck (16+ units) and you really need some specific units next turn. In general though, his back row isn’t amazing, and he should be bought only when you need him in the front row if you can help it.

Buyers guide:
- Don’t buy

90 gems isn’t an insane price, but Anton just doesn’t offer enough to be worth singling him out for individual purchase. I’d recommend waiting until you randomly get an Anton or two before worrying about trying him out for yourself. I don’t think any deck will suffer significantly from lacking an Anton, although if you only have 1 Grom I suppose 1 Anton could help round out your front row Defense, but I don’t think 90 gems is worth that temporary band-aid solution.

= Jonas =

I figure you all know who he is. I intend to start including pictures or Highgrounds Matrix visuals for the units in these posts, but since it’s Jonas who everyone has, maybe I’ll start with that tomorrow.

Usefulness:
- Moderate to high

He’s not as good as Horus, but for most economy purposes he’s almost as good. Definitely a staple of almost any non-rush gold deck if you have nor Horus (which is a campaign reward now, but still, you probably want at least 2 Horus or 1 Horus 1 Jonas in a lot of decks).

Deck Building Strategy:
- Mid level economy

Jonas front row is rarely important. You want him for his economy, and he does a fine job. Additionally, if you pair him with Horus, he can get the Farmer buff.

Tactics:
- Economy

Leave him back row almost exclusively. 1 wound is almost never wroth bringing him front row. Only bring him, front row if you have no need for +4 gold next turn and really want to try and wound someone a little. If you have a Horus, only put Horus in the front row if you have at least 4 or more Farmers in the back row (or unless you REALLY need his 4 attack in front).

Buyers guide:
- Maybe buy if you have no Horus and only one Jonas. Maybe not.

If you already have 1 Horus and 1 Jonas (or 2 Horus), there really isn’t a lot of point to having another Jonas. The situations where you would need more than two 4 Gold producers is pretty rare. But if a single Jonas is your only 4 gold producer, and you have a deck that has some expensive units like a 12+ cost Commander, some Arthur’s, Cliff’s and/or Spikes, another Jonas is probably worth having. Maybe not though. 250 gems is a bit to drop, and as long as you have 2 John 2 Harden and at least 1 Jonas (or 1 Jonas 1 Horus, as all new players have), he’s probably not worth the cost.

= Mirault =

Usefulness:
- Low to High

Mirault is tricky, In any straightforward Crystal deck, he’s really not worth the trouble. He can potentially screw up your first turn draw, leaving you cripplingly far behind later in the match, and his 3 attack power just isn’t quite worth the risk.

However, in several more complex decks, he can be key. He’s cheap, he starts out wounded, and he’s a vampire. Now, while the first two of those things can be major disadvantages in most decks, in the right deck all three can be huge advantages.

Tactics:
- Absorbing Wound and Blocking Honor
- Selling for 1 Crystal
- Cheap Attack
- Boosting Other Units

Ironically, because he’s not usually worth using in most ordinary decks, most of your tactics won’t involve using his Attack. A lot of your time with Mirault may end up getting spent shuffling him around while you wait for whatever scenario you put him into the deck in the first place is ready to go. Advantages of Mirault being cheap, not being frail, and starting wounded include:

a) Absorbing Wound. Who cares if a wounded unit gets wounded again? Remember to put him in the 2nd position or lower if you are expecting multi-wound, as it’s better for another unit to be wounded yet still move first than get wounded from above and blocked from moving. Beward Knockout and Reaper though, although at least if Mirault gets knocked out, it’s not a big investment loss.

b) Pushing your front line longer. Similar to with wounding, you can also use a Mirault to lengthen your front row, to block units with Rampage from triggering. Be sure to switch from the front to the back row to avoid Bolt, or vice versa with Tax.

c) Blocking Honor. Of course since he starts out Wounded, and you may or may not choose to heal him, you can try and place Mirault in front of units like Kobe and Arthur, so that their Honor fails to go off.

Of course a lot of times, you don’t really need Mirault at the moment. If he’s still wounded and has nothing to do, and you could hire some unit if only you had 1 more Crystal, sell Mirault. At least you get back everything you spent on him.

If you really must use him for his attack, at least he is a decent deal. If you can hire Mirault as well as a unit with Drain or Paladin on the same turn, it can be nice to get 3 attack right away.

But Mirault’s biggest draw is using him with specific other units. I’ll go into that a little in the next section.

Deck Building Strategy:
- Burnout/Revenge/Shadebeast
- Blood Rage

You can combine Mirault with Drain units for some quick, cheap attack, but it’s not really worth it. Additionally, you can use Mirault in Matriarch decks to pull Vampires out (Ob turns into Mirault, Mirault can then be matriarched into whatever other vampire). But in general, those aren’t usually successful uses of Mirault.

The first use is a bit weaker, but still potentially viable. Revenge decks require that you have wounded units in your front row, so Mirault can provide a guaranteed way to supply wounded units. In general, Mirault still disrupts your early game too much, and it’s generally better if a unit has Burnout instead of starting Dormant/Wounded. If they have Burnout, then you can keep healing them and having them burn out/wound themselves again each turn, and additionally, a Burnout unit can actually do some attack first each turn before wounding themselves. Still, Mirault can potentially work in a pinch.

The main current use of Mirault is, unfortunately, overpowered. Blood Rage is an ability that knocks out a number of back row friendly units below the blood rage unit, and for each unit knocked out, +1 Attack (or +1 Rampage, or +1 Fox/Dog?Wolf Pack) is added to every front row unit who has an appropriate type of Attack. Obviously this makes 0 cost units ideal, however you get +2 attack per every sacrificed unit who shares a type with the Blood Rage unit. Since both Blood Rage units (Celina and Vyro’s) are Vampires, Mirault provides a very cheap and easy way to maximize the Blood Rage buff power.

Hopefully Blood Rage (or maybe just Vyros?) will receive some kind of tweak/nerf soon, because at the moment this combo can be unstoppable to 90%+ of top level decks. It can take quite a bit of work to perfect the deck, but once it’s optimized it’s just too powerful to be balanced.

Buyer’s guide:
- Don’t buy unless you know exactly what you are doing.

Most of the time, Mirault will just be a bit of a lame duck that will slow your deck down for little in return. But there are times where he shines. Don’t bother getting a Mirault unless you already have units like Vyro’s/Celina/Shadebeast/Sliver to use with him, and even then, make sure you understand what value Mirault will or won’t add to your deck before purchasing him.

If you already have the other necessary units to make a good deck with Mirault and he’s the only unit you are missing, 250 gems is probably worth the price. Just keep in mind that if Blood Rage and/or Vyros get nerfed in the near future, one of Mirault’s primary uses may get drastically marginalized. He’ll still be useful in strange and exotic decks though, so I don’t think he’ll end up being a bad unit to have in your collection, just don’t expect him to be winning most of your games for you like he can currently do with Blood Rage.

= Syl =

Usefulness:
- Low to Moderate

Syl can be useful for helping bring out expensive units, but in general she won’t fit into a well honed deck.

Deck Building Strategy:
- If your plan is to use Syl to bring out expensive units, you probably don’t want to be weighing down your deck too much with other expensive producers. Stick more to units like Harden and Johnn if you can.

Obviously you’re also going to want some expensive units to hire. I’d go more for Cliff and Spike. Arthur in the front row is dangerous, because if you decide to put Syl in the front row, that’s a lot of units with Honor that could fail to go off.

Tactics:
- Windfall
- Honor

The main draw is Windfall. In general, you want to keep Syl away from any wounders so that you don’t lose your investment. However this can conflict with the other main draw.

9 honor on an 8 cost unit is a pretty good deal on a unit who you can sell for 8 gold. Just make sure there is an unwounded unit in front of Syl so you aren’t risking Syl for no reason. Move Syl to some safer spot the moment you think a wounder is about to come out.

Xyn’s Buyer Recommendation:
- Don’t Buy

Syl is a character in conflict. 8 Windfall by itself just doesn’t generally work well enough with Gold decks to be worth it. On the other hand, the 9 Honor can make up for this, but it puts your Windfall investment in great danger.

Syl can be used to good effect, but I can only recommend trying her if you already happen to have her. 250 gems is just too much to spend on a unit who doesn’t have a strong purpose.

= Impe =

Usefulness:
- Moderate to High

Impe is a good little unit. He costs 4 Crystal, and 4 is my favorite resource cost for any unit that isn’t a producer.

Impe is like a slightly less versatile, but slightly more powerful version of another unit I like a lot, Durant. Costing 4 resources instead of 3 doesn’t really hurt Impe most of the time though, and the extra healing can really come in handy.

Deck Building Strategy:
- Disruption

I can’t really recommend building a deck around Impe, especially not around the healing from his Drain. It’s a cool little gimmick that Vampires have to heal their Dormant status with Drain on the same turn they come out, but there are just too many ways for it too go wrong (back row defense, no enemy units in the back row, the enemy unit is already wounded, or in rare situations it may even glitch and fail to heal when it’s otherwise supposed to (this may be fixed now?)).

It’s usually better to put Impe in a deck for his wounding, and use the healing from Drain as a bonus. Impe is well worth 4 crystals and a slot in your deck merely for the disruption. Don’t rely on him for your healing, but 1 Ino and 1 Impe can go a surprisingly long way towards taking care of your healing needs against a lot of decks.

Basically, if you can fit an Impe into your Crystal deck, put him in. If your deck is already getting too large, cut him if his disruption isn’t a key part of your strategy.

Tactics:
- Wounding
- Healing

As I said before, your main goal should be disruption by wounding the enemy, but that being said, your tactics should always try to make the most of Drain’s healing if you can.

Of course a lot of the time you want to aim for the top spot, but change it up as much as you can to avoid being predictable. Usually, the lower you place Impe, the higher chances that he’ll hit your opponents most valuable back row unit (assuming you don’t overshoot their last unit and fire into an empty spot).

To maximize your use of Drain’s healing potential, remember that Wounded units don’t give a heal, however Frail units will heal you just fine. Try to place Impe to move before any wounded front or back row units that you have, so that hopefully they will be healed and move that turn.

Finally, don’t miss out on Impe’s back row. It won’t prevent any units from moving, but if your opponent has a unit with Defense + Heal in the top of their back row, Impe’s back row Drain can potentially screw up their next turn, or at the very least help you try to overwhelm their healing next turn.

Xyn’s Buyer Recommendation:
- Buy one if you have no Impe’s and you have enough other units to play a Crystal deck.

90 gems is a decent deal for an Impe. If you’re ready to play with a Crystal deck and you don’t have an Impe, you should probably get one. He may not end up being the right fit for your deck, or he may end up tying it all together. He’s the kind of unit that you always want to have as an option when building a deck. 2 Impe can be good, but I don’t know if it’s worth spending 90 gems if you already have 1 Impe (or 180 gems for 2 if you have none).

Re: Monkeh:
To expand on Xyn’s assessment, Impe pairs well with Dalint, as Dalint comes out wounded.
He also works well with Celina as a Blood Rage sacrifice. He doesn’t potentially ruin a turn 1 draw like Mirault can, disrupts while you’re building your deck up, and then gets used in the end game to feed Celina’s blood rage. Two Impes (one front, one back) can be used to break down a one shield back row unit, and an Impe and a Drake can be used to break down a two shield back row unit. Crystal doesn’t really have back row to back row wounding other than fireball, so Impe can come in pretty handy.
On turn 2, if I have a choice between buying Impe or a 2 crystal resource unit, I’ll pick Impe. However, I’ll go with two 2 crystal generating units over an Impe.

= Harum =

Usefulness:
- Very Low to Very High

Harum costs 1 Gold and produces no Gold, which means there’s a very good chance he will ruin your first turn and, by extension your chances of winning the match. More over, in most decks he doesn’t do anything really all that useful. Ordinarily he’s deck poison. However…

In a Barbarian deck (more specifically a Barbarian Rush deck), he can be amazing. He can do up to 5 attack when buffed by 2 Driaga, which is a fantastic deal for his cost.

Deck Building Strategy:
- Barb Rush, Barb Rush, Barb Rush

Barbarian rushes are the only use for Harum, and he is great for that role. There are slower types of Barbarian deck you can do as well, but you don’t want to use a unit like Harum in those.

14 (maybe 15) units max in a barb rush. You need at least one Driaga, although two can’t hurt. You also really want 2 Rucke’s, and maybe 2 Scrappers. I don’t usually like Stag for a pure Barb Rush, but if you only have 1 Driaga, a Stag can help round things out. Consider making a cheap Barbarian Commander (no more than 4 cost, which means no more than 3 cost + Barbarian type which costs 1) who has at least 1 point of Rampage (I like 2 Attack 2 Rampage in front, 2 gold 2 recruit in back).

You don’t need a lot of Gold production in a Rush deck. I wouldn’t use more than a couple Harden’s as your main economy. Also, you may consider adding Hiro to your deck if you have any, as he can be hired on the first turn along side Harum, and he can push your front row downwards while producing Gold, to help any Rampage units to have a clear spot in front of them.

Tactics:
- Buffed Attack
- Recruit and Stuff

Your primary use of Harum is of course to be buffed by 1 or 2 back row Driaga. This means that you don’t even need to hire him until you already have Driaga out. Of course, since he’s cheap, you may end up hiring him sooner.

A lot of the time you’ll probably want him in the back row. His 1 recruit can actually come in handy getting your rush out in an orderly manner. If you ever need 1 more gold, he should probably be the first unit you sell most of the time (unless you have no more need for a Gold Producer unit and want to sell them instead).

Finally, remember to place Harum in smart places. Generally, you just want him near the top, so that your rampage can go off at the bottom. If a unit has to get wounded (front or back row), try to make sure it’s Harum, since he’s so easy to purchase and will never be your most important unit on the field.

Xyn’s Buyer Recommendation:
- Don’t buy. Unless…
- You have a Driaga or 2 already, in which case BUY! Buy 2 if you need them.

There really is no use for Harum in most decks. He’s common, so you’ll get him soon enough anyways. 20 gems for 1 or 40 gems for 2 isn’t a crazy amount, but they are better saved for other packs.

But…

If you already happen to have 1 or 2 Driaga, yet are still missing 1 or 2 Harum, you should DEFINITELY BUY. 20/40 gems is well worth it. Hopefully you have a couple RUcke’s as well, and maybe a Scrapper or 2.

= Midras =

Usefulness:
- Moderate to Very High

Midras is a good little unit at the worst of times. He’s not the most cost efficient producer, but his 1 defense can be a lifesaver. Sure, Gerren is cheaper, but the value of 3 cost over 4 cost is often marginal, and Midras has a few extra tricks up his sleeve.

Deck Building Strategy:
- Mid-Level Economy
- Back Row Defense
- Troll (Vago) Deck

He isn’t nearly as good of a value as Johnn and Harden of course, but he can be purchased on turn 2. Considering that a back row full of units who produce only 2 gold each can give you 16 gold per turn (including the 2 city gold from Titan Ridge), units like Midras, Gerren and Evelyn who cost less than 5 gold and produce 2 are really handy.

And of course, if your deck’s back row keeps getting wounded, some back row defense can be great. Make sure not to skimp on Healing though, Defense usually only slows down Wound, it usually isn’t a solution all by itself.

But most importantly, you want to pair Midras with Vago. Vago gets buffed by other trolls in both rows (as long as the other troll is in the same row as Vago), and Vago is no joke, in either row. If you have 1 or 2 Vago, pairing them with 2 Harden, 2 Midras, and even 1 or 2 Grom pretty much goes without saying.

Tactics:
- Protected Economy
- Vago Buffing

Midras technically has Siege which is nice, and he even has 2 attack which Gerren lacks, but in general that probably won’t get a ton of use. Use it situationally if you can, but don’t plan your deck around it.

Midras main draw is protected gold production. Often you want to place him in the top spot of your back row, but consider placing him in the 2nd, or even 3rd slot to try and anticipate multi-arrow units. You may even want to place Midras near the bottom of your back row, to try and protect a healer in the next slot below.

But if you have a Vago or two, try to always have Midras in the same row as Vago. In the early game, Vago will produce up to 7 gold if there are 7 Trolls in the back row. Later on, if you can manage to trap/trick your opponent into wounding a front row Vago, Vago’s Tribal Hex will do 5 Toxic for every Troll in your front row (up to 35 per Vago). Additionally, Midras has no front row Defense, which means that the odds of a multi-wounder hitting Vago are much higher than with Trolls like Harden and Grom.

Xyn’s Buyer Recommendation:
- Buy it. Probably.

If you don’t have Midras, you should probably buy at least one, maybe 2. If you have no Gerren either, you should almost certainly buy Midras, although if you have 2 Gerren, your back row defense is probably fine already.

However, if you have 1 or 2 Vago and no Midras, definitely buy 2. They can be a really powerful combo. Tribal Hex can be devastating if you pull it off, but the main draw of Vago+Midras is the tremendously huge amount of Gold you can produce. Go crazy, make a 20 cost Commander, you can afford it with a Troll Economy (note: I don’t actually suggest you make a 20 cost Commander unless you have a really good idea what you are doing).

90 to 180 gems is a bit of an investment, but if you are getting wounded a lot, Midras is probably worth it. If you have a Vago, Midras is definitely worth it.

= Cliff =

Usefulness:
- High

Cliff isn’t an amazing unit, but he’s a very solid attacker. He just hits hard and is difficult to wound, so if you are able to start pulling expensive units like him out without being on the verge of losing already, you are probably in pretty good shape. He’s expensive, so he’s not right for every deck, but if your economy can support him, he’s a solid choice.

Deck Building Strategy:
- Large Economy

There really isn’t a ton of strategy that goes into most uses of Cliff. There are a few gimmicks he has, but for the most part he’s just a strong, tough, but expensive unit. So not only do you want to have an economy that can afford him, but you also probably want to have some other expensive units to justify that large economy, such as Spike, Arthur, a 12+ cost Commander, etc.

Troll economies using Vago can be good. Farmer economy’s buffed by Horus can be good too. Pency’s Tax, along with Charity units can be great sources of large amounts of gold, but they can also be less reliable, so try not to rely entirely on them if you can help it.

Tactics:
- Mid to Late Game Attack and Defense

Like any unit with front row defense, you probably don’t want Cliff in your top spot. You want him at least in the 2nd slot or lower, to try to prevent any units from getting wounded before they have a chance to move that turn. If the unit above has no Defense, Spike can technically wound Cliff from above, so don’t get over confident. In a pinch, Cliff can be thrown back row to create a wall that even two Spikes can’t penetrate.

Cliff, like all Mountain units, can also be buffed by a back row Laginn (or help buff a front row Laginn), however Laginn’s abilities aren’t always the most useful, and they generally work better with cheaper Mountain units.

Xyn’s Buyer Recommendation:
- Buy it if you need more high level Attack in your gold deck

If you feel like your deck is coming up short, and you’ve already got a strong enough economy to hire a few more 14 cost units, Cliff is a staple unit that can help increase the maximum damage output of your deck. There isn’t a lot to Cliff, but he’s a unit you want to have. 500 gems is maybe a little expensive to get two of them, so maybe try just getting one for now if you have none already. If you’re really thrilled with how he does befor the end of the day, you can buy another one, but even a single Cliff should be a decent improvement to a lot of decks.

Just don’t expect him to start winning any games for you. He can only — a deck that already has a decent economy and strategy. All he provides is some solid attack and defense at a somewhat hefty price to hire.

= Jolien =

Usefulness:
- Moderate to High

3 Heal is almost always nice to have. Unfortunately with Jolien, it’s all concentrated in a single easy to wound unit since she has no Defense. She also costs a somewhat hefty price to hire, and basically does nothing else for you. Still, if you are facing a lot of wounding, she can be really nice to have in your deck.

Deck Building Strategy:

Unlike Evelyn and Epherious, Jolien is more of a mid to late game unit. She will count against your number of units that you can hire on Turn 2, so try not to bloat your deck with too many other expensive units if you can help it. Ideally, somewhere between a third and a half of your units in your deck should cost 4 or less (or 5 if they produce at least 2 resources) if you want to avoid frequent situations where you can’t afford any units on turn 2.

Try not to place all of your healing responsibility on Jolien. For one thing, she’s a little expensive, so she won’t help you in the early game and she may be hard to hire if a few of your gold producers got wounded the previous turn. For another, she is pretty vulnerable, so you want at least one other healer who can heal Jolien if she gets wounded.

Tactics:
- Reactionary Healing
- Constant Juggling

Jolien is a bit expansive, but packs a lot of healing. In general, try not to actually hire her unless eithar A) your opponent is actively wounding you or you anticipate that they are about to wound you, or B) you have an empty slot and more than enough gold to hire her and anyone else you need that turn. Ideally you want another unit like Evelyn to handle your healing until such a time as you really NEED Jolien.

Remember to constantly move Jolien, as your opponent will likely be targeting her. Placing her just below a unit with some back row Defense is always a good strategy, just try not to get predictable. If you have a second Healer on the field, try to place them in places where they can heal each other if one or the other gets wounded.

Xyn’s Buyer Recommendation:
- Don’t Buy

There aren’t a lot of decks that will need more than one Jolien, and all players have at least 1 Jolien.

But if you have a deck that could really use 3 more healing and can afford another 7 cost unit in it, buy another. 90 gems isn’t a bad price for the value she provides. I can’t think of any good deck that would need two Jolien though.

= Mag =

Usefulness:
- Very High

Mag is just a great unit. I can’t say enough good things about him, so I won’t try. Just a solid producer, and beyond.

Deck Building Strategy:
- Production
- Light Disruption

Obviously Mag’s main use is production. But it can be deceptive, because on it’s surface, 2 wood production for 3 cost to hire doesn’t seem so great, even with the nice perks of his 1 honor and his back row fireball. But remember, Wood has Diug and Kil, two great units who only cost 1 wood each, and Mag will never disrupt a T1 draw. So if you get a T2 Mag, you’ll almost always be able to hire him, and if you produced at least 4 wood on T1, you can even hire another Diug or Kil if available. More over, Mag sells for 2 wood, which can really come in handy. So overall, he’s just a great addition to most Wood deck’s economies.

His fireball can come in handy too. Don’t overdo it though, Mag is far more valuable in the front row most of the time. His back row is usually more useful in the mid to late game when you need his Wood less. He should never be placed in a deck primarily because of his disruption.

Tactics:
- Honor
- Fireball

Try to place Mag at or near the top to try and trigger his Honor when possible. It can often soften up an opponents HP quite nicely.

In the back row, try to aim his fireballs at or below back row healers, or at valuable front row units if you have arrows or flare also hitting the enemy back row.

Xyn’s Buyer Recommendation:
- Buy it

If you have any interest in Wood at all, Mag is a great unit to have. You definitely want 2 Mag’s. 40 gems is a bargain for 2 Mag’s. Get as many as you need, he’s well worth it if you plan to play Wood any time soon. There are very few Wood decks that don’t benefit from having him.

= Lans =

Usefulness:
- Obsolete

Lans used to be a unit with a place. He was never a great unit, but he was acceptable and had a place in the meta game. Now, not so much. The game has long since moved past 1 front wound (with no other abilities) being useful in most situations. His back row isn’t a bad value, but hardly worth putting him into a deck over. Indeed, every other Ultra Rare has at least some conceivable reason why I’d put it in a deck. But not Lans.

Deck Building Strategy:
- Avoid Using Lans

His front row really won’t help you, pretty much ever. Not that it will never do something useful, but the benefit will never outweigh the cost, and you will always be putting yourself behind by trying to use front wound. More over, Domino can do the same front wound as Lans and is a Common, and Monroe can do the same and arguably has a better back row than Lans in some situations (2 Greed) and is an Uncommon. Both Domino and Monroe hire for the same 3 gold and sell for 2 gold just the same as Lans. Now, personally, I think that Lans is usually a better unit than Monroe and ALWAYS a better choice than the totally useless Domino, but that’s only because all three units are hopelessly obsolete, and Lans being an Ultra Rare just exacerbates the situation.

Now Lans back row is where his real value comes in. 3 cost for 1 back row arrow isn’t unreasonable. If Lans just had a better front row of some kind, he’d be fine, and could be worth putting in certain decks (even as he is, he can still occasionally be useful in a few unusual decks). However, Marshall also costs 3 gold and has 1 back row arrow, and while Marshall also has Renegade and thus can’t be sold for 2 gold like Lans can, Marshall also has 4 attack in front, which is a really solid front row ability.

If you have no Lans and you really want some of his abilities, just put Marshall in your deck, and maybe Monroe (don’t even bother with Domino). Don’t have a Marshall or Monroe? Skip Lans until you get one randomly (or get Marshall and/or Monroe first) and stick to some other strategies that don’t involve them for now.

Tactics:
- Back row disruption

I can’t really advise putting Lans front row in almost any situation other than to hit a high cost Frail unit who your opponent is failing to move, or to push your front line down to enable your own units to rampage and/or to block your opponent from rampaging.

Back row, try to use his arrow like any other back row arrow. Try to aim for the opponents lowest healer or below. Combines with a front row Arrow unit like Domino aiming towards the top of the opponents deck for maximum effect.

Even better tactic, don’t hire Lans, because you didn’t put him in your deck. You didn’t put him in your deck, did you? Good.

Xyn’s Buyer Recommendation:
- Never Buy

It may come as a shock to you after my glowing review that I don’t think you should actually purchase Lans. He’s a brilliant unit, but such raw power must be attained naturally in it’s own due time. Don’t sully this holy moment by rushing out to spend 1200 to 2400 gems on this magnificent treasure, he’s worth far more than that and it would be an insult. You must let Lans come into your heart in his own time.

Lans really isn’t a horrible unit. Outdated yes, but there are worse units (Groff, Domino, and Sigil come to mind). Still, I really can’t advise you ever put him in a deck these days, much less purchase him. 1200 gems is a bet of a hefty price tag even for Ultra Rares that are totally worth it. For Lans, I wouldn’t even suggest buying him for the 20 gem cost of a Common unit, just because I don’t see an important reason to add him to your decks.

Hopefully someday he’ll receive a buff, but don’t spend that many gems on him today on the off chance that he may be half decent tomorrow.

= Era =

Usefulness:
- Extremely High

This is a big one. This is one of the most important Wood units in the game. There are so many wood decks that will be operating below peak efficiency if they don’t have an Era. The healing is unmatched, and the defense can stand up to all but the heaviest wounding. The front row Attack is dangerous to use, and the Frail is a big weakness in general at 15 cost to hire, but Era will save you from defeat many times in both rows.

Deck Building Strategy:
- Heavy Healing
- Requires Strong Economy

Era will basically take care of all of your healing needs. Don’t neglect having at least one or two cheap healers like Kil and Roko to help in the early game, but Kil is already a great choice for most decks anyways. Era can also be used with her Attack in mind, but try to only use her in the front row in in either A) final blows, B) desperation, or C) for one turn as some bonus surprise Attack when you are confident that the enemy won’t be wounding you much. In general, it’s usually best to just leave Era in the back row most of the time.

In general, you want to have a pretty strong economy in any deck that has Era. Technically, lighter Wood economies can still manage to hire Era, but she isn’t really worth having in most rush decks. At a minimum, your deck should at least be as expensive as Dogs if you want to hire Era. She generally fits in much better with Blight and 15+ cost Commanders and other expensive units though. You don’t generally want your strategy to require selling units to buy Era, only do that in times of desperation, not as a general deck strategy.

Tactics:
- Uncontested Healing
- Occasional Attack

For the most part, Viath is the only unit who will usually post a significant threat to Era. Unless you notice something that is about to be a threat to Era, you generally want Era at or near the top of your back row. Even if the enemy uses back row arrow or fireball, Era will just heal them before they move next turn.

Use cheap frail units like Ob and Diug in the top few slots to move Era around without giving up her maximum healing potential. Place her lower in rare situations where she’s being heavily targeted by Wound. Remember to put Era directly above high priority units so that multi-arrow doesn’t prevent them from acting.

Of course, 14 attack is nothing to sneeze at either. Always try to put Era in places in the front row that you think least likely to get wounded, as that’s always a terrible blow. However, if you’re using Era in your final blow against your opponent, maybe place Era in the top of the front row, since as long as she acts before being knocked out (and you win that turn), it doesn’t matter if she gets wounded.

Xyn’s Buyer Recommendation:
- Definitely Buy

Era is a ridiculously important unit. Even if you don’t intend to use wood decks immediately, Era can be a great unit to have, because once you start using Wood, you’ll definitely want one. The luck of the draw of Ultra Rares means that you could get unlucky and get every other UR before you get even your first Era, so this is a big opportunity to snag one.

Now 1200 gems is a pretty large amount, so I’m not sure I’d suggest getting two. Two Era can be useful, but it’s not nearly as important as having at least one, and there will be plenty of decks that would only use one Era even if you have two.

So definitely pick up at least one of these if you can. If you don’t have enough gems, I’d strongly consider purchasing some to get Era. It’s a really useful unit.

= Barriston =

Usefulness:
- Very Low to Moderate

Barriston is an interesting unit. He’s the only unit in the game that can wound someone across from him and knock them out all at the same time. Unfortunately, the requirements for doing so tend to make him too unwieldy to work well in most decks.

Deck Building Strategy:
- Duo Randal

There’s only one major strategy, which is to pair him with Randal to allow him to wound units, and thus knock them out at the same time. Randal costs 5 gold to hire though, and he’s not that remarkable of a unit otherwise, Flourish tending to be a fairly underwhelming ability most of the time at the moment.

Additionally, Randal is a Mountain type, so even though he has no Defense to be buffed, he can theoretically be used to buff Laginn’s Stone Ram. I’m not sure how worthwhile this is of your time though, as adding Laginn just brings in yet another semi-expensive semi-unwieldy unit into the mix.

Technically Barriston can also be used for production to help offset some of his problems, but you’re going to have to rush him out pretty quick to avoid losing all but one of his gold production if your opponent is a rush army and gets you below 8 HP.

Tactics:
- Instant Knockout

Barriston’s major trick is to wound and then knock out the unit in front of him immediately. He can wound through up to 1 defense, so there are a decent number of powerful units he can do this to.

As with any wounder, the top slot is often the best place for him. However this will also be predictable, so try to find clever other places to use him once your opponent expects him, or keep him in the top slot to deter them from putting their own wounders there. Remember that a Spike with Protect buffing him will still block Barriston.

Technically you can use Barriston for production, but remember that this will show your opponent to expect Barriston and lose some of the surprise factor. Unfortunately, you’ll almost never see a Randal in most decks either, so even showing a Randal can make players suspect. Ideally, if you can hire Barriston and Randal on the same turn, you stand the best chance of catching your opponent totally off guard, but this can be hard to pull off.

Xyn’s Buyer Recommendation:
- Don’t Buy

Barriston has a very awesome concept, but I feel like he needs some small tweaks to make him worth using. Maybe just a tweak to Randal (or flourish in general?) would make the difference. Conversely, I’d hate to see Barriston become TOO easy to build a deck around, because that’s one mean and powerful combination of abilities he has.

For now, especially for 1200 gems, I’d say it’s not worth it. He’s worth experimenting with if you happen to get one, but at the moment he’s not the kind of unit that I’d go out of my way to purchase.

= Zender =

Usefulness:
- Low to Moderate

Zender is a kinda cool unit, but he just seems to lack… something. Not a bad unit, but he could probably use some kind of buff.

Deck Building Strategy:
- Spirits

Spirits are the main use of Zender. He can be used elsewhere, but his shortcomings are just a little to great to recommend him in non spirit decks if you can avoid it.

Tactics:
- Juggled Economy
- Buffing Nevil

Zender is basically the same in either row, so just shift him around to help juggle your units and protect any row you need to. If one of your 2 crystal producers must be wounded, make it Zender since he can still sell for 5 Crystal.

Push him front row when Nevil is in the front row to buff Nevil’s attack.

Xyn’s Buyer’s Guide:
- Buy only if you have 2 Nevil. Maybe.

Zender just isn’t that great. Not terrible, but not that great. If you have 2 Nevil and not enough spirits to buff them, maybe get a Zender or two to help buff them.

But even then, I’m not sure if I’d bother spending 90 to 180 gems on Zender. Spirits aren’t the most powerful deck out there, and Zender isn’t the best Spirit.

You should probably skip this one.

= Ekin =

Usefulness:
- Low to Moderate

Ekin isn’t a bad unit, and normally I’m a very big fan of 4 cost units, but Ekin is just a bit of a so so unit. For 1 Crystal more, Yaran has twice as much fireball, which tends to be a LOT more useful.

Deck Building Strategy:
- Acolyte Wizard/Zealot Rush

The only use I’ve really found for Ekin is in a Zealot rush. Everywhere else, he just doesn’t quite seem worth the space he takes in a deck. You’ll need a couple of Bin’s, one or two Lare’s, and as many cheap Wizards as you can manage (A Wizard Commander, Hagel’s, Ekin’s, Striker’s, etc).

Tactics:
- Early Attack
- Zealot Buffing

4 Attack is actually a pretty nice thing to have sometimes. If you aren’t actively buffing Zealot units from the back row, Ekin is usually best used for some cheap early attack.

As soon as you area ready for your main Zealot attack, keep Ekin back row all the time. Don’t worry about getting wounded, as you can still buff Zealots with wounded WIzards. As per usual, try to aim your fireballs low and/or at strategic targets if possible.

Xyn’s Buyer Recommendation:
- Don’t Buy

Even Zealot Rushes tend to require a disproportionate number of rares to make work, and it’s not that great of a strategy anyways. There are better Wizards for use in most Zealot decks, and Ekin, while not being a terrible unit, just isn’t really worth 90 to 180 gems.

= Doken =

Usefulness:
- High

Doken is a mean little unit. While his front row isn’t a great value, it’s a nice option for taking out Defenseless Healers in the top of the enemies back row. But Doken’s back row, paired with cheap Wood Healers like Kil and Roko, is a force to be reckoned with.

Deck Building Strategy:
- Disruption

Obviously all that Doken can do is wound the enemy back row, so his variety of uses is pretty limited. But more over than that, while is back row is pretty powerful, it’s not usually the most effective all by itself if your only major wounding unit is a single Doken.

In general, I recommend using Doken mostly in decks where Disruption is one of the major components of your deck. Having 2 Doken, or additional front and/or back row wounders such as a Wound Commander, Blight, Kemp, Finch, etc will usually drastically improve Doken’s impact. Alternatively, you could try using a Reaper unit like Gild or Lemore to Knock Out units that Doken wounds.

Tactics:
- Same Turn Healing

The main thing with Doken is to try and heal him the same turn that you hire him, and from above so that he acts on that same turn. The easiest and most common spot to do this is to place a healer in your top spot and Doken in the second spot of your back row. However, this can often be predictable, so when possible, try to put a Frail unit in the first one or two spots and below them place your Healer followed by Doken. Similarly, try to predict where valuable units will be in your opponents back row, and try to aim as high or low as necessary to hit them. Remember that Doken’s first arrow won’t prevent action that turn, but the second arrow, if it successfully wounds the next unit down, will block that unit from acting.

Aside from that, you can occasionally send Doken to the front row to get some more guaranteed back row action blocks, especially in the opponents top back row where Doken normally can’t block action. Try placing Doken in the front row and a Reaper unit directly behind him in the back row, or alternatively, place a Reaper unit directly below a back row Doken to try and knock out the second unit that Doken hits.

Xyn’s Buyer RecommendationL
- Buy it

Doken is a very useful disruption unit. 2 Doken’s is sometimes effective, but it’s usually not my preferred use of him, so in general I’d suggest you only buy one Doken for now. However if you are lacking a Kemp or a Blight or some kind of Wounding Commander, 2 Doken may be more useful than just one.

One Doken is well worth 250 gems. I’m not sure if two Doken are quite worth 500 gems though, but I guess it depends on your needs. In general, I think that even if you are lacking many Wood Wounders at the moment, I’d stick to buying one Doken and then start buying 200 gem Wood Boosters for a while until you get some more good units to pair him with.

Buying single specific units has the advantage that you don’t have to wait for random chance to get them. Doken could be the last couple of Rare’s you ever get, and he’s useful enough that I personally wouldn’t want to wait that long. So get at least one now, and build a deck around him later if you can’t do it right now.

= Drummond =

Usefulness:
- Moderate

Honestly I don’t have a ton of experience with Drummond. I have two, but I haven’t played with him a lot yet. Playing against him a few times, and based on his stats, he seems a decent little unit.

Deck Building Strategy:
- Faster Decks

Mostly Drummond seems like he’d be more useful in decks that can’t afford to hire an Illian or Rune or Spike, but need a little front Wound option to disrupt the opponent. Due to his Vanish, he just seems a bit risky to put in larger decks where he could slow you down your midgame unnecessarily.

Tactics:
- Cheap Front Disruption

You can’t beat the price for what he does, aside from the fact that he can only do it one turn per hire. Still, against certain Wood and Crystal economies, an early Drummond can make a huge impact. Tactics would be pretty much the same as any other multi-wound unit, try to hit a 2nd unit below to stop that unit from acting, and try to target high priority enemy units when possible. The only addition would be that, since Drummond will never last more than one turn per hire, make sure never to hire Drummond over another unit unless you have a very good reason.

The recruit can be nice occasionally, but only if you really need it.

Xyn’s Buyer Recommendation:
- Maybe Buy One

I wish I could give a stronger opinion, but I just don’t have a great feel for this unit. Maybe another player can elaborate a little further on Drummond’s virtues. Still, he seems solid enough, and whil I’m not sure I’d ever recommend buying two, buying one Drummond for 250 gems doesn’t seem like a bad deal if you think your deck could use a unit like him.

= Merith =

Usefulness:
- Extremely High

Merith is basically essential for a majority of Shadow Pylon decks to work right (a majority being 51% or more), and Shadow Pylon is, IMO, the most competitively successful hybrid City at the moment. So yeah, for it’s niche, Merith is one of the most useful units in the game. Unlike other decks where you can choose between Rorth or Mana, a lot of the time you absolutely NEED Merith to do what you are trying to do, and Merith actually does a good job in it’s role too.

Deck Building Strategy:
- Shadow Pylon
- Dual Resource Focus

Merith’s one weakness is that it has trouble focusing on all three of Shadow Pylon’s resources. Fortunately, you can make a lot of good decks with Shadow Pylong using mostly only two resources (possibly using the third resource sparingly). Just being able to use the extra unused resource to help hire a 2nd Merith later on can be pretty handy.

Now, you can use Merith quite effectively in a 3 resource type deck, it just gets a lot trickier, and you have to really hone the balance and timing of the deck to get it to work competitively.

Obviously using Merith in any city other than Shadow Pylon will present problems, and while I’m sure it can be done, I’ve yet to run into a competitive deck that uses Merith without Shadow Pylon. It’s just not where the unit thrives.

Tactics:
- Pick a Row

Marith’s main tactic is more linked to it’s strategy. Is your deck a Gold/Wood deck, or a Gold/Crystal deck? Place Merith at the top of the front row if it’s a Gold/Crystal deck, place Merith in the back row as far from arrows as possible if it’s a Gold/Wood deck. If it’s a well made competitive rainbow deck that uses all three resources, then you’ll probably already know where to put your units.

Additionally, Merith sells for 1 of every resource, which can make for a small boost to help buy a unit if you just need one more of one specific resource type, or a huge boost if you need +1 of 2 or 3 resource types to buy all of the units you need this turn. Just don’t do it too flagrantly, as Merith’s production per turn isn’t usually worth throwing away casually.

Xyn’s Buyer’s Guide:
- Buy two

This is definitely a unit that you want two of. It’s a rare, so you could easily get lots of other good hybrid units and still be missing out on Merith. I’d suggest nipping that problem in the bud and buy two now (or buy one if you already have one).

Merith is like Harden is to Gold decks if there were no such thing as Johnn. If you have ANY interest in playing a Shadow Pylon deck, you don’t want to miss out on your chance to guarantee you have the one unit necessary to make most Shadow Pylon decks work.

And I really do advise having two, There are a fair number of Shadow Pylon decks that work okay, or even better with just a single Merith, but so many are better off with two, so I’d definitely suggest having two.

If you can only afford one Merith right now, then by all means just get the one. One is much better than none. But if you can get two, it’s worth it IMO.

= Striker =

Type: Wizard
Cost: 3 Crystal
Rarity: Uncommon
Front: 1 Bolt, 5 Burnout
Back: 1 Recruit

Usefulness:
- High

Striker has a lot of cool uses in specialty decks, and is pretty handy to have even in more ordinary Crystal decks. Striker is definitely a staple of many good Crystal decks.

Deck Building Strategy:
- Cheap Attack
- Burnout/Revenge Decks
- Wizard Decks

For your average Crystal deck, Striker is useful because he A) doesn’t clog up your turn 1 draws, and B) is a little more affordable than Jion. Jion has no burnout, but costs 5 Crystal, so unlike Striker, Jion has difficulty being hired on turn 2. Strikers Burnout can be a liability at times, however you can have up to 4 units in your opponents front row without triggering burnout. More over, if Striker does burn out and you have no healers to heal him yet, you can sell Striker for a cool 2 Crystal, which isn’t a bad return. Striker can definitely help save you from rush decks.

Beyond basic uses, Striker has Burnout which makes him a good unit in Revenge decks. Shadebeast is the most powerful option, but other units like Sliver, and even cross faction units like Grove can be effective pairings as well.

Finally, Striker is a cheap and useful Wizard type, which means that he can buff any unit with the Zealot ability. Unlike most other Wizards, Striker can be handy in both slower and rushier Zealot decks. Remember, a wounded Wizard can still buff Zealot.

Tactics:
- Pretty Straightforward

Strikers tactics are pretty straightforward. Hire him if you need some attack real quick to counter a rush. Sell him if he gets wounded and you have no healer (and could use the extra gems).

For Revenge decks, place him towards the top of your front row. For Zealot decks, place him in the back row when you have more points of Zealot than your opponent has units in their front row.

Xyn’s Buyer Recommendation:
- Buy it

Striker is worth having, maybe even worth buying 2. The thing with Rare units is that it can take a while to get every last one of them, so you could end up waiting a while before you get Striker, and he’s definitely worth having. 90 to 180 gems is a bit of a chunk of change, but Striker is worth it.

= Abban =

Usefulness:
- Moderate-ish

What is there to say about Abban? What isn’t there to say? I have no idea. He’s about as middle of the road of a unit as you can find. He’s certainly not outright bad, but he’s just not really excellent in any way.

Deck Building Strategy:
- Back Row Defense

The main reason to use an Abban is if your deck is lacking in back row Defense. Throwing a few units like Abban into your deck can really help stop an arrow heavy opponent in their tracks. Abban is a decent choice as well, since he doesn’t screw up turn 1 draws, and produces a little gold as well.

In general, I’d tend to favor units like Midras and Gerren more, as they focus more on production than Defense, but against heavy amunts of Arrow Abban will hold up much better.

Tactics:
- Spaced Backrow Defense

Remember to strategically place your back row Defense units. Placing a unit like Abban right above a Defenseless Healers is always a good tactics, although keep both units moving around so they don’t become obvious targets. Try to spread your back row Defense out so that as many units as possible get protected from being multi-wounded, although in general having more of your higher Defense units towards the top is usually the way to go.

Xyn’s Buyer Recommendation:
- Meh, buy one if you really need it

A Common only costs 20 gems to buy, so if you really are lacking in back row defense, maybe grab 1 Abban. It’s not a huge investment, and he’s not a bad unit for the job. On the other hand, there are many, many units who are far more worthy of your gems, so unless back row Defense is your one major need at the moment, I’d skip Abban.

= Kobi =

Usefulness:
- Moderate

Kobi is a nice sold unit, but deceptively weaker than he seems on paper. Still, not a bad unit to have in your arsenal.

Deck Building Strategy:
- Knights
- Extra Economy

Of course Kobi being a Knight, he’s best when being buffed by Arthur and/or AtkSquire units. Being so expensive, Covar or a Commander with 5 or 6 AtkSquire are probably the only units you want to even bother using to buff Kobi, however this gets to the crux of Kobi’s weakness. Kobi is a little expensive, which makes him a less ideal candidate for being buffed by Arthur and AtkSquire than cheaper units like Hale.

Fortunately, at least Kobi produces a decent amount of economy. 2 Gold, along with a nice extra 1 recruit, can definitely help pull other expensive units such as Arthur or Covar or another Kobi. In fact, I wouldn’t generally recommend using Kobi in a deck if you don’t intend to take advantage of his economic value. He can even be of help in helping move a non-knight economy along, although I still wouldn’t generally recommend using Kobi without Arthur and/or Covar.

If you are using Kobi, try sticking to knights like Hale and Raleigh who won’t mess with your turn 2 draws, so that you can be guaranteed a Johnn or a Haren on turn 1. Otherwise, if using a Knight like Ramm, or especially Tarim, skip Kobi and stick to cheaper knights. You’ll have nearly as high of a max attack, and much more speed. Kobi’s not bad, just often outmatched.

Tactics:
- Honor
- Economy

As with any Honor unit, Kobi usually wants to be in the top spot unless your opponent starts trying to place wounded units there to block. If placing Kobi lower, just make sure that there’s likely to be an unwounded unit across from him, and hopefully try to put some Defense above him.

In the early to mid game, as long as you aren’t up against a rush deck, you probably want to keep Kobi in the back row. He will provide a lot more value there early on, and help get the rest of your deck out.

Xyn’s (late) Buyer recommendation:
- Buy one if you are seriously short on Knights

Kobi is not my favorite Knight. I can’t decide which I like less, Tarim or Kobi. No Knights are bad, but Kobi just doesn’t fit Knight’s style as well as others.

Still, if you have an Arthur or 2, but don’t have 6 or 7 Knights to get buffed by them, Kobi isn’t a bad purchase. Buying 2 might be a little extreme though, he’s not THAT good. I’d wait to get a 2nd one from random drops. You only really need 4 Knights in your front row to make Arthur Buffs worth using, so only get one Kobi if you really need it.

= Mull =

Usefulness:
- Moderate to High

Honestly I’m not the most experience with Hybrid decks. I’ve done quite a bit with Gold/Crystal, but not a lot else.

That being said, Gold/Wood is the other good hybrid combination. Wood/Crystal can work, but it’s not that great right now.

So, Mull being a decent hybrid producer, he’s a good option to have. If you need a hybrid produce…

Deck Building Strategy:
- Hybrid

There’s really no use for Mull outside of hybrid decks. If you know what you are doing, you probably don’t need my less than experience tips in this department. If you are less experience, you probably don’t need Mull.

Good units to pair Mull with include Tavi and Brodie, along with any other Gold or Wood units you want to support them.

Tactics:
- Timed placement

The trick with a unit like Mull is usually knowing when to have them in which row. You want as small a deck as you can manage, and you want to keep track of the units you draw each turn, and have Mull in the row where he’s most likely to give you the resources you need. This is another reason that Mull is really a higher level of unit (as far as difficulty to use).

Xyn’s Buyer Recommendation:
- Don’t Buy

I can’t see anyone who would need to buy a Mull. If you don’t have Mull, you probably aren’t experienced enough to want to be messing with him yet. If you are experienced enough, you probably already have all of the Common’s (it doesn’t take that long to get them all).

In the off chance that you know how to use Mull, need Mull, yet don’t have Mull (like if an experienced player rolled a new account), you surely know enough to ignore my “don’t buy” advice.

Mull is definitely a unit that you’ll eventually want, but why spend 20 to 40 gems on him when you probably don’t want/need him yet? There is plenty of time for Mull later.

If you really want to buy him, I’d Mull it over first.

= Chal =

Usefulness:
- Moderate

I really like Chal. Unfortunately, with all of the wounding options out there right now, Chal seems a bit risky to use a lot of the time. But, I still like Chal, and Chal is a pretty useful unit. Not the most powerful, but one of the most fun to use when you use it well.

Deck Building Strategy:
- Attack

From a deck building strategy, Attack (honor) is the only thing I can majorly recommend with Chal. Chal has a lot of useful tactical options, but for the most part you just want a decent semi-heavy hitting unit.

As an aside, you can also use AtkSquire to double buff Chal since Chal is a Knight type. However, for most decks a Commander is the only really viable option for Crystal AtkSquire units. Still, a Commander can have more AtkSquire than any other current unit has, and 6 AtkSquire = +12 attack on top of Chal’s 9 honor. Not a bad deal in the right deck.

Tactics:
- Toxic
- Fireball

Aside from the usual stuff with Honor, the main tactic of Chal is to keep your Toxic in a place to either deter, or penalize your opponent for using wound. If the wounding unit is across from Chal, that’s 18 attack that Chal produces, which isn’t bad. If wounded from above, Chal still does 9 attack, but you lose the Chal, so it’s really not quite worth it unless you win the game that turn. Try to rely less on deterence with Chal’s Toxic and try more to predict where a wounder will be and place Chal across from them. As with Honor, the top spot is usually the safest spot for placing Chal’s Toxic, however not always the best. When in doubt, you can try placing Defense units above a lower Chal as a safety, because being wounded from above is not a good way for a Chal to go out.

If Toxic were Chal’s only trick, it would be a pretty mediocre unit, but the 3 fireball makes it a lot of fun. I don’t usually use the Fireball a lot, but even using it once or twice every few games is a lot of fun. Mix Chal with other back row wounders like Tagon, Branan and Aethon for some good disruption.

Xyn’s Buyer Recommendation:
- Don’t Buy

I really like Chal. Chal is a solid unit. But unfortunately I don’t think I can recommend spending 250 to 500 gems on it. It just doesn’t bring enough to your deck for that many gems.

If Chal seems like it would be a good fit for your deck, or you just really need some more attack with some nice tactical options, I don’t want to dissuade you. Buy Chal if it seems like a unit you REALLY want. It’s not a bad unit, and I’m pretty much on the fence on this one, but I just can’t recommend a buy for most players.

But… I do like Chal.

= Pyras =

Usefulness:
- Low to Moderate

Pyras isn’t a terrible unit, but he kind of has a problem. Most of his cost to ability value comes from his 10 Transform, and Transform isn’t the greatest right now.

Now Fox Pack can be good, but unfortunately Flyt has the same amount of Fox Pack (2 Fox Pack) and costs only 3 Wood, compared to Pyras’ 5 wood cost. Flyt also has 1 wood production in back, which is arguably much better for the kinds of fast decks that would want to make use of Fox Pack units.

So Pyras doesn’t have a strong place in Fox decks, and Transform is a bit of a lame duck ability.

Deck Building Strategy:
- Transform

I just can’t really advise using Pyras in a Fox deck. If you do use him, he’s pretty straightforward, but he just doesn’t offer a good value in a Fox deck.

Transform decks are where you want to use Pyras (if you do use Pyras). Try to have some good 8 to 10 cost units for Pyras to transform into.

Tactics:
- Transform Shenanigans
- Foxpack

I’m not going to get into Transform tactics here. Suffice to say, it’s a bit messy, in multiple ways. Transform tactics is an entire article unto itself, and I don’t really want to get into it right now.

As far Foxpack goes, just make sure to have a Fox or Thief type unit on either side of Pyras to maximize his attack. Units like Squint and Ozzle make good end cap units, because they don’t have any Foxpack abilities of their own, so being at the far top and bottom of your row won’t diminish them. Same rules apply to all Pack abilities of course.

Xyn’s Buyer Recommendation:
- Don’t buy

I believe all players get one Pyras in the campaign still? (correct me if I’m wrong)

Anyhow, I certainly wouldn’t spend 1200 gems on a Pyras. Maybe if Pyras had 3 Foxpack and were Renegade or something. Pyras just doesn’t pack enough punch for a Fox deck, and Transform, while fun to mess around with, isn’t worth dropping 1200 gems over.

Save your gems for a more useful unit.

= Goose =

Usefulness:
- ???

I don’t get Goose. He doesn’t seem good. He doesn’t seem completely terrible, other than that I can’t see how he would fit well into any deck.

Deck Building Strategy:
- ???

I don’t get Goose. I don’t know what type of deck you would put him in. Presumably a hybrid Gold/Wood deck of some kind, I assume. Maybe…

Tactics:
- ???

I don’t get Goose. But I guess you’d use his back row for some production, and I guess you’d pair him with a Multi-Wound unit for his Flourish?

Xyn’s Buyer Recommendation:
- ???

I don’t get Goose. And you probably shouldn’t get Goose either.

= Herold =

Usefulness:
- low

Ahh, the once great Herold. He used to be the unit with the highest AtkSquire in the game. Nowadays, Covar with his 5 AtkSquire and Commanders who can have up to 6 AtkSquire overshadow him. Even Andor tends to get more use than poor Herold. Maybe if Herold got +1 more Protect in his back row?

Deck Building Strategy:
- Hale Buffing

There’s really only one unit who will even come close to unlocking Herold’s potential, and that’s Hale. +6 attack and +1 defense isn’t a bad deal for the cost, but Covar is still usually a better idea if you have one. If you don’t have a Covar or an AtkSquire (and/or Protect) Commander), maybe just skip Herold anyways.

Tactics:
- Place Behind Hale

There really isn’t much else to do with him.

Xyn’s Buyer Recommendation:
- Skip it

Just not worth it at the moment. Not a bad unit, but just doesn’t really have a place right now and there are other units who do similar things much better.

= Yorn =

Usefulness:
- Low to Moderate

I haven’t really liked Yorn since the day I started playing, and I’ve never warmed up to him. But, he does have some virtues, and I can look past my preferences to see it.

Still, like him or not, Yorn just isn’t the most stellar unit ever. He’s fallen further in usefulness as time has gone on, so while he does have some use in some decks, his value isn’t high.

Deck Building Strategy:
- Farmer Economy

One of Yorn’s biggest problems is that he costs 5, but doesn’t offer anything too amazing for it. aside from wood decks, I’m not usually a big fan of 5 cost units because they can’t usually be hired easily on Turn 2, and yet don’t offer the full value of a 6 cost unit who could often be hired with the same available resources instead. At least Yorn produces 3 Gold, so if you do sell a Johnn or Harden to buy him on T2, it won’t be a complete loss of investment.

To unlock Yorn’s potential though, he really needs to take advantage of that Farmer buff from Horus. Is that enough to justify putting him in a deck? I don’t know, I think I’d rather have Johnn/Jonas/Durant/Bran in a deck before Yorn. I suppose if you really want a knockout unit, but don’t want to spend a slot on Bane or Scrapper, Yorn would be a good fit to a deck that already has Horus and a multi-wounder.

Tactics:
- Economy

Even if you use Yorn for knockout, I wouldn’t suggest doing it much. 5 cost for 1 knockout is a pretty bad deal, so only do it towards the late game if you have no more need for economy. Knockout tactics should be pretty self explanatory, place Yorn directly below a multi-wound unit. High wound like Spike, or Attack + Wound like Illian or an Attack+Wound Commander are optimal to increase the likelihood that the unit in front of Yorn gets wounded.

Yorn is a moderate producer, so try to place him in lower and/or safer locations in your back row, but obviously don’t protect him over units like Jonas who produce even more. Costing 5, Yorn also sells for three, so consider selling Yorn ahead of any other producers if you need a few extra gold.

Xyn’s Buyer Recommendation:
- Don’t Buy

For a little extra economy production, Yorn might be nice to have as an option if you could purchase him for the price of an Uncommon (90 gems). But at 250 gems, I can’t justify getting him at all. He just doesn’t get used much, and for good reason. He just doesn’t fit well into most decks, so even if he could be of moderate value to a deck of yours right now, he will QUICKLY fall out of favor and get no use at all. Spend those 250 gems on something else.

= Gorg =

Usefulness:
- Very Low

Gorg used to be… not completely terrible. At the moment, I just can’t see a place for him in his current state. He can’t be drawn on turn one, and he doesn’t offer a lot of amazing benefit for later turns. With some ideal draws, he could really help disrupt an enemy economy, but with a hybrid city you probably aren’t ever going to get those amazing draws, certainly not often enough to be worth it.

Deck Building Strategy:
- Avoid

If you are going to use Steal, stick to better Raiders like Gage and Berna. If you’re going for Wound, stick to cheaper units like Squint, or better units who have multi-wound. In fact, Wood/Crystal hybrid is a pretty rough combo to get working at the best of times, so don’t try to force Gorg in there and make things worse.

Tactics:
- Disruption

Should you use Gorg, try to get him out early and aim his Steal for the highest back row resource producers you can. Remember to try and predict where your opponent will move them to stay away from you. I wouldn’t focus as much on the front row Wound, only as a secondary consideration against Wood decks or possibly some Crystal decks. If you can wound one front row producer and steal from a back row producer at the same time, that’s ideal, but Steal should probably be your first priority, as stealing 4 Crystal is far better than stealing 2 Crystal and wounding 1 front row unit.

Send to the back row if your opponent uses Gold and you’re having too much trouble picking off the 4 Gold producers. Maybe the 2 recruit will help you draw some better units.

Xyn’s Buyer Recommendation:
- Do Not Buy

Gorg is another one of those units who I really wouldn’t suggest buying at any price right now, even if he were a Common. At an Ultra Rare’s price, he’s an absurd waste of gems, especially for a hybrid combo that A) most people won’t use and B) usually isn’t that good and C) isn’t improved in any way by having Gorg.

= Johnn =

Usefulness:
- Extremely High

Do you have 2 Johnn? No? Then buy one, right now. Why are you still reading this? Go buy one and then come back and read the rest of this if you want to.

Deck Building Strategy:
- Gold Economy

Most gold decks need 2 Harden 2 Johnn. There are exceptions, but they are few and far between, mostly involving various rush strategies where you don’t need that much gold production and the extra units will just slow you down.

For most gold decks, you need to produce 10+ gold per turn at some point, and 2 Harden 2 Johnn are the most affordable way to do that. Now, ordinarily I would give the nod to Harden a bit, because his 2 front row Defense can be a real life saver if you need a little extra front row Defense against Wound. However Johnn does have the Farmer type, which means he can get buffed by Horus, so while many Farmer Economy decks still may wish to use 2 Harden as well, Johnn is probably the one you want to hire first if you have a choice between the two.

Don’t just throw a bunch of Farmers and a Horus or two into your deck just because of Johnn though. There are good decks that use Farmer economy, good decks that use Troll economy, and good decks that use 2 Harden 2 Johnn and neither Trolls nor Farmers as their main economy strategy. Just build whatever works for your own deck.

Tactics:
- Hiring Priority

The biggest tactic with Johnn is usually the priority with which you should hire him. If you have a Farmer economy which you want to buff with Horus, always hire Johnn first over Harden, Otherwise, Harden is usually the one you want to hire first, as that 2 Defense is great to have on hand.

Similarly, try to keep them safe in the same order of priority. Normally I would but Harden’s in lower/safer spots of my back row than Johnn’s, but if I were running a Farmer economy I would put Harden’s in the riskier spots and Johnn’s in the safer spots.

Xyn’s Recommendation that you should totally buy this unit:
- I assuming you’ve already bought one (or already had 2) by the time you’re reading this

If not, then as soon as your done, hurry up and buy one. More so than almost any other unit in the game, this is a true staple, which you REALLY want to have 2 of. It will really strengthen your early game economy in most Gold decks. Johnn isn’t an amazing or flashy unit, but it’s an essential unit, and very VERY useful.

There are few things in this game more satisfying than having 2 Johnn 1 Harden or 1 Johnn 2 Harden on Turn 2, and having an extra Johnn will make the odds of that happening go way up.

= Lapp =

Usefulness:
-moderate

Lapp isnt great, but not too bad either. Works okay with Laggin, but not as well as I would hope.

Deck building strategy:
- Mountain deck

Being a 5 cost unit and not that spectacular, I really wouldn’t suggest putting Lapp in a deck other than a Mountain deck that used Laggin. Of course, mountain decks aren’t always that great either, so meh.

Tactics:
- Stone Ram buffing

Unfortunately, Lapp has his Defense in the back row, so getting buffed by Laggin’s Stone Wall usually isnt that useful, especially since 1 back row arrow is usually a little mediocre. I’d mostly try to rush Lapp out for the attack and to help boost Laggin’s Stone Ram to try and get an early victory.

Xyn’s buyer recommendation:
- probably skip it

Maybe if you already have a Laggin and you need a few more Mountain units to make it work? Even then, I’m not sure if Lapp is really worth the gems. I say you should probably save your gems, because maybe there’s a much better Rare tomorrow.

= Caylish =

Usefulness:
- Moderate to (situationally) High

Caylish is a bit of an unusual one for me to review. It’s the first unit of the day who I don’t have at least one of at the time of writing the review. I’ve played against Caylish a good number of times though, and Caylish can be pretty decent in the right deck. However it is a hybrid unit, and not the easiest unit to use either, so just because it can be pretty useful in specific decks doesn’t mean that it should just be purchased for general use.

Deck Building Strategy:
- Spearhead
- Assasins
- Hybrid City vs Pure Gold City

Spearhead is a big draw for Caylish in my opinion. with 2 Caylish, 4 Spearhead isn’t a bad amount of attack, and if you have a 3 Spearhead Commander it becomes pretty powerful, and not for a bad price either.

Of course Caylish’s backrow can also prevent Assasins such as Rune and Spike from being wounded, which can cause all sorts of havoc. While this should definitely be used when possible, I’m not sure if I would suggest building a deck where that’s the primary strategy, as I’ve yet to see such a deck work. It seems better as a secondary use, if you happen to have Caylish and some Assasins in your deck already, and can give a great reason to add a Rune or 2 to a deck if you were on the fence about it.

Finally, when building a Caylish deck, you can either choose to do some sort of hybrid city (The Den, Outfitter, or Shadow Pylon), or instead go for Titan Ridge and use a cross producer like Drion (costs 6 gold, produces 4 wood) to help pull Caylish. Personally, I prefer the latter style, although I don’t yet have a Drion either, so it’s not an option for me yet. Additionally, you could also try to pull Caylish from Sacred Woods with a Transform unit, but I’ve yet to see this done well either.

Tactics:
- Spearhead
- Smoke Bomb

Spearhead should be pretty straightforward. Try not to get wounded in the front row, make sure to have as many back row units as possible.

Smoke bomb is also pretty straightforward. Just put one Caylish in the back row if you need to make sure any front or back row Assasins don’t get wounded next turn. Remember that you only need one Caylish in the back row for this to work, so try to never have more than one Caylish in the back row at a time. Also, remember that Caylish is not an Assasin, so Caylish can’t protect another Caylish.

Caylish is pretty simple to use. It’s the deck building that’s more difficult.

Xyn’s Buyer Recommendation:
- Buy if you know what you are doing and have some gems you are willing to throw at a potentially fun unit

I don’t have any Caylish, and I’m probably going to buy a couple today. I can’t think of a much better endorsement than saying I’m going to do the thing myself, yet I still would be hesitant to say just anybody should do the same. It’s really not a very broad or versatile unit, so many players would probably do well to skip it for the moment and spend those gems on some Core packs instead.

Still, if you do buy one, I’d say you should probably buy two together. It’s the sort of unit that will work much better if you have two. One Caylish will be hard enough to draw in a deck, so if you are going through the trouble to have one, you may as well go one easy step further and have two.

= Jiast =

Usefulness:
- Moderate to High

Jiast is a pretty decent little low level producer for a Gold/Crystal hybrid deck. It has the disadvantage that it can be drawn on Turn 1 in Shadow Pylon, but that’s not always a big disadvantage for it.

Deck Building Strategy:
- Gold/Crystal Hybrid

Any Gold Crystal Hybrid deck should consider using Jiast. Not every one of them should actually use him, but it’s usually worth considering.

Jiast’s biggest draw back is that it’s a unit who doesn’t really excel in most any deck, so you may frequently bump it from your deck if possible in favor of more essential units.

Tactics:
- Front/Back row juggling

Like any unit who has the same abilities in either row, Jiast will be of the most tactical use when you use him to help pad and and/or protect a row from incoming threats such as Wound, Arrow, Rampage, Bolt, Tax, etc.

Beyond that, there’s not too much to Jiast other than that he sells for the same 1 gold 1 crystal that he costs to hire, so sell him if you need one more of each resource, or even if you only need one of the two resources if you’re really desperate. As always, it’s usually more valuable to keep him around than to sell him and rehire him late if you can afford to avoid selling him too early, although this is usually not a problem in the mid to late game.

Xyn’s Buyer Recommendation:
- Buy if you are ready to build Gold/Crystal hybrid decks

If you have a bunch of other units ready to make a Gold/Crystal hybrid deck and are still missing a Jiast or two, it can’t hurt to get him. He’s a decent producer option to have, even if you may not always choose him. Can’t beat the price for the value he offers.

Otherwise, skip Jiast. Gold/Crystal hybrid decks can be pretty good, but there’s no reason to rush into them, and you don’t absolutely need Jiast to make them work.

= Grey =

Usefulness:
- High

Grey is a really solid unit. While it’s not always the easiest to fully buff Grey’s Wold Pack ability, it’s not even necessary. Even 6 Attack 1 Defense is pretty good for 6 cost, especially considering that he can produce 3 Crystal in back and can be buffed by Ashara in a Skeleton deck.

Deck Building Strategy:
- Skeletons
- Blood Rage
- Lyss
- Hybrid

The easiest and most obvious use of Grey is in a Skeleton deck with Ashara. As a producer and basic attacker, Grey does a fine job.

Blood Rage (with Celina or Vyros) is a pretty deadly combo. Blood Rage buffs Pack abilities directly, meaning that they can get up to x3 the normal buff if they have the appropriate units next to them. Even just with 2 Grey’s next to each other it’s still a high amount of attack.

To fully buff Grey without going hybrid, the only option is Lyss, the only Hunter type in Crystal. Lyss isn’t the greatest unit, but isn’t terrible, and compliments Grey pretty well.

Alternately, you can try whatever hybrid strategies to buff Grey additionally, although I’ve rarely found this to be the most effective strategy.

Finally, you can mix and match most of these in various ways, so experiment. Grey is a lot of fun to build decks with.

Tactics:
- Early Economy
- Wolf Pack
- Spike Wall

If you can get Grey out early, you usually want to use him for Crystal production for a little bit. Don’t even bother putting Grey in the front row without at least having a 2nd Grey (or a Lyss) if you can help it.

As with all pack units, always put Grey in the front row surrounded by as many Wold/Hunter types as possible. Even if it’s nothing but 2 Grey’s next to each other, that’s much better than a lone Grey.

Finally, if you have 2 Ashara in your deck, remember to use Grey to block Spike from above. Try not to get Grey caught directly in front of Spike if you can though, since 3 Defense will still get Grey Frailed out by Spike.

Xyn’s Buyer Recommendation:
- Buy two if you can, or none at all

500 gems is a bit of a price to pay, but if you’re willing to pay it, Grey is a pretty good unit to have. Don’t just have one though, it’s a unit that really needs a 2nd one to work right.

If you already have 1 Grey, this is a really great chance to make sure to get the 2nd one, and you only need to pay 250 gems instead.

This isn’t a game winning unit though, it will only make good decks better, or allow you to try to make some good new decks. Strongly consider getting Grey’s if you already have a Vyros or Celina, 2 Ashara, and/or 2 Lyss. If you are lacking all of those, Grey can still be a good buy, but you probably won’t be getting optimal performance out of him any time soon.

= Hiro =

Usefulness:
- Low to High

Hiro is a very unusual unit. He’s the only non hybrid gold unit who can produce Gold in the front row. He’s also one of only 4 non hybrid gold units who can produce Crystal (Hiro, Lyon, Bin, Hagel).

while not useless, Hiro’s Crystal production is usually not very useful. Additionally, I generally shy away from most Gold units who cost less than 2 (although if they produce at least 1 Gold it’s tolerable).

But where Hiro really shines is that he is the only Gold unit (aside from Commanders) who can produce Gold in the front row of a non hybrid gold deck, and this alone makes me like him quite a bit. He’s not very useful in most gold decks, but in rush decks and decks that need to push their front line forward without sacrificing too much economy, Hiro can be great.

Deck Building Strategy:
- Speed
- Rampage
- Cheap units

You should really only use Hiro if you don’t have many expensive units in your army. So in general, rush armies (or rush plus disruption armies) should be the only time Hiro gets used.

Rampage units like Rucke pair really well with Hiro since you are more likely to have a longer front row earlier than your opponent a lot of the time. Additionally, if you are against a Rampage unit, Hiro helps block them really well. Obviously Wood decks and Bolt units are a heavy counter to this.

Remember to try and include other cheap units in your deck if you are using Hiro. For example, if you are using Barbarians, you can use Harum, or in other decks you could use Pitt. Try to use units who will help your speed, either with attack (like a Driaga buffed Harum), or with Economy (like a back row Pitt). Rosie probably won’t help you as much as hurt you still. Free units like Rowa, and even occasionally Ob, can be helpful as well.

Obviously you can also try to use Hiro in some sort of Gold/Crystal hybrid deck, but I honestly haven’t seen this put to much good use yet, so I can’t really recommend Hiro for that at the moment.

Tactics:
- Front Row Push

If your deck is designed to use Hiro well, try to get Hiro out whenever you can. If the choice is between a Harden and a single Hiro, you may have to choose Harden instead. But if you get Hiro and one other 1 cost unit, Hiro may be the way to go.

In general, I tend to put Hiro in the top slot in the early game, where economy is more important. Later on, when I need to attack more, I’ll place Hiro in the 2nd slot or other riskier slots to keep valuable Attackers safer.

Remember to sell Hiro for that 1 extra gold if you really need it. Usually not as good of an idea in the early game (unless it’s to help you buy other producers), but very handy in the mid to late game.

Xyn’s Buyer Recommendation:
- Buy it if you can afford it and if it sounds useful to you

I’m a pretty big fan of Hiro, but he’s not the most amazing unit ever. 250 to 500 gems is definitely a bit much for him, but I can’t say don’t buy him either. He can really make certain decks work a lot better (or work at all). If the price isn’t putting you off, and my description of his uses sound like something you want, he’s probably a good buy for you.

For most people, there are probably far better (safer) units to spend your gems on.

= Craun =

Usefulness:
- low to moderate

Craun isn’t an amazing unit by looking at his stats, but he’s a solid unit for what he is, which is a component of a Skeleton deck. Nothing more, nothing less.

Deck Building Strategy:
- Skeletons

To use Craun well, you really need Ashara, preferably 2 Ashara. a proper Skeleton deck is about the only place I could recommend using Craun, as he would be very underwhelming in any other deck.

In a Skeleton deck, he’s a pretty good choice. He can take advantage of Ashara’s Defense buff in both rows, can take full advantage of Ashara’s Attack + Defense buff in the front row, and (once buffed) provides a decent value for his price. More over, he even produces a tiny bit of Crystal in back, to help offset his awkward 5 cost pricing a tiny bit.

Tactics:
- Early Economy
- Ashara Buffed Attack

Craun is very simple and straightforward. If you have to draw him early, just use him for production and use his Defense to help protect himself and other back row units.

As soon as you have an Ashara or 2, start considering putting Craun front row, as long as you either have a decent economy without him and/or already have enough of your other more expensive units out that you don’t need his 1 Crystal.

Xyn’s Buyer Recommendation:
- Buy if you have 2 Ashara and need some more good Skeletons, otherwise skip like the plague

Cheap Skeletons like Yuolen and expensive Skeletons like Jimmien don’t work the best in Skeleton decks, so if you have 2 Ashara, you want to make sure to have plenty of Skeletons (at least 7, or 6 + a Skeleton Commander) who cost more than 2 but less than 9, preferably who have at least 1 defense and a decent amount of Attack in their front row. Craun fits this bill to a T, making him a really good staple unit of a Skeleton deck.

In general though, there are better units to spend gems on. Craun is a damn good Skeleton deck unit, but mediocre in every other way. If you have 2 Ashara and maybe a couple of Grey already, but no (or only one) Craun, he could be a good purchase to help get your Skeleton deck moving (possibly with the help of some kind of Skeleton Commander).

Being a Rare, it could be a little while before you get Craun through random drops, so weigh your options. If Craun could be of immediate use to you, he could (possibly) be worth it. Otherwise, I’d wait for him to eventually randomly drop.

= Ray =

Usefulness:
- moderate

Ray isn’t a bad unit, but personally I’ve never used Ray very much. Ray just doesn’t suit my play style, but he’s not terrible. Just not a unit I have a lot to say about.

Deck Building Strategy:
- Healing Overwhelm

Since Ray can’t block any units from moving the same turn, yet can wound quite a few somewhat hard to wound units, I think the best use is to try and overwhelm the enemies ability to heal. So you’ll want several other Wounders in your deck, including Arrow units to disrupt the back as well. Just beware that units like Era will potentially wreck this strategy, so hopefully it’s not your decks only trick.

Tactics:
- High priority targets
- Back Defense (if REALLY needed)

Try to make sure that Ray is in front of front row enemies who you really want wounded. Either more expensive Frail units, or powerful units in general. Obviously units with up to 4 Defense are a plus. Remember that Ray can pierce through a little extra Defense with the help of AtkSquire behind him. Be sure to be shooting Arrows at the back row to try and prevent the units you wound from getting healed.

In desperate situations, Ray does have a good amount of back row Defense, although he doesn’t actually do anything else useful back there at the same time. Place him above high priority back row units to try and protect them from multi-arrow. This really isn’t a good economical use of Ray though, so try to avoid needing to do this.

Xyn’s Buyer Recommendation:
- Don’t Buy

Ray isn’t bad, but 250 gems is a bit much for his mediocre utility. He can be a decent unit to use in some decks if you happen to randomly get him, but I wouldn’t go out of my way to seek him out.

= Ruel =

Usefulness:
- low

Ruel is just kind of a so so unit. 5 Attack for 5 cost isn’t a bad deal, but 5 cost units in general don’t fit into decks very well. 3 cost and 4 costs units who can be drawn on Turn 2, yet don’t count against your turn 1 draws, are great. 6 cost units aren’t always the greatest either, but at least they generally are a bit more powerful than 5 cost units, and are often just as easy to hire as 5 cost units. 7 cost and up tend to be much better units.

So to be any good, a 5 cost unit usually needs to stand out in some way, to do something very clever and useful. That, or be a wood unit, where 5 cost tends to be a lot less of a handicap.

Ruel’s only real trick is that he’s a Harvester, which means he can be buffed by Trathor, in much the same way that Horus can buff farmers. Unfortunately, Trathor isn’t usually as good as Horus, and Harvesters in general tend to be much worse than Farmers. So Ruel stays a mediocre unit.

Deck Building Strategy:
- Trathor/Harvesters

I can’t think of a good reason to include Ruel in a deck other than to take advantage of the Trathor Harvester buff. But then again, that’s really not worth it.

I really wish that Lyss and Ruel were combined as same unit, as a Harvester Hunter. Lyss would be that much more useful even beyond pairing with Grey, and Ruel would actually have something cool to do since the Harvester thing is a bit weak sauce.

Ruel isn’t completely terrible in a deck. He can provide a bit of Crystal production and some decent back row defense, he can help out with Attack a little if needed, and (maybe) he can do something cool with Trathor (probably not). But I just haven’t been able to make a deck with him that’s worth the bother, and I have never seen a competitive deck that used him to good effect.

Tactics:
- Defended Economy

Despite slightly mediocre Crystal production for his cost, if you are using Ruel I’d probably keep him back row most of the time. Especially if you Trathor buff him. If you absolutely need the attack, especially against something like a rush deck, bring him front row for sure. But 5 attack for 5 cost to hire, while a fair value, just isn’t amazing.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s not worth 250 gems, plain and simple. Maybe he’d be okay as a placeholder producer for a primitive crystal deck if he only were a common, but as a rare he’s just too costly for his worth, even if you have a Trathor or two.

Save your gems for a unit that has a purpose. Ruel is a bit of a lost soul at the moment.

= Morgart =

Usefulness:
- Moderate

Morgart isn’t a flashy, spectacular unit. But Morgart does Defense, and Morgart does Defense well.

Deck Building Strategy:
- Extra Defense.

Does your Gold deck need more Defense? Back row? Front row? Both? Morgart is your man. He won’t screw up your Turn 1 draws, yet he’s otherwise as cheap as can be. Better yet, you can always use his Windfall to sell him for his full purchase price later if necessary.

Tactics:
- Defense Wall

Obviously Morgart doesn’t actually do anything other than Defense, but you can’t beat the price for what he does. Just make sure to place him above higher value units who you want to avoid getting wounded, or at the very lest avoid having them lose their turn. In general, top spots aren’t as good as sticking Morgart between two other units.

And, of course, you can always sell Morgart for 3 gold. Just make sure you won’t be regretting not having the Defense next turn.

Xyn’s Buyer Recommendation:
- Buy it if you need it

He’s a common, so he’s pretty cheap relatively speaking. If you are really hurting for some more Defense, buy Morgart. He’s not my favorite unit by a long shot, and I don’t use him a ton myself, but he can be really handy to have, especially if your deck is light on Defense and none of the other units in your collection seem to fit into your deck right.

= Pep =

Usefulness:
- moderate

Pep is the 2nd best of the three 2 cost 3 recruit units. Ench is the best, because of wood decks being able to take advantage of cheap units like Ob and Diug, while Kaite is the worst, just because gold decks tend to rely more heavily on getting Harden or Johnn (or at least someone who produces 1 gold) on Turn 1.

I’m not personally very into using any of these three units in my own decks, but Pep isn’t bad. Pep also has 1 Defense, which is arguably the best front row ability among the three of them (although Ench is a Dog type, which allows him to buff Dog Pack units). You can use Protect behind a front row Pep to create a good wall of Defense.

Deck Building Strategy:
- recruit

Pep’s 1 Defense can be nice to have, especially if you have some Protect to help buff it, but I’d never build a deck around it. Bottom line, if you need some extra recruit very early in the game, Pep is the unit for you. Just remember that your early economy will be stifled.

Tactics:
- recruit
- front defense

At any given turn, prioritize which is more important to you. Recruit, or Crystal production? Place Pep and the others appropriately, to place the one you want slightly less in the more dangerous slots. Also, juggling your units in general is usually a good idea, because it can disrupt your enemies ability to target the units THEY want want to hit to help their own strategy.

In a pinch, throw Pep in the front row to help with Defense, although try not to do that except in the mid to late game or when otherwise necessary, as the back row is a much better deal for Pep’s price.

Remember that you can never generate more than 10 total recruit per turn (including the recruit your city generates), so in Dwila, if you already have 1 Pep out, only up to 3 more Recruit will actually do anything.

Xyn’s Buyer Recommendation:
- Only buy if you need for a specific deck

Pep isn’t so great that I’d go out of my way to get him, and he’s a Common so it won’t be long until you get him randomly anyways.

On the other hand, he’s a solid unit if you really need early recruit in a Crystal deck. So if you’ve got a Crystal deck that seems like it needs someone like Pep, he’s not a bad, cheap buy. You probably only need one though.

= Raleigh =

Usefulness:
- high

Raleigh is an oddity for me. He costs gold and he’s 5 cost, and doesn’t really look that good on paper. So why is he so amazing? In short, he just is.

In depth, it’s because he has 7 Protect, allowing any unit with at least 1 front row Defense to have at least 8 Defense, which can deal with almost anything short of a Blight. Also, he’s the cheapest Knight aside from Hale who won’t screw up your turn 1 draws. Over all, he’s just a versatile unit, who despite being very awkward to fit into decks, can be quite handy to have around.

Deck Building Strategy:
- Knights
- Protect

I think Knights, either buffed by Arthur and/or AtkSquire units, are where Raleigh shines the brightest. At the very least, it makes Raleigh’s 5 cost for 3 attack a little more worthwhile. On top of that, Hale is a nice unit to receive Raleigh’s Protect buff.

In general though, any Gold deck that needs some extra front row Defense can potentially benefit from Raleigh. In general, it’s usually the most useful to use on units with low Defense, like 1, maybe 2 points tops. Above that, and most units in most situations already have enough Defense on their own. Try pairing Raleigh with units like Spike, Hale, and Bran for maximum effect.

Technically Raleigh has Flourish which can do an extra 4 against Wounded units, but I haven’t found that the best thing to build a deck around. Use Flourish when possible if your deck supports it, not as a primary strategy. Raleigh is also a Vanguard type, but that requires a Legendary unit (Tally) to use for much of anything useful, and it isn’t that great either.

Tactics:
- Protect
- Knight Attack

In any deck, Knight or otherwise, Raleigh’s primary use is probably going to be for Protect. You won’t always need it, but you should always be ready to use it. Remember that Protect happens before each battle starts, so if your back row Raleigh gets wounded at any time, it doesn’t matter as long as he gets healed at some point before the next round starts.

In Knight decks, of course you want to use him as an Attack unit as much as possible, especially when buffed by Arthur’s where every Knight in the front row helps multiply your Attack. Just be ready to have Raleigh pull to the back row and Protect Hale (or any other Defense unit) if Spikes or other heavy multi-wound units start coming out.

Xyn’s Buyer Recommendation:
- Buy one

If you don’t have one (I can’t remember if you get one in the campaign), buy one. It’s to have at least one Raleigh as an option to include in Gold decks.

Two Raleigh is only really useful if you have a good Knight deck, usually only if you have 2 Arthur’s, or at least 1 Arthur and one good, cheap Commander Knight. It’s not bad to have, but for the price of a Rare, I’m not sure if I’d push anyone to spend that many gems just to have 2. If you do buy a 2nd Raleigh though, I can’t say it’s gems poorly spent.

= Alson =

Usefulness:
- Low

Alson’s back row is alright, but I’m not sure I’d include him in a deck just for that. His front row is just a little weak for the price, because 1 Wound is over-valued on most units.

He’s not a completely terrible unit, but I just don’t think I’d recommend including him in decks.

Deck Building Strategy:
- Lots of Wounding

The only deck where Alson makes any sense at all is a deck who’s goal is to try and overwhelm the enemies healing. So put in lots of other Wound and Arrow types of units. Not generally the best strategy though, as moderate amounts of Defense and Heal can usually shut this type of deck down easily.

Tactics:
- High Priority Targets
- AtkSquire Buff
- Recruit

Mostly you want to either try to hit Frail units, or expensive units if you can also wound the back row and prevent the front row from getting healed.

Having at least 1 Attack means that Alson can penetrate even higher amounts of Defense if he is buffed by AtkSquire, but this isn’t always that useful to bother pulling off.

If you need the recruit, Alson is a pretty good unit to send back row. You usually won’t be missing out on a lot by taking him away from the front row. Just remember that you can’t recruit more than 10 units per turn though.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s just not that great a unit, at any price. Certainly at a Rare’s price I can’t advise buying him. He’s not totally useless, but not really that good at all either.

= Sliver =

Usefulness:
- Low to High

Ordinarily I’d have just said High usefulness, but Sliver is such a specialized sort of unit. It’s just not going to be very useful except in certain types of decks, where it’s extremely useful. Any deck where you have Burnout units is going to gain a massive attack boost from using Sliver.

Deck Building Strategy:
- Burnout/Revenge

Obviously you want to have wounded units in your front row to maximize Sliver’s attack (a Sliver can do up to 30 attack if ever other unit in the front row is wounded). But you don’t want to have to rely on your enemy to wound your units, since they may not have wounders in their deck. Also, you want those units to become wounded only AFTER they’ve provided some of their own Attack, so Burnout units are ideal.

The most powerful burnout unit is Shadebeast, and while it’s not as easy to make and use as it once was, a Burnout/Revenge deck featuring Shadebeast and Sliver can be extremely powerful.

Remember to pack plenty of Healing (and maybe a Paladin Commander) to help deal with all of those wounded units.

Tactics:
- Chain Burnout

You want to have as many units as possible be wounded (hopefully from their own burnout) as possible before Sliver moves, so place Sliver below most other Burnout units that you have. If a unit is already wounded before the start of the battle, that unit can be anywhere, above or below Sliver, it doesn’t matter.

One exception is Shadebeast, who is even more powerful. Try to put Shadebeast below Sliver when possible.

Remember to have enough healing, and if you don’t have enough healing to heal everyone, be careful not to have every single one of your top Burnout/Revenge units all at the bottom of your front row where they’ll be healed last.

Xyn’s Buyer Recommendation:
- Buy it if you can afford it

I’m about to buy a couple myself. It’s not the most useful unit to have, but from what I’ve seen it can be pretty fun, even without Shadebeast. With Shadebeast, it’s probably an even better buy, although be warned that to make a really good Shadebeast deck these days, you probably need a good Heal/Paladin/Defense Commander.

If you are a bit tight on gems, there are more important Ultra Rares to have, along with cheaper rarity units and the always important unit packs. But if you can afford it, he’s definitely a fun and potentially powerful unit to have in your collection.

= Ramm =

Usefulness:
- Very High

Ramm is just a good unit to have, period. If you don’t have two, you should. Most useful in all types of Knight deck and rush deck, you really want two in your collection.

Deck Building Strategy:
- Knights
- Rush

Ramm has a big leg up on Tarim because he produces 1 gold. If you only get Ramm on Turn 1, you can have him produce and (hopefully) be able to sell him to buy two Johnn’s/Harden’s on Turn 2, or at least get a 3 cost unit like Durant or Gerren. There are a few, very slow Knight decks that would be better off not including Ramm, but in general he is more benefit than detriment to most Knight decks. As with any Knight deck, Arthur and Covar are your best friends, along with as many other Knights as you can reasonably fit in (no more than 7 though).

For rush decks, his production doesn’t usually even matter much. He’s just a good, affordable amount of Attack. Also he can get buffed double by AtkSquire, which is always handy. Pair Ramm with units like Rucke, Rowa, Tarim and Andor, and maybe a Flip for maximum speed and attack power.

Tactics:
- Rush Attack
- Economy
- AtkSquire/Arthur buff

If you have a rush deck, you usually just want to throw Ramm front row right away. Only sell him or put him back row if you have a good reason.

For Knight decks, you usually want to throw him back row early on to help your economy. Only put him front row without Arthur or an AtkSquire unit if you need to slow down an opponent’s rush.

Finally, when it comes time to go for the kill with a Knight deck, obviously you want Ramm front row, buffed Arthur, or even AtkSquire if possible. Just don’t over protect (or over buff) your Ramm instead of more expensive Knights, as he can be repurchased very easily if needed.

Xyn’s Buyer Recommendation:
- Buy it if you don’t have two

He’s a common, so he’s cheap. He’s also a very important unit to have for many Gold decks. Everyone has an Arthur, and if you don’t have 7 Knights, you don’t have the strongest Knight deck you can currently make. More over, I’d take Ramm over Tarim any day, so even if you already have 7 Knights, I’d suggest having at least 2 Ramm in your Knight deck over pretty much any other knight other than Hale (and perhaps a cheap Knight Commander).

= Drake =

Usefulness:
- Highest

There are a few units who it sort of pains me to speak so highly of. Units who are borderline overpowered. Units who you would be foolish to pass up, and who you sometimes have to actively think of reasons NOT to include them in every deck you can.

Drake is one of those units. Not only is his front row amazingly powerful, devastating, and useful, but his back row will get you out of more jams than you’d believe possible.

In the interest of balance, I think that Drake should cost at least 8 crystal. However, honestly, I don’t think that would be a big nerf to him. The number of situations where him costing 8 Crystal instead of 7 would prevent me from having hired him is pretty rare. Still, I think it would be closer to balanced for him, but since it would have a fairly marginal impact, I’m not overly concerned about it. Alternatively, I suppose he could be made a renegade or something, but that’s starting to feel like a slightly boring fix to units like him.

Deck Building Strategy:
- Disruption

You don’t even need your deck to focus on Disruption, simply including a Drake automatically gives your deck some good disruption power.

If you do focus on Disruption more heavily, 2 Drakes, or some other back row wounders, can really devastate a back row. Add in Ryun, or a multi-wound Commander, and you have some of the most devastating disruption in the game.

Remember about Drake’s heal and recruit in the back row too. It’s surprising how far you can get with a single Ino and a Drake healing your deck. The recruit is a nice bonus too if your deck is slightly large.

Tactics:
- Heavy Disruption

A lot of the time, you want Drake firing at the top spot. You can get one or two units depending on if either of the first units have 1 point of Defense or not. Just watch out for 2+ Defense, as that can quickly shut Drake down.

When possible, try to target Healers, to give you free reign to pick off the rest of the back row at your leisure.

Send Drake back row if you start taking a little more wounding than you can handle yourself, or if you really need to draw a specific unit next turn.

Xyn’s Buyer Recommendation:
- BUY IT (please don’t buy it) BUY TWO (this unit is way too devastating) BUY IT NOW

Even if you can’t afford Drake, you’d be foolish not to get at least one, probably foolish to not get two of them even.

Drake doesn’t require anything special to make him work in a deck. He doesn’t need any other units to make him work. He just deals out devastating disruption to your opponents back row.

He’s not an “I Win” button, but he’s the next best thing.

May god have mercy on my matches.

(P.S. Full disclosure, I already have 2 Drake’s. I mean every word I’ve said. He’s that good.)

= Marcellus =

Usefulness:
- Moderate to High

I haven’t used Marcellus a lot myself, but he’s a good solid unit. He won’t win battles singlehandedly for you, and he won’t work in just every deck, but he’s a nice Attack unit, with a chance for a little wounding to overwhelm your opponents healing.

Deck Building Strategy:
- Flourish

Don’t build a deck intending to use Marcellus’ Wound to hurt your opponents deck. Most opponents will have more than enough healing to deal with this. Only plan on hitting Defenseless units for the Flourish bonus, and if they stay wounded it’s just a perk.

You can throw in other Wound units to help increase the odds of Marcellus’ Flourish going off. Marcellus is one of the few Flourish units in the game who is even worth building a deck around their Flourish.

Also, that 4 Greed can come in handy if you can get Marcellus out quickly enough, and can help bring out the rest of your units.

Tactics:
- Early Economy
- Defenseless Units

If you can get Marcellus out early, he actually may be more useful in the back row, to help get your deck rolling. Just make sure you don’t fall to 7 HP or below while he’s in the back row, or he’ll effectively waste his turn (although at least he won’t cost you any Gold).

When in the front row, just try to target units with no Defense, otherwise Marcellus’ base attack isn’t really worth his cost. Both units that are already wounded, and units who are Frail will successfully set off Flourish. Only units with 1 or more Defense, or empty spaces that had no unit in them to begin with will fail to set off Flourish.

Xyn’s Buyer Recommendation:
- Maybe buy it if you have the spare gems

Sorry for being late on this one, but at least it’s not a super important unit.

Marcellus is a good unit to have, but he doesn’t really enable a lot in the way of new strategies. He doesn’t require a bunch of other units to be useful though, so he can fit into quite a few types of deck.

Since he is an Ultra Rare, he does come with a bit of a hefty price tag. If you can afford it, he’s not a bad unit. But there are definitely better (and cheaper) units to spend your gems on. If you missed out on getting him yesterday, it’s definitely not a huge loss.

(I already have 1 Marcellus, and I doubt I would have bought a 2nd one yesterday).

= Ino =

Usefulness:
- Very High

If you want to play Crystal, and you don’t have an Ino, you need an Ino. He’s one of my favorite units in the game.

Deck Building Strategy:
- Healing

Does your Crystal deck need Healing? Put an Ino in. Sometimes you can get away with an Impe instead, but even then I usually like to have at least 1 Ino in addition to Impe.

Having 1 Defense really helps a lot. Ino isn’t a good cost value for what he provides (outside of a Skeleton deck at least), but he’s still so useful that it doesn’t matter. Even his 2 Defense in the front row comes in handy a lot.

Unlike Rauny, Ino can be drawn on Turn 2, so he fits into decks way better than Rauny.

There are Crystal decks that don’t benefit from Ino, but they are the minority.

Tactics:
- Defended Healing
- Front Row Defense

Mostly you’ll keep Ino in the back row where he belongs. In the early game, you can often just put him in the top slot of your back row, and become immune to a lot of early Arrow style units. Later on, especially if heavier wounders come out or the enemy starts firing Fireballs or Arrows from their back row, you can move Ino lower accordingly.

If you manage to pull a more powerful healer, or you can win in one more move, moving Ino to the front row can be a great way to counter an enemies heavy Wounding attempts against your front row. Ino can’t fully block a Spike, but if Ino is one space below the enemy Spike he can be the only unit who gets multi-wounded.

Xyn’s Buyer Recommendation:
- Buy it if you are ready to play Crystal

If you need it, buy it. It’s a staple of Crystal decks. You may not need two, but it can’t hurt. But you definitely need at least one.

= Rainer =

Usefulness:
- Low to Moderate

I kinda like the Anubis units (Rainer, Raeus, Ryun) even though I only have 2 Rainer and 1 Raeus myself, but honestly they just aren’t that great. Together, especially with Ryun (who is good all on his own), they can make a decent deck, but certainly without Raeus and Ryun, Rainer is just a mediocre unit. Not terrible, but not cost efficient at all without Raeus.

Deck Building Strategy:
- Raeus Buffed Attack
- Buff Ryun’s Crystal Production

With Rainer and Raeus together, they do a decent bit of damage. Nothing to write home about, but you could build a deck with it. I wouldn’t really recommend this without at least 2 Raeus though.

If you have a Ryun, you don’t even need Rainer to build a good deck. But if you do include Rainer, Ryun can make an amazing amount of Crystal considering how much he costs. If you do include Rainer in a Ryun deck, you probably also want to include Raeus though, because Ryun is good enough by himself in most decks, while Rainer isn’t much use without Raeus.

Tactics:
- Economy
- Raeus Buffed Attack

In the early game, you definitely want to be using Rainer for Crystal production. He doesn’t provide a lot, but 4 Crystal (required to hire Rainer) + 1 Crystal (what he produces) is enough to by Raeus who costs 5 Crystal. You can also use Raeus for some Crystal production once he’s out as well, as his back row is a bit better of a value for his cost.

When you have both Rainer and Raeus out, either one of them can attack for a healthy amount. Try placing Rainer in the front row while Raeus produces Crystal to maximize their strengths, until such a time as you are ready to commit all of your units to the front row.

Xyn’s Buyer Recommendation:
- Don’t Buy

Rainer just isn’t a good unit on his own. By the time you have 2 Raeus and a Ryun, you’ll probably have 2 Rainer as well. If not, I guess you could buy Rainer instantly right now, but honestly, Anubis’ aren’t even that powerful of a strategy at the moment. I still think I’d recommend just waiting until you get them from crafting or random drops.

Like I said, I kinda like the Anubis group, but it just isn’t worth pursuing at the moment. Maybe if they had one more really solid new unit who tied it all together (hopefully not another Legendary or Ultra Rare), it could be a great combo. At the moment, it’s more of a fun novelty.

= Serge =

Usefulness:
- Very Low

I don’t particularly like Serge, and setting aside personal preference, I don’t think he works particularly well as a unit. The only strategy which could hope to work with him is a Siege rush, but that’s dependent on A) having your Commander out, and B) successfully producing more Attack than your opponent.

Even in a 14 unit deck with some Recruit, your Commander still may not show up until Turn 3 or 4 (T4 being when most Rush decks should already have won or be close to winning). More over, Serge produces no Attack of his own, so it’s basically an empty spot in your front row unless your other units succeed in generating more Attack than your opponent all on their own.

A unit like Rucke is objectively better. Even ignoring that Rucke can be buffed by Driaga, 2 Rampage for 2 cost to hire is flat out better. No matter what, he’ll still generate 2 attack, and if there’s nobody in front of Rucke (a much easier condition to meet, at least in the early game for a Rush deck), he generates 4 attack, which is equal to the 1 City Damage that 1 point of Siege does. What does Serge get as compensation for all of these downsides? +1 more recruit. If Serge were another 3 Recruit unit (not saying he should be, Kaite is already underused enough), at least you could use Recruit as his primary use, and the 1 Siege as a rare, situational option. As it stands, there just isn’t a functional deck to be made with Serge as part of it.

If Serge gained 1 attack in addition to his 1 Siege, or if Siege lost it’s requirement to have a Commander on the field to go off, MAYBE Serge would be worth something.

Deck Building Strategy:
- Don’t Use

There isn’t any reason to add Serge to a deck. Add Rucke instead if you want the rush value. Add Rowa for a cheap option, or Ramm and Tarim for a nice solid guaranteed, even if slightly weaker, attack.

If you want Serge for his recruit, use Kaite instead. Kaite is, IMO the least useful of the 2 cost 3 recruit units (Pep in Crystal decks being second most useful and Ench in Wood decks being the most useful, due to Wood’s explosive early economy), but even Kaite is better than Serge.

If you do insist on using Serge, I can only suggest him in some sort of a rush deck, since he can potentially screw up your T1 draws in slower decks, without returning much value to those sort of decks for the trouble. Remember to include a Commander so that Siege can work, preferably a cheap one (2 to 4 cost) so that you can rush the Commander out ASAP.

Tactics:
- Early Recruit
- Siege Rush

If you don’t have a Commander out, there’s really no reason to use Serge front row, except possibly to push your front row down to help Rampage units like Rucke to go off. Throw him in the back row until you get your Commander out, so that at least he’s not totally useless.

Try to build your Attack units as early as possible, so that when Serge finally does go front row, you can at least make a little use of his Siege, before your opponent starts out attacking you easily and beats you.

Xyn’s Buyer Recommendation:
- Don’t Buy

Commons are cheap, and easy to buy. But that only applies to ones that have any use… Serge has no use, therefore it’s a waste (even if a small waste) to spend Gems on him. You’ll get him soon enough from random drops anyways if you want to test if I’m right about him, so have patience. Save your gems for a better Common if nothing else.

= Rile =

Usefulness:
- Moderate

Rile is a solid mid level Attack unit for Gold. Nothing flashy, just a good bit of Attack at a reasonable price.

Deck Building Strategy:
- Attack

While technically Rile is a Vanguard, Tally/Vanguard decks really aren’t worth the effort of pursuing right now.

In general, you mostly just want Rile in your deck to help boost your Attack at a reasonable price.

Because he isn’t the most powerful late game unit, and doesn’t really have any strength by boosting/being boosted with anything other than Tally (who isn’t really worth pursuing for Vanguard uses at the moment, as previously mentioned), you mostly want to use Rile in faster decks. He’s a little expensive for a rush deck, however in a mid speed deck, possibly with some Multi-Wound or Arrow units, Rile would fit right in.

Edit: I was talking with Quicksilver, and he mentioned using Rile specifically in an anti-rush deck. This does seem to be where Rile would fit the best at the moment.

Tactics:
- Attack

If you really need to, I suppose you could use Rile’s Recruit, but he’s really wasting his potential if he’s not in the front row. Get him out early if you can, and keep the Attack pressure on your opponent. There really isn’t a lot of depth to Rile’s use, he’s just a decent Attack unit.

Xyn’s Buyer Recommendation:
- Don’t Buy

Rile is pretty solid, but not quite solid enough to recommend him at the price of a Rare. If you get him from random drops, he can definitely be worth throwing into a deck, but there are other Rares I’d recommend buying long before Rile.

He’s a unit that you may want to have in some deck, but not a unit that you want to go out of your way to get.

= Monroe =

Usefulness:
- Very Low

Monroe is like a better Domino, which is great! Except that it isn’t.

Domino is useless, so A) Monroe just rubs it in, and B) Monroe really isn’t that much better.

If Monroe at least got some recruit added to his back, at least he could be interesting as a producer. Maybe turn his Greed into regular Gold even.

Deck Building Strategy:
- Don’t Use

Maybe you could use him as a producer with the option of a little wounding, but it’s really not worth it. Use a Gerren or a Durant or something else better.

Tactics:
- Economy

Use Monroe for his Gold, not his Wound. Unless your opponent has no healers and/or you have a lot of other wounders out, it’s just not worth it.

Xyn’s Buyer Recommendation:
- Don’t Buy

I wouldn’t buy Monroe as a Common, certainly not as an Uncommon.

=Marsh =

Usefulness:
- High

Marsh is full of good tricks. He effectively has three abilities in the front row, and quite a good back row as well.

Deck Building Strategy:
- Wood Decks

Basically I’d try to put Marsh into any Wood deck you can fit him in. Now, due to trying to aim for 14 to 16 units, there should be a lot of decks that you end up removing him from, but he’s useful enough that he’s always worth a try.

Tactics:
- Economy
- Finishing Blows

Despite effectively having 3 front row abilities since Guardian triggers in either row, Marsh is mostly useful as a producer. Remember to try and put him below a Healer, so that if his Guardian wounds him, he can still produce.

Once you have a good amount of attack going, you can bring Marsh to the front row to have his Siege help get the finishing blow. Just make sure your Commander is hired at the time.

Xyn’s Buyer Recommendation
- Buy if you have some extra gems

Marsh isn’t exactly a game winner, but he can be pretty handy. As a rare, he is somewhat pricey, but I can’t say the price is unreasonable in his case. Still, if you are at all tight on gems, you may be better of waiting to get Marsh from random drops and packs.

= Ink =

Usefulness:
- High

Ink is a solid unit who doesn’t really need sny other specific units to work. There are lots of Crystal decks that he can be put in.

Deck Building Strategy:
- Bolt

As long as your deck can produce enough to hire Ink, he’s worth using. He can help stop rushes, or help deal heavy late game attack. He only really sucks against Spearhead, and even there he’s not totally useless.

Tactics:
- Front Row

There really is pretty much ever a justification to use Ink for his back row.

In the front row, remember to put Ink in front of high Defense units, since Bolt isn’t blocked by Defense.

Against a rush deck, get Ink out ASAP to help slow down their Damage.

Xyn’s Buyer Recommendation:
- Buy at least one if you can

Ink is solid. Two can definitely be useful, but even one can make a huge difference in a lot of Crystal decks.

He is a bit expensive though, so if you don’t feel you can afford it, you may want to skip it. He is really good to have, but there are more powerful Ultra Rares out there, slong with cheaper rarity units who are also useful, and the ever useful packs.

Still though, you never know when you’ll get Ink randomly, and he really is useful to have. So like I said, do get at least one if you can.

= Laginn =

Usefulness:
- Low to Moderate

Laginn is a King unit who doesn’t really do his job well. His back row can be pretty powerful, but is usually a bit overkill for stopping Wound while not being quite useful enough against Attack. His front row can make for some impressive One Hit Knock Outs, but good luck trying to pull it off.

Maybe if his back row added +1 Attack to every Mountain unit. Then at least maybe there would be some reason to have 2 Laginn in a deck, and maybe even make them effective. I’d even be willing to consider a small price increase if necessary.

As he stands, he just doesn’t quite get the job done.

Deck Building Strategy:
- Mouintain Defense
- Stone Ramm

Obviously you will want Mountain units, or else Laginn is basically useless.

For a Mountain Defense deck, make sure to have as many Mountain units with front row Defense as possible. Cliff and Hale are good solid units. You may want some other good non Mountain front row units to round out the deck.

For a Stone Ram deck, you want cheap Mountain units like Hale and maybe Vince. Try to win as soon as possible, or you won’t win at all.

Tactics:
- Defense Buff
- Stone Ram

Laginn is pretty straight forward. Put him in the right row to get the effect you need. In general. Defense is more useful later in the game, however his front row is no use unless A) You have a Commander hired, B) you have several Mountain units in the front row, and C) you are doing more Attack than your opponent.

Xyn’s Buyer Recommendation:
- Don’t Buy

I hope some day Laginn is worth using, but I can’t recommend him at the moment. Just a little too weak, or expensive, and a little too hard to build a viable deck around.

= Chloe =

Usefulness:
- Very High

Chloe is a great little unit. Not every Gold deck will benefit from having her, but as many will as will not. Perhaps even more.

Both her front and back rows are great, for exceedingly different reasons. If your deck only needs one of them, she’s still worth using, and the other row’s ability still may come in handy now and then. But if you have a deck that really maximizes both of her abilities, she suddenly becomes one of the most useful units in the game.

Chloe is currently one of only 3 units in the game who have Paladin, which can be an extremely useful ability. The other two are the Commander, and Cook who is a Legendary, so Chloe can come in really handy.

Deck Building Strategy:
- Economy
- Paladin

Guaranteeing that Chloe will be useful in a given deck can be tricky, but as long as including her won’t disrupt your deck or make it too large, she’s likely to come in handy more often than not.

Chloe can be a decent producer, especially if your deck frequently dips down to 7HP. This can be handy against rush decks, but don’t rely on it too heavily.

Paladin is extremely useful against most Wounding decks. From healing a back row Healer, to surprise resurrecting a Spike, Paladin can be hard for your opponent to predict around, sometimes even if they already know your deck has a Chloe.

Tactics:
- Charity
- Anti-Wounding

One of the most useful things with Chloe is to use her Charity to help stop a rush. Be careful with this, as a smart opponent will try to get you down to 8HP and then take out the last 8 HP in 1 or 2 turns. If possible, don’t rely on this strategy entirely, or if possible, don’t even hire Chloe until the turn that you expect to dip down to 7HP or below (often easier said than done). Remember that you can sell Chloe for an extra 2 gold, and while you may be losing out on 5 gold per turn by doing so, it may be worth it to get out enough units to prevent losing on the next turn. Sell other producers like Harden and Johnn first though.

Obviously Paladin will mostly be useful only if your opponent has wounders, but this is common enough to plan for. Try not to rely entirely on Paladin for your healing unless your deck is perfectly tuned to make it work. Remember to try and position Chloe in unexpected (and hopefully protected by Defense units above) locations so that she doesn’t become wounded herself. Typically the top spot of the front row is a terrible spot for Chloe.

Xyn’s Buyer Recommendation:
- Buy one

2 Chloe can be nice, but 1 is usually way more worthwhile in most decks. If you want to buy two, I would try and dissuade you, as they will come in handy, but at least get one.

Well worth the cost of an Uncommon. Chloe is one of the better units in the game. She can be a little tricky to use well, but it’s worth learning. Anything you learn to use well, you also learn how to defeat.

= Vince =

Usefulness:
- Moderate

Vince isn’t terrible, but he is terribly terribly underwhelming. His 1 back row Defense is nice if you are against some arrow/drain units, but only if you already have him in your deck for some other reason. The reasons for actually using him in the first place are kind of slim.

Deck Building Strategy:
- Stone Ram Rush

The only real good use of Vince I’ve found is to try and rush out a with with Laginn using his Stone Ram. Unfortunately this isn’t a terribly viable strategy, so it leaves Vince out in the cold a bit.

Maybe if Laginn’s Stone Wall added +1 to attack, and/or if Vince had 1 Attack 1 Defense in front. Also it would be nice if you could make a Commander Mountain, although that sounds a bit weird and it would be nice if it could be a Mountain Commander instead.

Tactics:
- Defended Economy
- Stone Ram buffing

in most any deck, Vince will primarily be used as a Gold producer, with some nice Defense for the back row. Too bad he’s kind of mediocre in this role, and his only real speciality is a bit of a dud.

Speaking of his specialty, you usually only want him in the front row either to buff Stone Ram, or to try and help stop a rush deck. Remember to have a Commander hired, or else Stone Ram will do nothing (another unfortunate fact).

Xyn’s Buyer Recommendation:
- Don’t Buy

You can’t beat the price, but you can beat the unit. Vince is not bad, but he’s not really good right now either. Not totally worthless, but there’s really no point in going out of your way for him. Wait for a bit and pick him up from random daily drops or from packs or even from crafting.

= Randal=

Usefulness:
- Low to Moderate

Randal is mostly a one trick pony. Sure he has Mountain type, but he has no Defense so he’s only really useful for his Attack. Even Lapp is a better choice than him. He also has Flourish, but it’s not generally worth the bother to make a deck around that going off, so it ends up just being a small. occasional nice bonus.

Randal’s one good trick is that he buffs Barriston. When Randal is on the field (and unwounded), Barriston first Wounds and then Knocks Out the unit across from him. It’s 2 Wound, so he can even do this to units with up to 1 Defense. It’s a pretty good trick.

Unfortunately, it’s a pretty costly trick. Barriston and Randal together can be somewhat cumbersome to bring out, and if you bring one of the two out before the turn that you have them both on the field, it kind of telegraphs what you’re about to do to your opponent.

Barriston is the real star here, and while he’s really nothing without Randal, even together they aren’t much. Just… okay.

Deck Building Strategy:
- Barriston

If you are building a deck with Randal. it should be because you are building a deck with Barriston. Likewise, if you are using Barriston in a deck, that deck should also have at least 1 Randal.

Additionally you could try adding Laginn and some other mountain units. Randal certainly isn’t worth building a Mountain deck around without Barriston, but if you already have Barriston and Randal, you could try capitalizing on Mountain units too. Maybe Hale and Cliff to make use of the Defense buff a bit. I can’t guarantee this is a good idea, but it can’t hurt to try and maximize your units, especially with a weakish unit like Randal.

Tactics:
- Ambush

Ideally you’ll hire Randal and Barriston on the same turn, and knock out a high value unit of your opponents. Realistically this will almost never happen, which definitely limits Randal.

Try and get Flourish to go off if you can. Just use Randal for his basic 4 Attack most of the time, since his recruit, while high, is a bit pricey for how much Randal costs to hire.

Xyn’s Buyer Recommendation:
- Don’t Buy

The Barriston/Randal combo is his strongest point, and even that is a bit weak. If you already have a Barriston and no Randal’s, I suppose you could consider buying him, but honestly I’d just wait until you get Randal randomly. It shouldn’t take too long to get at least one hopefully, and once you try to build a deck with them you’ll be glad you didn’t pay gems for it. I’m not saying it isn’t possible, just that it’s hard, and there are many easier, better decks to make in the meantime with better units.

= Andor =

Usefulness:
- Moderate to High

Andor is one of the most useful AtkSquire units, alongside Covar and certain AtkSquire Commanders. In the right deck, he can be really powerful

Deck Building Strategy:
- Rush Deck

Andor just doesn’t offer enough power or utility for a slower deck. But in a fast deck, either a rush deck or a rush crushing deck, he can really boost your potential.

Remember to include some Knights like Tarim or Ramm, or a Flip so that Andor can x4 buff Gamble, otherwise Andor isn’t quite worth it.

Tactics:
- Knights
- Gamble

Ordinarily you will be buffing Knights. It’s a nice +4 attaclk from the back row, allowing you to squeeze in some extra attack.

Buffing Gamble on Flip or even Stucky can help push your deck over the top if you can get Gamble to go off. AtkSquire buffs fully multiply with Gamble, allowing Andor to add up to +8 attack, for a total of 16 Attack on a successful Flip Gamble.

Naturally you can buff any unit with some sort of basic Attack style ability, it’s just not optimal. In some situations you can buff Rampage for a 2x buff, but the situations where that is worth doing are usually rare. Remember that Andor has some decent front row Defense if you really need it in an emergency.

Xyn’s Buyer Recommendation:
- Buy One If You Have the Spare Gems

He’s a bit pricey, but he’s nice to have, especially if you have a rush deck or a Flip. Don’t break the bank over Andor, but if you can afford him and don’t have at least one, he could be worth getting.

= Flip =

Usefulness:
- High

Flip is a fun unit. He can be a bit tricky to use to his maximum potential, but he can be a powerful unit if you do, Fortunately he’s also pretty decent even if you don’t know how to use him fully.

Deck Building Strategy:
- Rush Deck
- Economy

Flip is awesome in a rush deck, to help add that extra punch you may need to beat other rush decks. Pair him with an Andor to really make an impact.

In other slower decks, Flip is still nice to have. He costs 4 and produces 3 gold as long as you are at 8HP or above, so he is a nice component of your economy. In a pinch he can also help you generate some Attack, but in a lot of decks he won’t be as useful as more guaranteed units in the late game. Covar or a 5 or 6 atksquire Commander can make him worth using in the late game though.

Tactics:
- Early Economy
- Gamble
- Hedged Bet

In a lot of decks, you’ll want Flip in your back row early on. In rush decks this may not be the case, but it still could help depending on when he comes out and how much gold your deck needs. Just remember to push him to the front row if you even SUSPECT that you may drop below 8HP next turn, or else you will lose 1 Gold.

Gamble is a powerful but risky ability. Try to pair it with AtkSquire if you can to maximize it’s potential return, and pair it with Rampage units at the bottom of your front row so that at least Gamble or Rampage will go off.

One fun trick to do with Flip is to pair him with a Vanish unit. If you place 1 Flip, then a Vanish unit, then another Flip, you can effectively bet on two numbers instead of one, sort of hedging your bets. This can be done very effectively with Stucky, who has 3 Gamble and Vanish all on one unit. With 2 Stucky and a Flip, you can effectively gamble on three different numbers.

Xyn’s Buyer Recommendation:
- Buy at Least One

He’s a solid producer if nothing else. and a lot of fun to learn to use his Gamble effectively. At the cost of an Uncommon, he’s not a bad value. You could get two and have it be useful in some decks, but I’d make sure to at least get one for now.

= Fiss =

Usefulness:
- Moderate

I don’t have a lot to say about Fiss. He’s okay as a producer, although not very cost effective. You probably won’t get a ton of use out of his 2 Revenge. He’s just a bit meh, he’s not really great or terrible.

Deck Building Strategy:
- Economy

I’d mostly just include him if you are short on Crystal producers, or if you want another 3 cost unit in your deck.

You could try and make a deck around his Revenge, but I haven’t found such a strategy successful so far.

Tactics:
- Economy

Just try and have him produce. Maybe place him in slightly riskier spots over Rorth or Loom, since at least Fiss sells for 2 crystal.

If you do go for a Revenge deck, make sure to place Fiss below Burnout units who start the turn unwounded, so that they wound themselves before Fiss acts. If a unit is already wounded at the start of the turn, Fiss’ relative positioning to them doesn’t matter.

Xyn’s Buyer Recommendation:
- Don’t Buy

If you are that hard up for Crystal producers, maybe you should invest in some 200 gem Crystal boosters instead. Fiss just doesn’t offer enough to go out of your way to get him. Maybe if he were the price of a Common… Maybe.

Wait for better units like Urn.

= Rosie =

Usefulness:
- Low

Rosie would be a fine, cost effective unit… If it weren’t for one big drawback. She can be the only unit your deck has available to hire on Turn 1, which can often almost guarantee your defeat.

She isn’t powerful enough to be worth the trouble in slower decks, her potential to screw up Turn 1 draws is too great to include her in mid paced decks, and she just isn’t useful enough in rush decks where you’re often better off just selling wounded units anyways.

Deck Building Strategy:
- Don’t use

There are many units who are way worse than Rosie on paper, yet who function just fine as slightly underpowered units in practice. Rosie on the other hand seems like a fine unit on paper, but in practice there are really no decks where Rosie is more of a benefit than a detriment.

Tactics:
- Healing

Rosie is a pretty straightforward unit in actual use. Just put her at the top or bottom, or other key areas of your back row to heal or maintain your units. Her front row isn’t super useful, but you can use it to push down your front row for rampage if you aren’t facing any wound units.

Xyn’s Buyer Recommendation:
- Don’t Buy

At any price, why would you buy a unit that isn’t beneficial to any type of deck? Rosie just doesn’t work in her current form as a useful unit.

If there were some ability that prevented a cheap unit from counting towards your turn 1 guaranteed hireable units, Rosie could be pretty awesome as a cheap little healer. As it stands, skip her. She’s common and it doesn’t take too overly long to get all commons from random drops anyways.

= Dalint =

Usefulness:
- Moderate

Dalint is one of the few units in the game with absolutely nothing useful in one of his rows. That being said, his front row is pretty decently powerful for his cost. If you can manage to use another Drain unit like Impe, or a Paladin Commander to heal him before he acts on the same turn you hired him, he can be a pretty good value. Unfortunately, he just isn’t usually quite useful enough for the trouble most of the time.

Deck Buildig Strategy:
- Disruption

Dalint mostly fits into one tactic. overwhelming Drain. Get a couple of Impe and Dalint. maybe a Drake or two and/or some fireball units, try and overwhelmingly wound your opponent. It can work, but it’s not usually the most effective strategy.

Techically you could also use Dalint for his Dormant/pre-wounded status to help a Burnout/Revenge deck, but this doesn’t really work too well.

Tactics:
- pre-healing

Dalint is at his best if he move the same turn he’s hired on. Place him below an Impe. or better yet, just have a Commander with at least 1 Paladin placed anywhere in the front row. Remember that already wounded units and units with back row Defense won’t give Drain a healing.

Xyn’s Buyer Recommendation:
- Don’t Buy

Dalint is kinda interesting, but there are better, more powerful, more versatile rares to spend gems on. I’d skip Dalint unless you have some really specific reason why you want him right away.

= Pomora =

Usefulness:
- Moderate

Pomora just isn’t that spectacular of a unit, much less of an Ultra Rare. Not useless, just not one of those units that you go out of your way to get.

Deck Building Strategy:
- Rushy

Aside from broken things like Blood Rage, Crystal doesn’t really do rushes. But if you want to make your opponent nervous while you work on bringing out heavier units, rampage can be nice. The combination of Steal and Rampage can actually be decently effective too, at least against Gold decks.

Tactics:
- Rampage + Steal

Balance which is more important to you, stealing or attacking. Attacking should usually take precedence here, but if you can target larger producers who are towards the bottom of your opponents back row, it’s a win win.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s just not that great of a unit regardless of price. There are some decks that can kind of do some interesting things with Pomora, but I haven’t seen many really effective decks that use him.

On top of that he’s an Ultra Rare so he’s pretty expensive, so I say skip him.

= Gumil =

Usefulness:
- High

Gumil is a good, borderline staple, wood unit. He used to be even more essential in a lot of wood decks, but lately he’s become slightly more sidelined with the additions of other decent wood Producers. Still, he’s quite good and useful. You probably want to have a Gumil or two if you are thinking of making Wood decks any time soon.

Deck Building Strategy:
- Strong Economy
- Dog Pack
- Defense Wall

Gumil is primarily a wood pruducer IMO. Especially in expensive decks where you want to bring out units like Blight and Era, Gumil is a helpful unit to have pumping out wood. While not as cost effective as Gold/Crystal units like Tempest and Horus, the explosive nature of Wood’s early economy usually makes up the difference.

Of course, if you have Gumil in your deck, you may as well use him in the front row once you’ve hired your expensive units. He’s a decent attacker. Better yet, add an Ansel or two into your deck and have a really solid Dogpack attack. Paired with Blight’s it can be a pretty effective combo.

Speaking of Ansel, Gumil is one of the few multi-purpose Wood units who has any front row Defense. While it’s only one point of Defense, this can make him ideal to be buffed by Protect. And would you look at that, Ansel has a bunch of Protect in his back row. It can really safe you in some situations.

Tactics:
- Early to Mid-Game Economy
- Dog Pack
- Spike Wall

Early on, you should focus Gumil entirely on Wood production. Unless your opponent has a rush deck, in which case put him front row (hopefully with some other cheap dogs like Ench or Roko buffing him from above/below) as soon as you can to slow your defeat.

If you have Ansel in your deck, I’d strongly suggest using Dogpack as part of your front row strategy. Wait until you have all of your most expensive units hired (or wait as long as possible) and then bring Gumil front row for the kill. Make sure to surround Dogpack units with dog/soldier type units as much as you can, although remember that a 3 Dogpack unit like Ansel is more important to fully buff than a 2 Dogpack unit like Gumil, and a unit like Blight is more important to have on the field than one extra dog.

Again, speaking of Ansel, Wood decks are often weak to heavy wounding units like Spike. If you don’t have an Adrog in your deck, placing Ansel behind your Gumil makes a nice wall against Spike. Try to anticipate where your opponent will place their Multi-Wounders and place Ansel across from or just under them. Remember that anything below your 5th front row slot isn’t viable to block with an Ansel buffed Gumil, as any lower and you can’t place corresponding units in both the front and back rows.

Xyn’s Buyer Recommendation:
- Buy if you are Ready

Ready to play wood decks? Have a few cool wood units you want to try out soon? Do you have zero or one Gumil? Buy Gumil. He’s uncommon, so he does cost a little bit, but he can really help get a new wood deck off the ground. I especially recommend Gumil if you already have an Ansel or two and/or a Blight or two.

Otherwise, wait a bit and get Gumil when he comes naturally. You never know, Gumil could be one of the last Uncommon’s that you get a second one of, but at least there are some other good Wood producers who can tide you over if you miss out on a sure thing right now.

= Xamris =

Usefulness:
- High

Xamris, now there’s a bad dude. He can do up to 14 attack for 9 cost (up to 19 attack if you have a full HP handicap). While it’s pretty uncommon that you’ll get that full amount, it’s not uncommon to hit for more than 10 attack, with the advantage that if he isn’t hitting for much attack, you also are (probably) not in risk of losing immediately either.

Xamris biggest downside is that he costs a little more than Igmund, and for the purposes of this review, Xamris is an Ultra Rare which makes him a lot less affordable than an Igmund. But on the plus side, Xamris won’t keep eating a heal every turn when he’s hitting for 8 or more, and he has a ton of recruit which can come in handy (more recruit than you’ll need most of the time). Also, Xamris isn’t as useful in Burnout/Revenge decks, but that’s more of a moot point.

Deck Building Strategy:
- Anywhere He Fits

Obviously Xamris costs a little bit to hire, and he is a bit superfluous in tight decks that have very specific strategies that Xamris doesn’t factor into. But other than that, Xamris is a boon to most Crystal decks.

Tactics:
- Anti Rush
- Heavy Hitting

One really fun thing to do with Xamris is to pull him out when you are up against a rush deck. The more they attack you, the more Xamris slows them down. It can really buy you some valuable time, and best of all, the relatively longish time that it takes to have enough gems to hire Xamris is just enough time for your opponent to do enough damage that it’s worth bringing Xamris out at all.

Aside from that, if well played, Xamris can be a solid heavy hitter late game unit along with the likes of Ink/Jacen and Jimmien. The only catch is that you either need to bate/allow your opponent to get you pretty low on HP, or you need to nearly evenly match their attack until your HP gets low enough that Xamris can help you out attack your opponent.

One thing to be careful of is your opponent “bursting” you down. If you are at 8ish HP, a smart opponent may hold back their attackers for a little bit and then attempt to knock out your remaining HP in one blow. Try to anticipate this and have contingincies if possible.

Xyn’s Buyer Recommendation:
- Buy one or two if you can

For buying purposes, I’d recommend Igmund more. He’s rare instead of ultra rare so he’s cheaper to buy as the unit of the day (when he shows up), and Igmund is also cheaper to hire in matches. Obviously he has less recrit and has to be healed more often, and has no Siege, but overall he’s a better deal as a daily unit than Xamris.

That being said, Xamris is a daily unit right now, and he is a really powerful unit. He’s expensive, but if you can afford it, it’s worth having at least one, two if possible. There are more important Ultra Rares to spend your gems on if they are tight, but even still, you should seriously consider getting Xamris. I don’t think he’ll disappoint you if you do decide it’s worth getting him.

I currently use 2 Xamris, along with 2 Ink and 2 Jimien in my main Dwila deck, and he’s quite hand and powerful to have around.

= Qit =

Usefulness:
- Low to High

I don’t have a lot to say about Qit so I’ll keep it short. Qit is a hybrid producer, which means that in general you probably shouldn’t be messing with him until long after you’ve already gotten every common in the game through random drops. More over, Wood/Crystal is the most difficult hybrid combo to use, so Qit is doubly at a disadvantage. I only gave him a top usefulness rating of High because there are a couple of workable wood/crystal decks out there, and Qit is usually an important part of making them work.

Deck Building Strategy:
- Hybrid

He’s a hybrid producer, use him in a hybrid Wood/Crystal deck. That’s about all there is to him. Maybe throw him in Shadow Pylon, but that’s usually not going to be a good idea.

Tactics:
- Deck Tracking

Keep track of who is in your deck and who you have already drawn in the early turns, so that you know which row Qit will best produce in. In general, try to have one resource more favored than the other in your deck so that the choice is usually easier. Don’t forget to sell Qit for 1 wood 1 crystal if needed in a pinch or in the late game, he’s a good value that way if you end up using both of the resources.

Xyn’s Buyer Recommendation:
- Don’t Buy

If you don’t already have 2 Qit (and 2 of every other common in the game, and possibly even 2 of every uncommon as well), then you probably shouldn’t be messing around too much with hybrid decks, much less the most difficult combo in the game (wood/crystal hybrid).

It’s a cheap purchase, but probably a pointless one as well. Skip him.

= Gerren =

Usefulness:
- High

Gerren is a pretty cool unit. Not as cool as Gurren Lagann, but at least Gerren is cooler than Laginn.

If you need a little back row defense and want a solid producer, Gerren is your unit.

Deck Building Strategy
- Defense + Economy

Basically, if you are noticing that you need a little more defense in your back row, but want to maintain or increase the number of mid range affordable producers in your deck, you should include Gerren. You won’t likely use him for his front row very often, but his back row is more than enough to recommend him on.

Additionally, he may fit especially well into decks that already have several other 3 cost units such as Durant, or even 5 cost units like Bran. Alternatively if you have several producers who make an odd number of gold, again such as Durant, or such as Remi. This isn’t necessary for Gerren to be useful, but it will often raise his value in your deck a bit.

Tactics:
- Back Row Defense

Try and place Gerren as best you can to either prevent, or mitigate back row wounders. When you first bring Gerren out, you’ll often want to start him off at the top of your back row, but remember to move him around some to keep your opponent guessing. For dealing with Multi-Arrow units such as Drake, you’ll want Gerren in your 2nd slot or lower most of the time, trying to keep an even spacing of alternating units with Defense followed by units with no Defense, so that only one unit will be wounded per turn. Place healers directly below Gerren or other units with back row Defense to prevent them from getting multi-wounded from above.

Xyn’s Buyer Recommendation:
- Buy it if you need the back row Defense

You can’t get a better unit who has 1 back row Defense. He’s just really solid, cheap, and useful.

On the other hand, he’s an Uncommon, so as a unit of the day he’s a bit more costly in Gems than he would be if he were Common. If he were Common, I would say to absolutely get him, two of him, if you don’t have them. But as an Uncommon, I say you only get him if you have actively been noticing a need for more Defense in your back row.

He really is a solid little unit though, so I do recommend him if you can afford him and/or need him.

= Hammot =

Usefulness:
- Moderate to ??? (high? very high?)

Hammot is a kind of interesting unit. If it were Mull today, I’d basically copy/paste my Qit review with a couple tweaks due to wood/gold being a better hybrid combo in general. But while Hammot has some similarities, he’s really quite different.

Unfortunately I haven’t used him that much myself (lacking some of the better wood/gold units), and I can’t remember having played against him that often or how those matches generally went.

Deck Building Strategy:
- Titan Ridge
- Hybrid City

There are two ways you can use Hammot. Since he hires for only gold, you can use him in Titan Ridge and have him be your source of wood.

Alternatively you can start off with a hybrid city, but unless it’s the outfitter you won’t be able to hire him on the first turn. This can actually be an advantage at times though.

Either way, he’s only useful in a hybrid deck of some sort, even if your city isn’t hybrid.

Remember that he’s a Farmer type, so he can be buffed by Horus. I don’t have a Horus so I can’t confirm at the moment, but I’m pretty sure that Horus will add +1 wood AND +1 gold to Hammot’s back row, which is a great deal.

Tactics:
- Producer
- Pinch Defense

Basically use Hammot the same as a Harden in most decks. If you need the Defense, he can help a lot. But for the most part, keep him in the back row.

If you have a Horus, Hammot will get double buffed (as far as I know). Take advantage of this if your deck allows.

Xyn’s Buyer Recommendation:
- Don’t Buy Unless You Already Have A Deck In Mind

As a Rare, Hammot is a bit expensive, and he really won’t be useful outside of some specific hybrid decks. If you already have such a hybrid deck mostly built and Hammot is just the unit you need, then he’s probably worth purchasing right now.

Otherwise, he’s just too expensive and won’t offer most of your decks any value.

He’s an interesting unit that I’d like to get to know better, but he just doesn’t have broad utility.

= Oberos =

Usefulness:
- Moderate to High

Oberos ordinarily wouldn’t be much to write about, but he has the distinct advantage of being a Wood unit. Ordinarily, it’s pretty rare to get much use out of 1 cost 1 resource producers in Gold and Crystal decks, but due to having Ob who can turn into any 1 cost unit while also producing 1 wood, and having Diug who can produce 2 wood for 1 cost to hire, Wood decks can sustain 1 cost producers much better. On top of that, they also have Kil, who is great in both the front and back row, so loading up on 1 cost producers isn’t as bad because you will often be able to hire two per turn.

The downside of this is that your deck can get big and bloated, and you can’t have more than 2 units on the field at a time. So for heavier hitting slower wood decks the use units like Blight, Oberos isn’t going to be doing you many favors.

But for faster decks, Oberos can be handy, especially if you are still a little short on some of the other more versatile Wood units.

Deck Building Strategy:
- Fast Economy
- Brodie/Fighter deck

In general, put Oberos in a deck that you want to explode out of the gate, but where you don’t have very many highly expensive units. No more than one 15 cost unit is probably best, but a single Blight or a couple 15 cost units or a few 9 to 12 cost units could work too.

Remember that the wood/gold hybrid unit Brodie buffs Fighter type units, so if you’re interested in using that tactic, add in an Oberos to your deck. Honestly I haven’t seen this be used very often to great effect though, usually a Brodie deck is more focused on overwhelming Wound and using Tavi’s for rampage damage output.

Tactics:
- Economy

Keep Oberos in the back row producing. It’s rare that you’ll be able to justify bringing him front row, outside of a Brodie deck

Sell Oberos first before any other units most of the time. He isn’t very space efficient, and 1 cost units act sort of like Windfall in that you get all of your resource back that you spend on them.

Xyn’s Buyer Recommendation:
- Buy if you need the economy

If you are pretty much ready to get a wood deck rolling, but are just a little short on cheap producers, buy an oberos or two. You may lose much use for them later, but there are probably a few good decks to work them into regardless. But in the meanwhile, commons are pretty cheap, and an Oberos will help get a fledgling Wood deck off the ground.

= Rune =

Usefulness:
- Extremely High

Rune is one of just a few units who are near godlike in status. Like the others, Rune has both an excellent front row, and excellent back row, and can be put into a deck without requiring any specific other units to make him work right.

Here’s to hoping having him up for individual unit sale won’t Rune the game.

Deck Building Strategy:
- Wounding
- Defended Economy

3 Wound at 8 cost is just a great deal. Rune doesn’t have the raw power of 4 wound like Spike does, and lacks the 1 point of front Defense, but he is so much cheaper that he is arguably more dangerous against more decks. If a deck can survive Rune, it can probably survive Spike, so getting the early drop on an enemy can make all of the difference.

On top of that, you can run an entire match without using Rune for wounding once. If your opponent has too much Defense and/or Healing, just use Rune as a Gold Producer, he’s excellent. While he isn’t as good of a value as Horus or Jonas, he’s not that much harder to bring out, and he has the 1 point of Defense which can save you untold numbers of times. Add to that his far better front row than Jonas or even arguably Horus, and you’ve got a really versatile unit.

Tactics:
- Economy
- Opportunistic Wounding

A lot of the time, you’ll actually want to use Rune for his back row. Think of his front row as something really great that you can pop out when needed. 4 Gold can go a long way towards helping you bring out other expensive units in your deck as well, and the threat of Rune may be enough to make your opponent spring for some costly Healers earlier than they need to and slow their economy, or make them hesitate to send Attackers front row/pull their Attackers back to the back row. Further more, if you are facing Arrow/Drain/Flare/Fireball, the 1 Defense can help your back row go from vulnerable to pretty decently fortified if you maneuver Rune well. Just remember to try and avoid letting Rune get hit by heavy Arrow/Flare, since 4 gold is a lot to lose if he doesn’t get to act that turn.

Now, you don’t always want to start Rune off in the back row. Sometimes Surprise is your friend when bringing Rune out, especially if there are a lot of Defenseless units in the front row, such as certain Wood or Rush decks. Without 4 Wound and without any Attack to lower an opponent units Defense, Rune definitely has to pick his targets well. But if you can multi-wound even a single extra unit and prevent it from acting, it can often make a big difference in a match.

Xyn’s Buyer Recommendation:
- Buy it if you can. Buy it if you can’t. Buy Rune.

If you already have 1 Rune, having 2 can be cool. But not nearly as important as having 1. I had 1 Rune for a long time, only recently having gotten my 2nd, and there are definitely some cool things you can do with 2 that you can’t do with just 1. But the difference between 0 and 1 vs 1 and 2 is much more marginal with the 2nd Rune.

So if you have a bunch of gems you are ready to spend, go ahead and grab 2 Runes or a 2nd Rune.

But if you have no Runes, you really should get at least one, no matter what your gem situation is like.

If ever there were a unit worth spending money on, this is the one. I can’t guarantee you’ll win a ton of games just because you have Rune, but there really aren’t any units in the game who are head and shoulders above Rune in power/usefulness.

= Scrapper =

Usefulness:
- Moderate to High

Scrapper is a pretty decent little unit. He’s the cheapest Knockout unit in the game, although Bane is probably a better choice if all you want is a cheap Knockout unit. But where Scrapper really shines is in Barbarian decks, where he can provide 5 attack when boosted by 2 Driaga, as well as knockout out any wounded enemies that he gets in front of.

Deck Building Strategy:
- Barbarian Decks

I can’t strongly recommend Scrapper outside of Barb decks. He can be decent, but he’s mostly just going to be eating up space. Bane has 2 knockout (and despite being a Barbarian as well, doesn’t really work very well in Barbarian decks), so is a better choice than Scrapper for pure Knockout. But in Barbarian decks, Scrapper is well worth using. He has the added advantage that unlike Harum and Rucke, he won’t clog up your T1 draws.

Tactics:
- Recruit
- Driaga Boosted Attack
- Knockout

In the early game, you probably want to use Scrapper in the back row. He can help get the rest of your deck out exactly how and when you want it, and he can also soak up Arrows in the back row that would otherwise hit more valuable producers.

The end game goal of Scrapper should be to contribute to your attack potential. While Rampage units are more important to get out, having a couple of Harum and Scrappers out can give you some cheap and valuable attack boost as well.

Don’t forget that knockout though. While it arguably may get the least used of his abilities in Barb decks, Knockout can be a powerful tool if you hit a high value target. Remember to pair it with Fog’s Snipe ability to knock out powerful but Defenseless units in the top of your opponents front row, or try Payne or Beck’s wounding abilities to hit lower targets. Beck can wound a Defenseless unit who’s right below another unit who has lots of Defense, so that can be a powerful tactical option.

Xyn’s Buyer Recommendation:
- Don’t Buy

Scrapper isn’t really the kind of unit that you go out and buy individually. He costs a bit more as an Uncommon, and outside of a Barbarian deck he isn’t as useful. Maybe if you already have 2 Driaga but don’t yet have 7 other Barbarian’s with Attack or Rampage in their front row, but other than that I’d skip Scrapper and wait to get him from random drops.

= Horus =

Usefulness:
- High

Horus is in a little bit of a strange position for me. He used to be an amazingly good unit for Gold decks, but since he lost his 1 recruit, and now that Gold decks have several other options for Gold production, he’s just not that essential.

He’s a good solid unit though, and in a deck with several other Farmer units, he can easily help create a very strong economy.

Deck Building Strategy:
- Farmers

While Horus can be used as a Jonas with an arguably better front row, there really isn’t a ton of reason to add Horus to a deck without having some Farmers. Remember that you need at least 4 Farmers (preferably more) to make Jonas produce as much or more value from the front row as from the back. Johnn and Durant are obvious choices, however a 2nd Horus, a Jonas, or a Bran are decent choices as well.

Of course, if you just need a 6 cost 4 gold producer, there’s no reason not to take Horus over Jonas. Horus is still a good straight up economy unit.

Tactics:
- Producer
- Tactical Front Row

A lot of the time, even in a deck with Farmers, you should probably use Horus in the back row. While it can be tempting to take advantage of Horus 4 Attack, this really should be avoided is possible unless you are facing a Rush deck that urgently needs to be slowed down. In general, you should focus on maximizing your Gold production, so you want at least 4 Farmers in your back row before you bring Horus to the front row.

Once you do have 4+ Farmers in the back row, or if you are in desperate need of that 4 attack, by all means bring Horus front row. That is where he is most powerful, just not all of the time.

Xyn’s Buyer Recommendation:
- Don’t Buy

I used to long for a Horus, but despite the fact that I still have none, I’m not personally that motivated to get one (or two) today. Especially considering that most players get a Horus as a campaign unit now, I can’t really recommend spending an Ultra Rare worth of Gems to get a 2nd one.

If, like me, you have no Horus, maybe you will want one. But presumably if you’ve been playing since before Horus was a Campaign unit, you’ll know if you want one or not.

I’d like a Horus eventually, but it just isn’t worth that many gems to me at the moment. So I can’t in good conscience recommend it to anyone else if it doesn’t seem like a worthwhile purchase to me.

= Pency =

Usefulness:
- High

While mediocre to useless against a front row heavy opponent, Pency is generally pretty useful. Even 3 gold per turn isn’t a bad deal at his cost, and 7 per turn is fantastic. He’s not always a very reliable producer, but he can come in handy.

Deck Building Strategy:
- Expensive Units

You really don’t want a Pency if you don’t have some units like Spikes or Cliffs or an expensive Commander to spend that potential gold on. Hopefully Pency isn’t your only way to make a bit of Gold though, or else you could get into trouble.

Tactics:
- Back Row

At his cost, Pency’s front row just isn’t generally a good idea. As long as your opponent has even one unit in their back row, Pency is at least producing something.

Try to hire other units than Pency first if your opponent seems to have a vast majority of their units in their front row.

Xyn’s Buyer Recommendation:
- Buy One

Pency can be a good learning tool, and he is also one of the more powerful Uncommon units as far as Gold production goes. Buying two is probably overkill, but getting one is probably a good idea.

= Fedor =

Usefulness:
- Low

Fedor is a kind of odd unit. I don’t really understand his angle, and I have yet to find a really good use for him. He’s not totally awful, but I just can’t think of a reason why I’d put him in a deck.

Deck Building Strategy:
- ???

Maybe someone else has some input here. It doesn’t help that I haven’t got a lot of really good Wood/Gold hybrid decks. I could really use some Tavi’s or Brodie’s.

Tactics:
- Charity
- Protect

The Guardian goes off on it’s own, so that doesn’t require a lot of tactics other than to make sure there is a healer above Fedor in the back row in case it does trigger, so that Charity will still go off. Otherwise, just the usual, produce gold, produce more gold if you get below 8 HP.

The protect could come in handy, turning any 1 Defense unit into a 3 Defense unit, and it triggers at the start of a round before Guardian has a chance to wound Fedor.

Xyn’s Buyer Recommendation:
- Don’t Buy

At any price, even 1 Gem, I’d want to understand a unit before recommending someone buy it. I don’t understand Fedor, so I can’t do anything but recommend you skip it.

= Celina =

Usefulness:
- Low to Very High

Celina is a pretty interesting unit. Without the right supporting units, she’s of practically no use at all. But with the right units, she is quite a force to be reckoned with.

Deck Building Strategy:
- Zealot/Wizards
- Blood Rage

The most straightforward use of Celina, relatively speaking, is to have a bunch of Wizards in your back row and Celina (preferably 2 Celina) in your front row. A Commander with 3 Spearhead can help a lot too in this situation.

You can also go the Blood Rage route, in which case you will want another Vampire or Royal type unit to sacrifice to gain twice the buff power. Mirault is generally a good candidate, but you could also use an Impe or a Sarr. Typically you want to have lots of cheap units with a little attack for the front row, or some units with Rampage who can do 2x the buffed attack if no one is in front of them, or a Pack unit like Grey who can get up to 3x buffed.

Tactics:
- Front row/Wizards
- Back row/Blood Rage

Any deck with Celina will be able to make use of her front row Drain, Target vulnerable back row enemies as per usual. Additionally, if you have Wizards in the back row, Celina can gain a good amount of Attack. Remember that Zealot can’t be blocked by Defense, but similarly Zealot can’t lower an enemies Defense. This is good for dealing Attack, but bad for helping Fireball a front row unit.

In the back row, Celina is only good for Blood Rage. If you do use Blood Rage, remember to sacrifice a unit who shares a type with Celina. Vampire types are the easiest of the two to come by. Be careful not to put Celina in the back row above a unit that you don’t intend to sacrifice. Try and save your Blood Rage until your front row is ready to do as much attack as possible.

Xyn’s Buyer Recommendation:
- Buy one or Two… If…

Celina is kind of useless without certain units, but is a pretty powerful unit under the right conditions. So if you already have 7+ Wizards (and maybe a 3 Spearhead Commander as well), maybe buy 2 Celina.

If you have a Mirault or are comfortable using a Sarr or Impe instead, maybe buy a single Celina and try to make a Blood Rage deck. Of course,

Blood Rage can be pretty effective, but Vyros is way more powerful (overpowered). Still, Celina is worth a look if you have the gems. Remember that Ultra Rares now go for 1100 gems instead of 1200, so it’s an even better deal than ever.

Just so long as you have the units to support her. A lot of the units that support her well are Rares, so you don’t want to get her now assuming you’ll get the other necessary units soon. It could still be a while.

= Remi =

Usefulness
- Moderate to High

Having a couple of extra recruit can be really handy in some decks, and providing +1 gold on top of that makes Remi pretty solid. He’s not right for every deck, but he can be pretty good. For Gold’s style, he’s way more useful than Kaite, even though Kaite is essentially the same as Pep and Ench from Crystla and Wood respectively, which are good units for their own factions.

Deck Building Strategy:
- Recruit

Got a deck that’s a little too big? Got a deck that needs to get certain units out on a specific turn? Have several 3 cost units? Remi is the unit for your deck. Otherwise, for most decks you may still want to stick to Harden/Johnn/May, and for really rushy decks you don’t want to get slowed down with a unit as un-versatile as Remi.

Oh, and he can be buffed by Brodie, but that’s not the most effective use of Brodie at the moment, so meh.

Tactics:
- Recruit

All you need to do is decide whether a 2 gold producer like Harden is more important to you, or if you need 1 gold 2 recruit more at the moment. Hire them and put them in more risky slots accordingly.

Xyn’s Buyer Recommendation:
- Buy if you need him

If he sounds like the unit your deck is missing, well he’s a common so he’s cheap. I don’t use him very often myself though, and I think it’s more important for most decks to have Harden’s and/or Johnn’s and/or May’s.

You should probably skip Remi and wait to get him randomly soon if you don’t have a specific deck that would probably benefit from adding him right now.

= Powell =

Usefulness:
- High

Powell is a great producer for Wood decks with expensive units. His 1 Dogpack is mostly just a nice bonus. He can produce 3 wood and then sell for 4, making him better than Kren in most situations since A) he’s not Frail and B) he can keep producing wood if you don’t sell him.

Deck Building Strategy:
- Expensive Units
- Dogpack

Even though he has Dogpack, I can’t recommend Powell for that. If you have an expensive Commander and/or some Blights and Era’s or other expensive Wood units to bring out, that’s where Powell comes in handy. A couple of Powell’s, a couple of Gumil’s, and you you’re already most of the way towards hiring a Blight.

But if you already have Powell and Gumil in your deck, you could always add in an Ansel or a Canin into your deck as well for the Dogpack.

Tactics:
- Front Row Economy
- Sell for Extra

3 recruit can actually be somewhat handy, and 5 defense is pretty much unwoundable in the back row, so if you really need it, Powell’s back row isn’t useless. That being said, you want Powell producing as much as possible. If you need to, send Gumil front row and boost each others dogpack to help stop a rush.

Remember that Powell sells for 4 wood, which can easily bridge the gap and help you pull a Blight in an emergency if you need to.

Xyn’s Buyer Recommendation:
- Buy Two

If you area ready to play wood, and you have a few expensive units like Blight or a 15+ cost Commander to pull, Powell can be a great asset. He’s only an Uncommon, so you can buy one or two without breaking the bank too badly. Powell is a very good staple for Wood decks to fall back on, so if you don’t have any and you are ready to play some (non rush) wood decks, get a Powell or two.

= Abbie =

Usefulness:
- Moderate

Abbie used to be pretty beastly with 4 Defense. I’m glad that got nerfed, but I wish it had been down to 3 instead of 2. Still, Abbie provides more front row Defense on a single unit than most Wood units have, although you’ll still have to use Protect to get it up high enough to stop heavy wounding, and at that point you’re usually better off with a Gumil.

Deck Building Strategy
- Foxes
- Transform

Abbie has two major strengths. The first is being able to buff foxes, while offering a bit of Defense and some additional light wounding. Honestly this isn’t terribly effective in Foxes current state though. Maybe if Abbie were a little cheaper and/or if she had 3 Defense instead of 2.

Being able to transform into 6 isn’t great for the price, but it’s not bad, especially since she also produces 3 wood while doing it. If you can get a deck that uses this, that’s probably the best use of Abbie at the moment.

Tactics:
- Defense + Fox Buffing
- Careful Transforming

Obviously in the front row, the Defense is the main draw. If you can Wound too, all the better, but don’t focus on it. If you’ve got Foxes, try to put Abbie at the ends to maximize Fox Pack buffs.

Even in a Transform deck, try to keep Abbie in the front row until needed. Only send her to the back row at optimal times when you will get the most out of both the 6 transform as well as the 3 wood.

Xyn’s Buyer Recommendation:
- Don’t Buy

Abbie is a bit weak right now, and isn’t the greatest solution to your Wood Deck Defense problems. The price isn’t bad as an Uncommon, but the value just comes up a bit short. Maybe if she were a tiny bit cheaper, or had 1 more Defense, or if her Transform were a little more useful in more decks. But as it stands, there are plenty of better units to spend gems on than Abbie. Definitely the kind of unit that you wait until you get from random drops to play.

= Kil =

Usefulness:
- Very High

Kil is fantastic. A true staple of Wood decks. Despite his somewhat humble looks and stats, he’s one of the best units in the game.

What sets him apart from a similar, but nearly useless unit like Rosie? Two major things. One, he produces 1 wood in front, which makes him not only less useless on T1, but you can even sell him if needed to produce a while 2 wood for T2 if you absolutely have to. This already sets him head and shoulders above Rosie. But additionally, Wood decks tend to have a lot better early games, due to units like Diug who can produce 2 wood but only cost 1 wood to hire, and units like Ob who both are free, but also produce 1 wood, and also turn into units like Kil and Diug. These units all work really well together.

When you compare the synergy of 1 and 0 cost wood units, and also compare the combined value of Kil vs split value units like Rosie and Pitt, Kil’s superiority becomes clear.

Deck Building Strategy:
- Wood Decks

You really need a good reason NOT to put a Kil in your wood deck. Is your deck getting a little too big, and you already have plenty of producers and healers? Drop Kil. Do you have a hybrid deck, and a 1 cost wood unit who isn’t Diug will potentially screw up your early game draws? Don’t add Kil.

Otherwise? Put Kil in your wood deck. He is that good.

He works particularly well when paired with Diug and Ob, and possibly Walsh and Oberos to a lesser extent.

Tactics:
- Economy
- Healing
- Sell at the drop of a hat

He’s a pretty straightforward unit. If you don’t need the healing, have him produce. If your opponent starts wounding you, or you have some Dormant or Burnout units you want to heal, send him back row.

Just remember that he’s super cheap to buy, and Ob can even turn into him for free. So if you need 1 extra wood, Kil is a great choice. Just don’t sell him right when you need some extra healing.

Xyn’s Buyer Recommendation:
- Buy Two

If you have one, buy one. If you have none, buy 2. Even if you AREN’T planning on building a wood deck right away, having 2 Kil is going to be a big leg up if you choose to try wood any time soon. Rares can sometimes take a while to get the exact ones you want. Maybe you’ll get lucky and get 2 Kil within a few weeks, maybe it will take you months or a year to get 2, or even 1 Kil. You can save yourself a lot of potential trouble by buying them today, and they are well worth it for Wood decks.

This is the kind of unit that’s worth spending money on if you can and don’t have enough gems to get him ordinarily. Far cheaper than an Ultra Rare, but arguably just as useful as some of the best Ultra Rares.

It’s up to you. Chance it with luck, or guarantee you have him right now. Kil is a damn good unit.

= Jimein =

Usefulness:
- High

Jimein is just a really solid attacker. He’s very straightforward, which can be a nice compliment to a lot of Crystal decks who’s other units may use more risky strategies.

Deck Building Strategy:
- Expensive Attack

The only decks where I can’t recommend Jimein are decks that either don’t have enough economy units to reasonably hire Jimein, or decks that are too specialized where a Jimein would bloat the deck without enough value added in return.

Additionally, Jimein is the best unit (aside from a Commander Skeleton) to use alongside Eezic and 2 Mirault to make an insanely evil deck. The Jimein get to move the same turn they are transformed, and then can be sold to buy other expensive units and be re-transformed out of Mirault’s and attack again the very next turn. Beware though, this is probably overpowered and therefore may get nerfed at any moment. But Jimein is still good on his own merits.

Tactics:
- Attack
- Eezic

In general, Jimein is pretty straightforward. Get enough Crystal, hire him, attack. Be sure to place him below Defense units when wounding is a concern. Remember that the top spot is no longer safe due to Snipe. In general, avoid putting him in the back row if you can, as he doesn’t offer a lot of value for his price back there.

As mentioned above, when you combined 2 Jimein with an Eezic and 2 Mirault, you get powerful attack plus a lot of free Crystal from selling Jimein each turn. Remember that, as long as you have Mirault or another wounded unit to transform into Jimein next turn, there is absolutely no downside in selling Jimein this turn.

Xyn’s Buyer Recommendation:
- Buy it

Aside from Eezic abuse, Jimein isn’t particularly remarkable. But he is a solid Attacker, and that can count for a lot. If you need a little more — for your Crystal deck, Jimein is a great unit to have. Buy one or two if you can afford it, he’s a rare so he’s not too ridiculously expensive, but he is hard enough to get from random drops that you may want to get him now while his guaranteed rather than wait until an uncertain point in the future to get him randomly.

Jimein will definitely become a staple of your Crystal collection, regardless of if Eezic gets a nerf or not. But for the moment, with Eezic running wild, Jimein makes up an important component of a very powerful deck strategy.

= Rahhn =

Usefulness:
- Moderate

Rahhn kinda sucks. He just doesn’t really do anything. He does have the harvester bonus, but Harvesters/Trathor just aren’t in a good enough condition to bother with. He’s not bad, he’s just… exceedingly mundane and not overly useful.

Deck Building Strategy:
- Economy
- Harvester/Trathor

Just throw Rahhn in your deck if you need the extra Crystal production. But given how tricky Crystal decks can be to get right, if you need Rahhn in your deck for the economy, you probably aren’t ready to build a crystal deck anyways.

There is also the +1 crystal buff that Trathor gives to all Harvester types, but… It just isn’t really worth bothering over.

Tactics:
- Economy

3 Attack is perfectly fine for his cost, but really, if you aren’t using Rahhn for his 2 crystal, you aren’t getting optimal use out of him. Buff with Trathor if applicable yadda yadda. Remember to sell him if he’s wounded or if you need 2 crystal, as he’s a decent sell bargain.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s just so… meh. Wait for better Crystal economy units before venturing into crystal decks. Crystal is by far the most complex faction to build decks for, and you don’t need to be wasting time on units like Rahhn.

As an uncommon, he’s not crazy expensive, but he’s not really worth getting either. He’s really not bad, but do you need him? No, no you don’t.

= Mana =

Usefulness:
- Very High

For newer players (players who don’t already have every Common), you’ll mostly want Mana just for his front row ability. But even with just that, he’s an excellent and useful producer to have for Crystal decks.

Deck Building Strategy:
- Economy

Just like Rorth and Loom, Mana is just a great and important staple to have in your Crystal decks. You won’t always need 2 Mana 2 Loom and 2 Rorth in every deck, but having the option is nice. Loom is usually my first choice, and after that it’s up to needs and preferences. Mana being front row has some nice perks, but being back row like Rorth can have it’s advantages as well, especially with abilities like Snipe around now.

Tactics:
- Economy

Just throw Mana front row and produce away. Consider selling a Mana for a Loom if you have 1 unneeded Crystal at the end of a turn, as Loom’s ability to switch rows can be handy.

Xyn’s Buyer Recommendation:
- Buy it if you’re ready for Crystal

If you already have a few interesting units that you’re dying to try, but don’t yet have 1 or 2 Mana, go ahead and buy them.

If you don’t have some really cool Crystal units yet, you may want to wait. You’ll eventually get all of the commons anyways, so you’re better off waiting if you don’t almost have a viable deck already.

= Marshall =

Usefulness:
- Moderate

Marshall is a decent little Attack unit, but really isn’t much use outside of a rush deck.

Deck Building Strategy:
- Rush Deck

Throw in Marshall with other cheap/good attackers like Tarim/Ramm, Rucke, Rowa, etc. I don’t suggest going over 14 units in a Rush deck.

Tactics:
- Attack

If you find a really good reason to, maybe send Marshall back row, but for the most part you are better off using Marshall for Attack all the time. It’s a decent value for 4 guaranteed attack. Remember, if you are using a Rush deck, speed is likely your only advantage, so don’t waste time in the back row.

Xyn’s Buyer Recommendation:
- Buy if you want a rush deck

If you’ve already got some other good, cheap Attack units like Rucke, Ramm, Tarim and Rowa, then maybe grab a Marshall or two to help boost your max Attack power. Otherwise, maybe wait until you get Marshall randomly, because while decent, Marshall just isn’t useful enough in enough Gold decks.

= Covar =

Usefulness:
- High

Covar is a pretty good unit. He has the advantage of being useful when paired with units that every player has, Knights. He can be useful with our without an Arthur in your deck. Covar can also be useful paired with Gamble.

Deck Building Strategy
- Knights
- Gamble

In a faster deck without Arthur’s, or a heavier hitting deck with Arthur’s, Covar can provide a nice boost to your Attack power. While not all Knight decks will benefit from Covar, there really isn’t a bad combo of Knights to use him with in some deck or another.

Alternately, or included with Knights, a Flip or Stucky can provide some nice Gamble attack when buffed with AtkSquire. Paired with Flip, this can be useful in decks that you want to get rolling fast.

I wouldn’t use Covar for his Siege much. It’s rarely worth it, and certainly not worth building a deck around.

Tactics:
- AtkSquire
- Economy

Since his front row isn’t worth using much, Covar is pretty straightforward. Put him behind whoever you want to get buffed. Knights when possible, or a Gamble unit if you think it’s likely to go off.

Try and get Covar out quickly so that his Greed will make you money instead of losing you money. If you can get 2 Covar out early on and stay above 8 HP, Covar becomes a devastatingly powerful unit.

Xyn’s Buyer Recommendation:
- Buy it if you can afford it

Covar is a fun unit, but not always the easiest to build a good deck around. He’s worth getting if you have the gems handy, or if you’re willing to drop some -, but he’s not quite versatile enough to go too far out of your way to get.

= Uvil =

Usefulness:
- Modere to High

Uvil has a good amount of Toxic, but really his main draw for me is his 3 Wood 2 Defense in back. In a Wood deck where Defense is often lacking, that can make for a hard to hurt back row.

Deck Building Strategy:
- Defended Economy

I wouldn’t really recommend building a deck with the Toxic strongly in mind, If it comes in handy, that’s great. But from a deck building perspective, you really want to focus on his Wood production and back row Defense.

I’d mostly recommend Uvil for slower decks than need to bring out expensive units like Blight.

Tactics:
- Economy
- Toxic

You’ll want Uvil in the back row as much as possible. Try to put him above other units who you want to prevent from getting multi-wounded from above. Also remember that you can sell Uvil for 4 wood to help bring out expensive units in a pinch.

If your opponent is throwing a lot of front row Wounding at you, consider throwing Uvil to take advantage of that. But don’t sacrifice your economy for it unless you are in danger of losing if you don’t get some extra Attack.

Xyn’s Buyer Recommendation:
- Don’t Buy

Uvil is a pretty good unit, but just not useful enough or versatile enough for his price as an Ultra Rare. I wouldn’t feel at all bad about getting an Uvil from a pack, but I definitely wouldn’t advise spending 1100 gems on one.

= Stag =

Usefulness:
- High

Whether using him for a little extra early damage in a regular deck, or as some — and defense in a Barbarian deck, Stag is pretty good. Not amazing, but pretty good.

Deck Building Strategy:
- Barbarians

Stag is useful enough that you can use him in pretty much any Gold deck, although he may not be optimal in most. But his main draw is when he’s buffed by Driaga in a Barbarian deck. Ordinarily, I’d recommend sticking to Heavy Barbarians with Stag, where you ignore all Barbarians that are cheaper than 3 gold so that you can guarantee a May/Harden/Johnn on the first turn. You can manage to make a faster Barbarian deck with Stag, but Fog and Rucke are generally better choices for a faster deck.

Tactics:
- Rampage

Whether Driaga is out yet or not (or even not in your deck), you want Stag at the bottom of your front row doing Rampage damage as early as possible. His Defense can be a nice protection from Multi-Wound, but I wouldn’t change Stag’s position from the bottom of you front row very much to make use of it.

Send him back row if you need to regroup your economy. His 1 Arrow is a nice bonus, but it’s not usually as useful as the 1 gold.

Xyn’s Buyer Recommendation:
- Buy if you need Barbarians

If you have a Driaga or 2 but don’t have as many good Barbarians as you want, grab a Stag or two (probably just one unless you are making a Heavy Barbarian deck). He’s a good unit. But if you aren’t preparing to use Barbs, he’s not quite useful enough for his gem price.

= Loup =

Usefulness:
- Moderate to High

Wolfpack isn’t my favorite ability most of the time, but it can be good and Loup is a solid unit. I wouldn’t use Loup outside of a Wolfpack deck though.

Deck Building Strategy:
- Wolfpack

If you don’t have at least 6 or 7 Wolf (or Hunter) type units in your deck, don’t even bother with Loup. You want to either take advantage of his fast early Attack, or a unit like Wail’s later game power. Remember that Hunter is a free type on Commanders, so that can be a nice addition to your deck. Never mix and match multiple Pack types in a deck Maybe if we ever get something like a Fox Hunter type unit it could work, but with the current units, it’s just going to slow you down and/or weaken your attack potential. Most Pack units aren’t worth using without at least 2x attack, and you really want to use all 3x attack on most of them to bother building a deck around it.

Tactics:
- Pack Attack

Put Loup front row with at least 1 or 2 other Hunters/wolves as soon as possible. If there is nobody else to pair Loup with yet, consider sending him back row to use his recruit to help draw another Wolf quicker, but then immediately send him front row when you can.

Xyn’s Buyer Recommendation:
- Maybe Buy

As an Uncommon, his price isn’t unreasonable. If you already have 4 to 6 other wolves or Wood type Hunters (including a Commander Hunter), maybe consider buying one or two if you are interested. Otherwise I’d skip Loup.

Even then, he’s not the greatest unit ever, so you may want to consider skipping Loup regardless, if you are at all concerned about your gem situation.

= Bane =

Usefulness:
- Moderate to High

Bane? He’s a useful unit to have if you want to use Knockout outside of a Barbarian deck. Despite the fact that he IS a barbarian, he really doesn’t generally fit in well with Barbarians since he has no Attack to be buffed by Driaga and you are less likely to have more than 2 Wound on a unit in a lot of Barbarian decks.

Deck Building Strategy:
- Heavy Wounding

You really need a deck with a good Multi-Wound unit or two (or more) to take advantage of Bane properly. But pair Bane with a Spike or two, or even a Rune or two, or go up against an opponent who doesn’t have a lot of Defense in their front row, and you will probably crash their deck with no survivors. Remember that Commanders with Attack + Wound can be helpful in guaranteeing that Bane has someone to knock out.

Tactics:
- Knockout

It’s rare that you’ll do much with Bane other than try to knock out wounded enemies. Throw him in your back row to help recruit a multi-wounder if you get Bane out first, although Bane coming out first takes away a little of the surprise factor that you need, so try to hire your multi-wounder and Bane at the same time when possible. If you can knock two units out without your opponent expecting it, it can be a big asset for you.

You can also pair Knockout with Snipe to good effect, although this won’t take advantage of both of Bane’s points of Knockout. But that’s okay sometimes, if your opponent has a high value target in their top spot.

Xyn’s Buyer Recommendation:
- Buy one, maybe

If you already have one Bane, or you don’t have some decent multi-wound units like Spike/Rune/Wound Commander, or if you just aren’t interested in trying out Knockout right now, I’d skip Bane.

But should you get one Bane if you want the best cheap Knockout unit in the game? Of course!

= Myter =

Usefulness:
- Moderate

Myter is a decent unit, although not always the most practical in most competitive decks. His big use is that he’s relatively cheap and strong, yet can also buff Dogpack due to having Soldier type.

Deck Building Strategy:
- Dogs

You could theoretically work Myter into some other decks, but I’d mostly only use him with Dogpack Dogs. Ansel and Gumil are good, or you could go for that new Canin, although that would leave you with quite a lot of Dormancy to heal. so you’d better pack plenty of healers.

Tactics:
- Heal from above
- Dogpack Buffing

When you first draw Myter, hopefully you already have a healer out. Myter doesn’t have an amazing back row, but it isn’t bad for his cost aside from the dormancy. Put a healer above Myter so that he produces his 1 recruit and 1 wood before you move him to the front row the next turn.

In general, unless you really need the 1 wood and 1 recruit for some reason, I’d put Myter in the front row most of the time. He’s got a good amount of Attack even on his own, and if you get any Dogpack units next to him, you can create a pretty decent chunk of attack.

Xyn’s Buyer Recommendation:
- Don’t buy

For the price of a Rare, Myter just doesn’t offer enough value. He’s not a horrible unit, but he just doesn’t really bring many good decks together. Wait until you get one randomly before trying him out, you’re not missing out on a lot.

= Gaeis =

Usefulness:
- Low to High

Gaies isn’t much use outside of a Golem deck, but he will make or break a deck with Golems. Especially now with the two new cheap Golems, Gaeis and Golem decks can be pretty decent.

Deck Building Strategy:
- Golems

You really have no reason to use Gaeis outside of a Golem deck. He can be used to make the frail Legendary unit Ryun immune to wounding in other decks, but it’s not really worth it if you don’t have a deck full of Golems.

Try to keep your deck small so that you can re-buy Gaeis after using his Golem Surge front row ability. That being said, you want at least 5 Golems for your front row, preferably most with some Attack of some sort. Ideally you want two Gaies in your deck.

Tactics:
- Wounding Immunity
- Attack

While setting up, you mostly want to have Gaeis in the back row, keeping your other Golems immune to wounding. Remember to keep Gaeies moving around and in save places to avoid him getting wounded. A high Defense unit in the back row right above Gaeis can help. Also, if you have more than one Gaies in your deck and your opponent has a lot of Wound units they are trying to hit you with, keep one Gaies in your back row even while you send the other one to the front row to help boost your Attack.

When you have enough Golems in the front row, send one or two Gaeis to your front row to build up a large attack. If your opponent has several Wound units, put Gaies in the top of your front row. If they have a Snipe unit, try to make a best guess as to a place where Gaeis will be able to move before being wounded. The Golem Tagon has some front row Defense which can be helpful here.

Xyn’s Buyer Recommendation:
- Buy, probably

Gaies can actually be pretty decent. Now that there are two new really good Golem units to help out, it’s the perfect time to get a Gaeis or two. Best of all, even if you don’t have the new Golems (Dante and Opal), they are common and uncommon respectively, so you will probably have them pretty soon regardless.

There are some other good Golems like Doro and Tagon who are Rares which you may not get soon, but even 2x Dante 2x Opal and 2x Gaeis is the start of a pretty decent Golem deck.

If you are tight on gems, 2 Rares could be a bit of an expense, but if you already have quite a few Golems or you want to be ready for when you do, buying a couple Gaeis right now isn’t a bad idea.

= Ench =

Usefulness:
- High

Of the three 2 Cost 3 Recruit units in the game (Kaite, Pep, and Ench), Ench is, IMO, the best. Pep comes in at a close second, with Kaite being a distant third.

Guaranteeing at least 1 or 2 gold production on T2 is just too important for most gold decks, and Kaite just doesn’t help most Gold decks enough to be worth it.

Pep on the other hand can be quite handy sometimes, and has the added perk of 1 Defense in the front row which can, if needed, be buffed by Protect or Fortify to become a spike wall.

But Ench is the best, due to the nature of Wood decks. Wood has a potentially very explosive early economy with units like Diug and Kil and Ob, so if you only get an Ench on T1, odds are good that with 7 recruit, you’ll be able to hire several producers to make up for it on T2. More over than that, Ench is a Dog type, which can buff common economy units like Gumil and Powell, furthering Ench’s overall utility.

Deck Building Strategy:
- Dogs
- Early Economy

Despite having the advantage of being able to buff Dogpack, building a deck around this isn’t necessarily the best idea. Still, it’s worth considering when going into building a deck.

Where Ench is best used is if you have a deck that needs some extra recruit to function better. However, keep in mind that to ensure that a T1 Ench doesn’t hurt you badly, you want to load up on good, cheap Economy units. At a minimum, I’d recommend 2 Kil (Oberos can substitute for 1 or both if you are missing Kil), 2 Diug, and 1 or 2 Ob.

Tactics:
- Recruit
- Dogpack

Ench is mostly pretty straight forward. Most of the time you want him in the back row. Remember that in some situations, recruit is more valuable to you than wood production, so in those situations, place Ench in safer spots of your back row. However, most of the time, you may need 100% need that recruit, in which case you can use Ench to take a wounding in place of another more valuable back row unit.

If you have Dogpack units, Ench can be a good choice to help buff them. Try to do this either when your deck has no more need for the extra recruit, or in depserate situations against a rush deck. In general, Ench is a good Dogpack buffer in a pinch, but not necessarily a great end game strategy.

Xyn’s Buyer Recommendation:
- Buy one if you need it

It’s rare that you need more than 1 Ench, so I wouldn’t recommend dropping gems on more than a single Ench. But if you have none, and you’ve got a Wood deck that could use a little more recruit, Ench is a Common so he’s pretty cheap. He’s definitely the only 2 cost 3 recruit that I’d even remotely advise you go out of your way to get one.

= Hector =

Usefulness:
- Moderate

Hector is pretty much the definition of a mediocre but semi-useful unit. Really he ought to have 4 recruit though, so he is a bit sub par.

Deck Building Strategy:
- Recruit

If you have a deck that could use some extra recruit, but don’t want to screw up your T1 draw with a Kaite, you could try Hector. It would be better if he had 4 recruit though, as a Durant is probably close to what you want at the moment.

His 4 Attack is decent and can come in handy sometimes, but isn’t quick or cheap enough for a rush deck and is too weak for most late games of other decks, so it’s definitely not worth building a deck around.

Tactics:
- Recruit
- Attack

If you need the extra recruit, use it. The attack is a better value though, so put him front row if you don’t need the recruit.

Xyn’s Buyer Recommendation:
- Don’t Buy

As a common, he’s cheap. But he just isn’t really that useful, so I can’t recommend buying him outright.

= Lyss =

Usefulness:
- Moderate

Lyss’ main use is that he’s a Hunter type who can therefore buff Grey’s Wolfpack ability. That’s pretty much it. He costs 5, so he’s awkward to draw, and he’s not that great on his own. Not a bad unit, just not a unit I would generally advise using for anything else.

Deck Building Strategy:
- Grey

So you’ve got Lyss and Grey in your deck. Now all you need to do is buff Grey further. Ashara is good for this, as are Blood Rage units.

Tactics:
- Economy
- Wolf Pack

When first drawing Lyss, you probably want him back row to help draw other units. At least his uneven amount of Crystal will help buy another 5 cost Lyss easier.

When you’ve got enough Grey’s and other supporting units where you don’t need the economic support, send him front row on either far side of your Grey’s. Remember that if Lyss gets wounded before Grey acts, he won’t give Grey the buff, so it can be a good idea to have a unit with some Defense above Lyss.

Xyn’s Buyer Recommendation:
- Don’t Buy Unless…

If you have 2 Grey and some supporting units, like 2 Ashara or a Celina or Vyros, yet still are lacking one or both Lyss, then sure, buy Lyss if you want to try him out. He’s a common, so he’s cheap. Otherwise, there’s not a lot of reason to buy Lyss.

= Shadebeast =

Usefulness:
- High

Shadebeast is a key component, the lynchpin, of true Burnout/Revenge decks. You can make other revenge decks work, but none have more potential power than ones with 2 Shadebeast and 2 Sliver, and while Sliver is important, Shadebeast can potentially provide more attack power.

However, especially after some semi-recent nerfs, Burnout decks aren’t what they once were. They can work, but they generally require very specific builds and very specific supporting Commanders.

Where Shadebeast really shines for every day practicality is for his Crystal production. He costs 10 Crystal, yet produces 5 Crystal and has 1 Defense in back. He’s arguably one of the best high level producers in the game. The only downside is that Crystal decks often lack the need for his levels of economy.

Deck Building Strategy:
- Burnout Deck
- Economy

His true purpose is Burnout decks of course. It’s where he’s usually best used. I won’t go deeply into Burnout deck strategy here, but you want Igmund and/or Striker and/or some Dormant units (as a worst case scenario), supported by 2 Sliver and 2 Shadebeast. Remember to pack at least 7 Heal total as well.

But you can use Shadebeast in any deck where you need some extra economy. He produces 5 Crystal, he’s a little extra hard to wound in the back row, and as an added bonus, players may get nervous that you’re going to use him for burnout and start playing differently against you, which can potentially hurt them.

Tactics:
- Crystal Production
- Death Bolt

In any deck, you’re probably going to want Shadebeast in your back row at some point. Place him in riskier spots when you feel it’s safe to do so, but remember that it’s not THAT hard to wound through 1 Defense. 5 Crystal is a lot to lose out on, so play it safe if you have to.

In a Burnout deck, try to never bring Shadebeast front row until you are ready to deliver a full power blow. Deathbolt is an ability that needs optimal conditions to be very useful.

Xyn’s Buyer Recommendation:
- Maybe Buy

He’s a really tempting unit. I want to flat out recommend him. But while his economy value is great, it’s just not useful enough in enough Crystal decks to warrant the Ultra Rare price tag. He also has some extreme potential in Burnout/Revenge decks, but those are really tricky to make.

If you already have 2 Sliver, maybe buy a Shadebeast or two, if you are super interested and willing to put the work in to build a Commander to make it work. If you have some ideas for decks that would use Shadebeast for his back row alone, all the better reason to buy him.

For most people, I think that he’s just a little too niche and not quite broad use enough to really recommend him. He’s a fun unit to have, but it’s your gems to spend. Choose wisely.

= Ashara =

Usefulness:
- Low to Very High

On her own, Ashara isn’t particularly interesting. But in a Skeleton deck, she can be pretty decent, and she’s what makes the whole thing work.

Deck Building Strategy:
- Skeletons

Of course you need at least 7 Skeleton type units for your front row. Preferably Skeletons with both Attack and Defense, to get the full benefit of Ashara’s buffs, but just Attack can work too.

Units to include: 2 Ashara, and any Skeleton with Attack or Attack+Defense who costs 8 or less. Specifically, a Commander Skeleton with Attack + Rampage is good, 2 Grey’s are good, and Deimor can come in handy. Also, Ino is really useful, because even though he has no Attack, his back row 1 Heal and 1 Defense becomes 1 Heal 3 Defense when buffed by 2 Ashara.

Units to exclude: Drake has no Attack or Defense, so you should only include if you want the Arrows, not for any Skeleton synergy. Jimein, because he is too expensive to really work well with Skeleton decks, and he doesn’t even have Defense to make up for it.

Tactics:
- Skel King

Despite being a queen, Skel King is the ability you want to use Ashara for. Put her front row if you really need to hire her early for some reason, but in general you should try to hire her after you already have some Skeletons out. Keep her in the back row so that you buff your Skeletons Defense to help fend off Wound attempts. In general, you want to get Economy units out early on and use them to help purchase other Skeletons and eventually Ashara.

Place Ino below Ashara, since her buff applies at the start of the turn. It doesn’t matter if she gets shot directly by front row Arrow units, however if a back row Arrow unit were to hit her after an Ino above Ashara has already moved, Ashara won’t be able to buff anyone next turn, so Ino’s below Ashara’s is a good rule of thumb.

Xyn’s Buyer Recommendation:
- Buy One

One Ashara comes in the 2000 gem starter pack, so I wouldn’t recommend buying more than one Ashara today directly. You really do want to have 2 Ashara before you try to build a Skeleton deck, but the 2000 gem pack is well worth a purchase, so getting 1 Ashara today will give you the other one.

Skeleton decks can be pretty decent, especially if you have been constantly annoyed by heavy Wounding decks. I’d recommend giving them a shot.

= Talas =

Usefulness:
- Moderate

While not exactly my favorite unit, Talas is pretty solid for what he does. A solid 4 Attack for 4 cost is reasonable, and he has 4 recruit in back which is pretty decent as well. But on top of all of that, which would already render him a semi-decent unit, he’s a Spirit type, meaning that with his cheap cost and decent attack value, he can work well in Spirit decks.

Deck Building Strategy:
- Spirits

Any deck could use Talas if you want him for the recruit. He can be a decent alternative to Pep if you don’t want to risk your Recruit unit screwing up your T1 draw. But most of the time, Talas will get used in a Spirit deck. Make sure you have 2 Nevill and several other decent Spirit units, because Spirits can be a little tricky to make work well.

Tactics:
- Attack or Recruit as needed

Talas is really straightforward. His front and back rows are both equally useful, so just put him wherever he’s currently the most useful to you. Remember that he is an even cost unit, and more expensive than your 2 cost units, so try to avoid getting him wounded if you can help it.

Xyn’s Buyer Recommendation:
- Don’t Buy

Talas is decent, but not amazingly useful. Unless you already have 2 Nevill and some other good Spirits, but still lack Talas somehow, he’s probably not worth buying. Even then, I’m not sure it isn’t worth just waiting to get him, because you’ll get all of the Commons soon enough, and Spirit decks, while sometimes decent, aren’t THAT great.

He’s one of those units who can be nice to have in your collection, but isn’t particularly worth chasing after.

= Vago =

Usefulness:
- High

Vago can be a pretty fun unit. He is also decently useful. For one thing, he can (potentially) make for a pretty strong economy. For another, he can be a bit of a Wound deterrent. Not the greatest unit ever, but decent, and perhaps more importantly, fun.

Deck Building Strategy:
- Troll Economy

I can’t strongly advise using Vago for much other than a Troll based economy. Since both of his abilities involve having several other Trolls in your deck, and a majority of Trolls have some kind of economy on their back row, it’s a good fit. From there, you can do what you want, as long as you have some expensive units to take advantage of the moderately strong economy potential.

Tactics:
- Economy
- Wound Deterrence

Mostly you want to get as many Trolls in the back row as you can, and have Vago pumping out 6 or 7 gold. Having an expensive Commander and/or a Troll type Commander can be a good fit here.

Tribal Hex can potentially be a powerful attack, sometimes enabling a one shot victory against your opponent, but in general this usually requires either surprise, or a mistake on your opponents part. For the most part, Tribal Hex will usually only help you by changing how your opponent tries to wound your deck. It’s not a lot, but this can be a nice tactical advantage for you if you capitalize on it well. And if you see a good chance, go ahead and try for the Tribal Hex. I’ve only done it a few times, but it is fun when it works.

Xyn’s Buyer Recommendation:
- Buy if you have the Trolls and need the Economy

If you have 2 Harden, 2 Midras, and maybe a Grom or two, and you have some expensive units like Spike or Cliff who you want to make a big expensive deck out of, buying Vago may be a good idea for you. If you do, I’d recommend buying 2, as 2 Vago will buff each other and drastically increase your Troll deck’s potential.

Remember that Rares are reasonably priced compared to Ultra Rares, while also being hard enough to get randomly that it could potentially be quite a while until you get the specific Rare you are hoping for. Or you could get it next pack. Point is, it’s definitely worth thinking hard about whether you do or don’t want a unit like this.

In general, me personally, I probably wouldn’t buy a Vago. But it could be a good idea if he sounds like the kind of unit you’re looking for.

= Ifrim =

Usefulness:
- Moderate, maybe Low even?

Oh Ifrim.. The other other Matriarch. I’m afraid I don’t have a lot to say about Ifrim, since most of my knowledge is theory crafting, despite having 2 myself. Ifrim just doesn’t generally make for a good deck, although maybe with Maw now it’ may be a bit better.

Maybe someone else has gained a better handle on Ifrim than me, but I’ll pass along what I know.

Deck Building Strategy:
- Dragons

To put it simply, Ifrim just doesn’t work as well as Lynaia for a Matriarch deck. Ifrim has some advantages, but they just don’t make up for the cost issues. So if you’re going to build a deck with Ifrim, you may as well make it a Dragon deck to take advantage of Ifrim’s front row, such as it is. You probably want a couple of Melvar’s, unfortunately (he’s a Legendary unit). Maybe a couple of Viath’s, a couple of Kemps… basicallya ton of Ultra Rares and Legendaries, so hopefully you already know what you are doing if you have the units to even pull this off. Fortunately the new unit Maw is a Common and will come in handy for you… lol.

Tactics:
- Matriarch
- Dragon Queen

Matriarch can still be useful to bring out your dragons and such. Kemps into whatever else.

Once that’s out of the way, front row it. Pretty straight forward.

Xyn’s Buyer Recommendation:
- Don’t Buy

Anybody who should buy Ifrim (which is probably nobody) should know for themselves if they should ignore my advice. In general, this purchase WILL NOT HELP YOU in ANY way. If you really want to try Matriarch out, wait for a Lynaia.

= Feng =

Usefulness:
- Moderate

Feng is a decent little unit. 2 Wolfpack for 3 wood is pretty good, considering that Flyt, the best cheap Pack unit in the game, costs the same for the same amount of Pack. Of course Feng has burnout, but that only triggers at full power, and healing is easy to come by in a Wood deck. Feng can be pretty useful to help slow down rushes while you wait to get more expensive Wolves out.

Deck Building Strategy:
- Wolves

Primarily you’ll use Feng in a wolf deck. Make sure to either have plenty of Wolves and/or plenty of Hunter type units. If you can manage to bring out a couple of Wail’s and a couple of Spikes, wolves can be pretty strong. Feng offers you a little speed while you get out those more expensive units, and can be used with Matriarch to bring out Wail. Matriarch is probably your best bet if you want to bring out a Spike in a Wood deck anyways.

Feng does also have burnout, which means he could potentially be used in some sort of Burnout/Revenge deck. Personally I’ve never gotten this to work well though, so it may not be viable. In general, his burnout will mostly just be a downside to overcome.

Tactics:
- Delaying Tactics
- Disruption

Feng doesn’t hit hard like other wolves, but he does a decent amount of attack for cheap. Even at 4 attack, it’s a reasonable deal. Remember not to do the full 6 attack if you don’t have the healers available and/or don’t want him to burnout this turn. Alternatively, you could let him burn out and then sell him for 2 wood, which is a pretty good deal.

Feng does have that 1 arrow in back, so if you really need to, you can use him for disruption. Honestly, with all the healing and defense units out there, this will rarely come in handy. However, if you don’t yet have anybody to buff Fengs front row, and you’re not desperate for Attack just yet, he will probably be more useful to you in the back row, so it is a nice option. Try to aim for expensive and/or frail units if you can. If nothing else, maybe you’ll get your opponent to waste some money on a healer earlier than they wanted to.

Xyn’s Buyer Recommendation:
- Buy if you need Wolves

As a Rare, and not a particularly versatile one at that, I can’t generally recommend buying Feng. But if you already have a few Wolves and Feng sounds like a good addition to them, he’s not a bad unit. But unless you’re feeling pretty loose with your gems, you may want to wait for a cheaper or more useful daily unit to spend your gems on.

= Tik =

Type: Fox Assasin
Cost: 5 wood
Rarity: Rare
Front: 1 Foxpack, 1 Wound
Back: 1 Arrow

Usefulness:
- Low

Tik used to be alright, but he was never great. He’s just too expensive for what he offers. If he cost 4, he could be a pretty awesome unit, but as is, he’s just not good enough to cut it. His only use is in a Fox deck, and it’s unnecessarily hard to make a good Fox deck with him wasting space. If he cost just a little less, he could be quite good, but he just has no place in a deck right now.

Deck Building Strategy:
- Fox Deck
- Matriarch

Obviously Tik is for Fox decks. Too bad he doesn’t work well in them at the moment, but if he did, obviously you would want to throw him in with Flyt and some other good Foxpack units.

At the moment, Tik is actually most useful as fodder for Lynaia to transform Tik into Spike. Not necessarily the best choice, but viable.

Tactics:
- Wound throw Defense
- Back Row Disruption

Tik has the advantage that he can wound through up to 2 or 3 Defense when buffed by other Foxes or Assassins. If you do enough Wounding to overwhelm your enemy, or amange to wound a Frail Defense unit, it can actually be handy sometimes. Maybe if Tik were cost effective.

Alternatively, trow Tik back row if you don’t have any other Foxes to buff in the front row yet. Tik doesn’t produce a lot of attack on his own, so you want to wait until you have at least a Flyt or better before throwing him front row. Place your arrow shots well, and maybe he’ll do some good for you back there.

Xyn’s Buyer Recommendation:
- Don’t Buy

As always, you should buy a unit based on their current state. Who knows if or when Tik may get buffed or have his price decreased. As a Rare with marginal usefulness, he’s just not worth it at the moment. Even if his price were lowered to 4, it would be somewhat questionable whether he would be worth the price of a Rare.

I don’t dislike Tik, but he is in desperate need of some sort of change to stay relevant. He certainly isn’t worth using right now, much less purchasing as a unit of the day.

= Noch =

Type: Frog
Cost: 4 wood
Rarity: Rare
Front: 10 Toxic
Back: 2 Defense

Usefulness:
- Low

Noch is a really good value if you can consistently get him wounded. 4 cost for 10 attack is nothing to laugh at. Unfortunately, consistently getting him wounded, and also subsequently healed, is often a problem. Since Noch does nothing else, unlike his big brother Uvil who is also a good Wood producer, Noch just doesn’t work well. He’s too much of a gamble to put in your deck, especially when your opponent can be careful to avoid wounding Noch even if their deck DOES use a lot of wounding.

Deck Building Strategy:
- Don’t Use

Noch only has one deck building strategy, and that’s to punish your opponent for trying to wound your front row. Unfortunately, he doesn’t punish them hard enough to be worth building a deck around, even though Wound is pretty common to run into.

If you build a deck who’s only weakness is to front row Wounding, I guess you could try Noch to put you hover the top, but I doubt he’ll be worth his trouble.

Tactics:
- Surprise Toxic
- Wound Deterrence
- Back Row Defense

The best use of Noch, and Toxic in general, is if you can pull it out and use it without your opponent suspecting it. If you do enough Toxic and other Attack, maybe you can come close to or succeed in finishing off your opponent. This is pretty hard to do though, especially with a Toxic unit like Nosh.

In general, you can keep Noch out to try and dissuade your opponent from Wounding you. This may have marginal success if your opponent is confident that they can still out Attack you regardless, or if they feel they can take the hit now to cripple you and survive to finish you off later. Deterrence with Noch works best from the front row moving him around semi-randomly, but it can work somewhat from either row.

While he’s not Toxicing, Noch’s only use is to break up your back row with some Defense. This isn’t very useful in general, but it’s better than nothing, and can be helpful in some situations against multi-arrow.

Xyn’s Buyer Recommendation:
- Don’t Buy

Noch is too niche. He’s far too likely to be usefuless to you 90% of the time, and his use the remaining 10% of the time he won’t be strong enough to make up for it.

At any price. I don’t like the current Noch. Avoid.

= Kren =

Type: Dog Protector
Cost: 7 wood
Rarity: Rare
Front: 1 Dogpack, Frail
Back: 7 Windfall

Usefulness:
- Moderate

Kren isn’t bad, but unfortunately he’s mostly outclassed by Powell, who costs the same, produces 3 wood in the front row, and sells for 4 wood. 95% of the time, Powell can produce just as much as Kren if needed, and he can also keep producing instead of being sold if needed.

Kren is just a little outdated, and the few times where he works better than Powell are offset by the danger of losing him to Frail.

Deck Building Strategy:
- Expensive Units

The only need for a unit like Kren is to help pull expensive units like Blight. Load up on some expensive units, like Blight, Era, or maybe an expensive Commander, if you plan to use Kren.

Tactics:
- Keep Out of Danger

Sure, Kren can buff other Dogpack units, and even provide a tiny bit of Dogpack of his own, but most of the time you really just want to put Kren wherever you think he’s least likely to be Wounded, or else you’ve just wasted 7 wood for no return at all. Typically the back row is safer, but anywhere with a lot of Defense on the unit above can be somewhat safe. Most importantly, keep him on the move if you don’t sell him the next turn. The easiest way to lose him is to keep him in the same spot twice, or to move him to a really predictable second spot.

Xyn’s Buyer Recommendation:
- Don’t Buy

Kren isn’t useless. The fact that he can be outclassed by Powell doesn’t mean you shouldn’t necessarily use him, as he can still be effective. That’s your call to make when building a deck. But especially as a Rare, I don’t think I’d recommend buying him individually. Powell is better most of the time, and is an Uncommon as well. So skip Kren today, and wait until you get him from random drops before you decide whether you wanna use him or not for yourself.

= Arthur =

I hope you know who Arthur is.

Usefulness:
- Extremely High

Arthur isn’t the most versatile unit in the game, but he is very powerful and dynamic on the battlefield. He also can technically get used outside of Knight decks as a general heavy hitter, which cements his high usefulness.

Deck Building Strategy:
- Knights

While other things can be done with Arthur, he’s most useful as a Knight King (put his Knight type back Brodie! Pretty please?). You want a minimum of 4 Knights in your deck, otherwise Arthur is more use to you in the front row. Ideally you want 6 or 7 Knights in your final front row. Cheap Knights are desirable as they provide a lot of power for their price when fully buffed by an Arthur or two, but units like Tarim and even Ramm can sometimes make your early turns go bad. Expensive knights like Kobi offer a little extra punch, but it’s usually not worth the loss in speed. Hale is an ideal Knight, and Raleigh is pretty good too.

A 4 cost Knight type Commander is great as well, although remember that Knight type costs +1 on a Commander, so try not to make their front and back rows cost more than 3 total on their own, so that you can still purchase your Commander on Turn 2. If you have to choose between Tarim and Ramm for your deck, pick Ramm, as he can produce 1 gold and then sell for 1 gold so that you can potentially buy a 4 cost unit or two 2 cost units on Turn 2.

Typically 2 Arthur’s are better than 1 in most decks.

Tactics:
- Speed

In most cases when you have a Knight deck, you want to get at least 1 Arthur out as quickly as possible. Knights are generally cheaper than Arthur, so with your expensive units out of the way early it’s easier to build up your final attack force. Often times you can buy your entire front row full of Knights in a single turn after getting both Arthur’s out.

If you need a little extra attack to stave off a rush army, throw Arthur in the front row until you have at least 4 Knights for him to buff.

Remember that Arthur buffs Knights at the very start of the battle, so it doesn’t matter if Arthur gets wounded by archers. You almost always want to place your healer below Arthur so that Arthur can get healed after any back row arrows hit, because even Paladin won’t enable Arthur to buff your Knights if he’s wounded at the start of next turn.

Xyn’s Buyer Guide
- Buy one, NOW

You already have 1 Arthur, and he works great as a pair. All you need to buy is one more, and you have access to one of the more potent strategies in the game. At times Knights have been a little weaker, and at other times they have been some of the strongest decks in the game. At the moment, they are more middle of the road as far as top tier decks go, but they are still top tier when honed well.

There really is no excuse to pass up this opportunity to fill out your Knight deck while you have the chance. If you didn’t already start with 1 Arthur, it might be a bit of a question, but since you only need to buy ONE Arthur to have 2, and 2 Arthurs are typically significantly stronger than one, and Knights are such a good (and reasonably fun) strategy, why pass it up?

Go get Arthur.

= Finch =

Type: Dragon Whelp
Cost: 3 Wood
Rarity: Uncommon
Front: 1 Flare
Back: 1 Defense

Usefulness:
- Moderate

Finch can be pretty good at his best, or mediocre at his worst. At his best, he’s like the wood version of Durant. At his worst, he’s Domino. Overall, he’s decent, but he needs to be paired with Kemp.

Deck Building Strategy:
- Disruption

Don’t include Finch in a deck unless you intend to do a lot of wounding. Even wounding front row units can be useful if you overwhelm your opponents ability to heal, but Finch really won’t do enough on his own. If not Kemp, then at least Doken or someone.

Tactics:
- Aim for the Back Row

It’s okay if you hit a front row unit, but you will only block action if you hit the back row. Try to do this as much as possible.

Xyn’s Buyer Recommendation:
- Don’t Buy

Finch isn’t bad, but I’m not sure I’d go so far as to deliberately buy him. Maybe if he were a Common. If you really want some more wounding options for your Wood decks, maybe consider buying him.

= Driaga =

Type: Barbarian Queen
Rarity: Ultra Rare
Cost: 6 Gold
Front: X Barb Berserk, 4 Attack
Back: Barb King

Usefulness:
- High

Driaga may lack Arthur’s punch, but makes up for it with speed. Driaga also pairs with some pretty interesting Barbarian units, and can pack quite a punch.

Deck Building Strategy:
- Barbarian Rush
- Heavy Barbarians

Needless to say, Driaga won’t do you much good without being in a Barbarian deck of some kind. Primarily, it’s best to go for a fast deck. Units like Fog are great, but even Rucke is good despite potentially being the only unit you might draw on some Turn 1’s. Even Harum is worth considering, due to his high buffed attack to low cost ratio. Make sure to have at least 6, preferably 7 Barbarians with some kind of Attack for you front row, in addition to your 2 Driaga. A Barbarian Commander can be useful here. In general, for Rush Barbarians, I’d recommend having no more than 3 units in your deck who cost 5 or more. This includes Driaga and Stag.

Alternatively you can try to make a heavier, slower Barbarian deck. While you can sometimes get away with a single Driaga in a Barbarian Rush, always use 2 Driaga in a heavy Barbarian deck. Units like Stag are decent for these, and the Legendary unit Crusher is probably a must have if you hope for it to be any good. Fog and Scrapper can be acceptable, but try to stay away from Rucke and other cheaper units who may prevent you from drawing a 2 cost 2 gold producer on Turn 1.

Tactics:
- Buff Barbarians

In a pinch, you can throw Driaga in the front row. In general though, you want to try and hire other Barbarians first, and then throw Driaga in the back row immediately for a sudden attack boost. Don’t put Driaga in the back row unless she will generate more Attack for you back there though. This can sometimes be slightly complicated to work out since she gains +1 attack from each front row Barbarian when she’s in the front row, and if any of your Rampage units get blocked it can throw off your numbers. In general, if you think you are likely to have 4 or more Barbarians attack next turn (counting successful rampages as 2 units instead of 1), Driaga should be in the back row.

Xyn’s Buyer Recommendation:
- Consider Buying

Not as worthwhile as Arthur, but pretty worth having. Also factor in that the 2000 gem starter pack contains 1 Driaga, so if you buy one of these Driaga’s now, you can guarantee yourself to have 2 Driaga in the near future. Fog definitely has been a nice boost to Barbarians potential lately, and pairs nicely with Scrappers knockout and the speed required of a faster Barbarian deck.

= Varo =

Type: Golem
Cost: 10 Crystal
Rarity: Rare
Front: 9 Attack
Back: 3 Defense

Usefulness:
- Moderate to Low

Varo isn’t so much bad, as he is basic. He adds some decent basic Attack to your deck, but it just doesn’t mesh well with most Crystal deck styles. The only place Varo makes much sense is in Golem decks with Gaeis, but the newer cheaper Golems tend to fit better in those than the older expensive Golems like Varo and Molo.

Deck Building Strategy:
- Golems

I really only recommend using Varo in a Golem deck, if at all. He’ll be a bit expensive compared to most of your other units, so make sure to have enough economy units to support him.

Remember that to keep bringing Gaeis out turn after turn, you need a relatively small deck, possibly with some extra Recruit to make up for the difference.

Tactics:
- Golem Surge

Just put Varo front row ASAP. Hopefully you have a back row Gaeis out by then to make Varo immune to wounding. Once you’re ready for the killing blows, send Gaeis front row and hopefully you have enough Attack to win in one or two turns. Keep one Gaies in the back row at all times if you’re concerned about ongoing wounding, you usually only want to use both Gaeis when you are sure that it will be your victory blow and that your opponent wont expect you to commit both Gaeis.

Xyn’s Buyer Recommendation:
- Don’t Buy

There are better, lesser rarity level Golems who you want instead. They are weaker, but they are also cheaper, which works much better to your advantage. Maybe if Varo had something else to offer in his back row, but as is, he’s more dead weight than anything in your Golem deck, and not quite worth using in any other type of deck. Certainly not worth the cost of a Rare for individual purchase.

= Wail =

Type: Wolf Warlord
Cost: 18 Wood
Rarity: Ultra Rare
Front: 7 Wolfpack
Back: 4 Recruit

Usefulness:
- Moderate to High

Wail is a potentially powerful unit. Unfortunately, as much potential as wolves have, they are pretty vulnerable to multi-wound, and can sometimes be pretty hard to get out. Wolves and Wail are still worth using, just don’t expect the wow factor of an Arthur or Driaga or Ashara. This is a very different type of unit.

Deck Building Strategy:
- Wolves

You need at minimum 2 wolves or hunters on either side of Wail, In general, you should probably have an entire front row full of wolves to generate a competitive level of attack to compensate for how long it will take to hire everyone.

You can potentially use Matriarch to help bring out Wail. If you do this, you can also try and bring out a couple of Spikes, who are able to buff Wolfpack with their hunter type.

Also remember that Hunter is a free type on Commanders (as opposed to Wolf which costs +1). A good Commander Hunter can make up for some of your decks weaknesses.

Tactics:
- Attack

Wail is mostly worthless to you except in the front row. Even if you have nobody to buff Wail, he’s probably better off doing at least his base 7 Attack. Try and place Wail in as safe of a place as you can in the front row, such as below a Spike or a Commander Hunter with Defense. If this isn’t possible, just make a best guess at where he’ll be least likely to get wounded before he acts. He’s going to be the majority of your attack power.

Xyn’s Buyer Recommendation:
- Don’t Buy

Unless you’re just really fascinated by Wolves, skip Wail. He’s hard to make a decent deck around. He’s not bad, but wolves are pretty slow and very vulnerable.

If you have a Lynaia and a couple of Spikes, Wail may be worth considering a little more. Still, it’s a bit of an investment as an Ultra Rare, with not a huge amount of potential payoff. Dogs + Blights is a better combo most of the time IMO.

= Slog =

Type: Dog
Cost: 2 Wood
Rarity: Common
Front: 1 Attack
Back: 2 Wood

Usefulness:
- Very High

Like all 2 cost 2 resource producers, Slog is very useful. Unlike his Gold and Crystal compatriots however, he’s not quite as essential. Units like Diug and Kil are slightly more important, but often you need Slog as well. Plus, if needed, he can buff dogpack units. He is a damn fine, if somewhat bland unit.

Deck Building Strategy:
- Solid Economy

If you want a really fast, light Wood economy, you should probably avoid Slog. For decks where you have no more than a couple of 8 to 12 cost units, you should probably stick to units like Diug, Kil and Ob. For decks with a lot of more expensive units (or dogpack decks), Slog is an excellent choice, alongside Mag.

Pairing Slog with Gumil is always a good choice too, since they both help provide a solid, larger economy, and in a pinch they can work together to help fend off a rush.

Tactics:
- Economy
- Dogpack Buffing

Slog should obviously spend most of his time producing wood in the back row. If ever you have a choice between buying Diug and no other unit, vs Slog, always pick the more expensive unit (Slog), so that you can potentially buy the cheaper unit later.

If you need to, you can use Slog to buff Dogpack units, however this should only be done either to stop a rush, or when you already have all of your most expensive units out. If you can do without the healing, Roko is a better choice for buffing Dogpack, as his Defense will come in handy in a multitude more ways than Slog’s 1 Attack.

Xyn’s Buyer Recommendation:
- Buy it if you need it

If you already have some decent Wood units, but want a few more Economy units to help get your wood deck off the ground, buy a Slog or two. He’s a good, solid unit, that can be used in most wood decks to some effect. He’s cheap, and useful, just what you want.

If you don’t already have a Wood deck that’s almost ready to go, you could wait to get Slog through random drops, since he is a Common.

= Tempest =

Type: Wizard Thief
Cost: 6 Crystal
Rarity: Rare
Front: 1 Bolt
Back: 4 Crystal

Usefulness:
- Very High

Tempest is like Crystals version of Jonas, only better. Maybe not quite a Horus, but very solid none the less. A good unit to boost your mid game economy, while also offering some protection against Rush decks in a pinch. He can even buff Zealots, or buff Foxpack units if you want to get really far out with your decks.

Deck Building Strategy:
- Crystal Deck

There really aren’t many Crystal decks that you don’t want to put him without a good reason. On the other hand, Crystal decks tend to be very odd and specialized, so you’re going to run into a lot of situations where you DO have a good reason not to include him.

None the less, he fits in pretty much anywhere. The biggest reasons not to include him in a deck are either A) you already have enough economy from your other units, or B) you’ve simply ran out of room and don’t want to bloat your nice 14 to 18 unit deck with one more unit.

In general, I don’t recommend using him for any of his extra gimmicks as a deck build, except as a gimmick deck. His Bolt isn’t strong enough to rely on as a primary strategy, he doesn’t tend to fit well with most Zealot decks (with the possible exception of Celina), and making a Fox deck with him is, while awesome, not very practical.

Tactics:
- Economy
- Rush Defense

Keep him in the back row as much as you can. 6 cost for 1 bolt is not a good deal on it’s own, while 4 Crystal for 6 cost is an excellent deal. Put Defense units, healers, whatever you can above Tempest, and for gods sake keep him away from Steal units. You really can’t afford to bring him out and NOT have him producing in most situations.

Of course if push comes to shove, 7 Attack from his Bolt can help significantly in slowing down an enemy Rush. Be careful not to destroy your economy in the process though, as you still need to produce enough Crystal to catch up and turn the tide. Sometimes Tempest is better left in the back row even against a rush deck.

Xyn’s Buyer Recommendation:
- Buy it if you need some solid Crystal production

He’s Rare, which means you might not get him from random drops for quite a long while. Also being a Rare, he’s a lot more affordable than those Ultra Rares that cost an arm and a leg. If you’ve got a few semi-expensive Crystal units that you’re itching to make a deck out of, but your Crystal economy just doesn’t seem to be cutting it, Tempest will easily solve your problem, and maybe even solve a few other problems in the process.

There ARE other options for Crystal economy, so don’t feel too bad if you do skip getting Tempest today. But he’s definitely not a bad bargain if you’re in the market for a unit to help with your Crystal decks economy.

= Tavi =

Type: Fox Assasin
Cost: 2 Gold, 3 Wood
Rarity: Ultra Rare
Front: 3 Rampage, 1 Arrow
Back: 3 Gold

Usefulness:
- High

Tavi is a powerful unit in the right deck. There aren’t a lot of types of deck that Tavi will work in, but Tavi will always be a cornerstone of any good deck that uses him.

Deck Building Strategy:
- Disruption

Tavi works best in decks that focus on wounding your enemy, especially their back row. Specifically, Tavi works best alongside units like Brodie and Kemp.

Additionally, you can make use of Tavi to buff Foxpack units like Flyt for some decent extra attack.

Tactics:
- Arrow

A lot of the time you will want to focus on using Tavi’s arrow. The 3 to 6 Attack is a really nice bonus on top of that. If necessary, aim for units in the top of the enemies row, even if there is a front row enemy unit to block your rampage. Often times however, you can aim for high value units lower in your opponents back row, and have your Rampage go off all at the same time. This works especially well when you have units like Brodie and Kemp hitting the top units.

Xyn’s Buyer recommendation:
- Buy it if you’re ready for it

Tavi is awesome, but somewhat specialized, and hard to make a deck for. While you don’t need Brodie, you do need to be able to make a good hybrid wood/gold deck, which isn’t always easy. That being said, Tavi is one of the best units to have in a wood/gold hybrid deck, so if you have enough support units to give it a try, Tavi is a good place to build from.

= Raeus =

Type: Anubis
Cost: 5 Crystal
Rarity: Ultra Rare
Front: 3 Duo Rainer, 4 Attack
Back: 2 Crystal, 1 Defense

Usefulness:
- Moderate

Raeus is the stronger half of the Rainer/Raeus combo. In general I wouldn’t recommend building a deck with any of them without having 2 of each.

Deck Building Strategy:
- Anubis

As I mentioned earlier, Rainer and Raeus should be used as pairs. If you want to add a little extra, throw a Ryun or two in there if you have them. In general, this won’t be enough to build a deck though, so you’ll need some additional units to fill out your deck. I haven no tips here at the moment.

Tactics:
- Economy
- Attack

Early on, Rainer is more useful to you in the back row than the front. Decent production, and being hard to wound is nice too. If you have to choose between a Rainer in front and a Raeus in back, or vice versa, go with Raeus in back. Twice as much crystal from Raeus, while Rainer only does 1 less Attack.

Eventually, bring all four of your attack Anubis to the front row. Try not to let both of your Rainer or Raeus get wounded before the rest have had a chance to move, as they need to be unwounded to give the buff, however multiple versions don’t stack so you onl need one to be unwounded to buff the opposite units.

Xyn’s Buyer Recommendation:
- Don’t Buy

I really like the idea of Rainer and Raeus, but they aren’t the most hard hitting strategy at the moment, and their uses are extremely limited, since you need all four of them in a deck at once.

A potentially fun unit, but just a little hard to justify at 1100 gems as a single unit purchase. Maybe if you already have 2 Rainer, 1 Raeus, and a Ryun or two, and just need one more Raeus to fill it out, for the fun of it if nothing else. Other than that, skip this one.

= Gage =

Type: Raider
Cost: 1 Gold, 2 Crystal
Rarity: Uncommon
Front: 1 Steal
Back: 1 Crystal, 1 Gold

Usefulness:
- Moderate

Gage isn’t bad for a Steal unit. For one thing, he’s got a useful back row ability for using against decks that aren’t worth using Steal against. For another, he can be drawn on turn 1 and potentially cause some real headaches for your opponent. In general I’m not a big fan of Steal though, so I don’t have a lot to say about Gage.

Deck Building Strategy:
- Crystal Camp

You can use Gage in other cities, but where else can you draw him on T1? That’s his best quality.

Tactics:
- Steal
- Economy

If the enemy is producing a resource that you can use, steal it. Make sure to try and predict where their highest amounts will be and avoid low or resourceless spots.

If they have nothing to steal, or if they are too clever for you and you aren’t hitting any of their resources, send Gage back row and just have him produce. You can always send him front row once in a while if you see a good opportunity.

Xyn’s Buyer Recommendation:
- Don’t Buy

If you don’t have all of the Uncommon units in the game, you probably don’t want to be messing too heavily with hybrid decks yet. Beyond that, Gage can be decent but isn’t the greatest unit in the world, so I’d just wait to get one from random drops. Maybe if he were the price of a Common and if you already had a few good gold/crystal hybrid units he would be worth buying, but I just don’t think he’s worth 90 gems.

= Kaite =

Type: Recruiter
Cost: 2 Gold
Rarity: Common
Front: 2 Attack
Back: 3 Recruit

Usefulness:
- Low to Moderate

Kaite is the lame duck of the 2 cost 3 recruit club (Kaite, Ench and Pep). Whole ostensibly serving the same function, it’s a specific niche that tends to be far less useful in Gold decks. More over, Kaite doesn’t have any additional useful tricks, such as Pep’s 1 Defense which can be buffed by Protect or Fortify, or Ench’s ability to buff Dogpack units.

Deck Building Strategy:
- ???

If you need more recruit in your deck, you are better off with units like Remi or Durant who will at least produce some Gold for you if they are all that you can hire early on.

I really can’t think of a gold deck that benefits from this particular style of unit.

Tactics:
- Recruit

No useful tricks her, so it’s just recruiting all day for the most part. If recruit is super important to you, keep Kaite in safer spots. If recruit is less important to you, put Kaite in the line of fire to take the hit for more valuable units, and consider replacing Kaite with Remi or someone else if she’s so disposable.

Xyn’s Buyer Recommendation:
- Don’t Buy

You don’t need Kaite. Maybe at some point there will be a strategy that takes advantage of her skill set, but I don’t believe there are any right now. It’s not a horrible unit (although it could use some gimmick like Pep and Ench have), but it just doesn’t tend to fit well in the Gold deck dynamic.

= Niaka =

Type: Mecha Farmer
Cost: 3 Gold, 3 Wood
Rarity: Uncommon
Front: 4 Wood, 1 Gold
Back: 4 Gold, 1 Wood

Usefulness:
- Moderate to Low?

I haven’t used Niaka much myself. Seems like there is some potential there, but I haven’t seen it used a lot either, which is rarely a good sign but not always a bad sign.

Deck Building Strategy:
- Hybrid

Obviously you need a Wood/Gold deck of some type to make use of Niaka. One specific thing is that you probably want a deck that focuses mostly on one of the two resources, and only uses moderate amounts of the other. Having to guess which row you will need your Niaka in is often going to be a recipe for disaster.

Tactics:
- Know your deck

Basically you just need to know which row to place Niaka in, and when. Hopefully you mostly only need Niaka in one row most or all of the time. Beyond that, just keep Niaka safe, that’s a lot of vulnerable resources.

Also remember that you can get an extra 2 Gold and 2 Wood by selling Niaka if you need to. I don’t suggest doing this unless you are extremely desperate or you no longer need Niaka’s production.

Xyn’s Buyer Recommendation:
- Don’t Buy, Probably

Unless Niaka looks like exactly what you need for a specific deck or idea, it’s a bit specialized of a unit to go out of your way to get.

On the other hand, 90 gems isn’t too expensive for what Niaka offers if you’ve got something specific in mind. But in general, I don’t usually recommend people flirt with hybrid decks before they already have all of the Uncommons in the game.

= Lare =

Type: Acolyte Enforcer
Cost: 4 Gold, 2 Crystal
Rarity: Rare
Front: 2 Zealot (+X Attack for every Wizard in the back row), 3 Attack
Back: 2 Gold, 2 Crystal

Usefulness:
- Moderate to High

Lare is the backbone of a hybrid Zealot deck. While Jade may provide the highest stopping power, Lare packs a decent punch as well, and can help you in actually getting your Jade out in the first place.

Deck Building Strategy:
- Hybrid Zealots

You don’t need a Jade to make this work, but it helps. I’ve had moderate success with a Zealot rush using 2 Lare 2 Bin, but in general I tend to avoid Bin and stick to 2 Lare 1 Jade. A 2nd Jade can provide additional Attack power, but can sometimes push your deck beyond it’s limit to get units out with 2 Jade.

Remember to pack plenty of Wizards, at least 6 or 7 preferably. I prefer cheap Wizards and Wizards who have 2 Fireball, so Branan, Yaran, and Hagel are my personal favorites. Hagel can be pretty handy in both getting your deck out, as well as buffing your Acolytes in the end game.

Remember that a Wizard type Commander can fill in any gaps in your deck while still buffing your Acolytes.

Tactics:
- Economy
- Attack

Lare is an excellent hybrid producer. It should often be a high priority to get Lare out to help the rest of your deck come out. As such, Lare is a pretty vulnerable high priority target for your enemy, so do your bst to keep Lare safe.

If you have a Jade in your deck, I generally don’t recommend putting Lare in the front row until you have Jade out. Once Jade is out, you could keep Jade in the back row and Lare in the front row if you have a few more Wizards to hire, but as long as you still need Gold, Lare should probably remain a producer.

Xyn’s Buyer Recommendation:
- Buy if you have at least 1 Jade

Acolytes aren’t bad. But to really be effective, you do need the stopping power of at least 1 Jade. If you already have Jade, Lare is a fine unit, and you should be able to build a decent deck provided you have enough Wizards.

Outside of a hybrid Acolyte deck, Lare really doesn’t serve enough of a purpose. You could use Lare entirely for the economy side of things, but I think you’re just going to clog up your hybrid deck that way.

= Taro =

Type: Giant Salamander
Cost: 4 Gold, 5 Crystal
Rarity: Rare
Front: 7 Rampage
Back: 3 Gold, 3 Crystal

Usefulness:
- High

Taro is an excellent hybrid unit. With a great front and back row, you really can’t go wrong. Best of all, unlike Lare, Taro is a stand alone useful unit. While I recommend having 2 Taro, you don’t particularly need a specific other unit to make Taro work.

Deck Building Strategy:
- Hybrid Rampage

Taro is definitely a unit who you build a deck around, or at the very least build it partially around. Whether you go for lots of Rampage units, or go for a Bolt/Rampage synergy, or just go for a strong mixed economy to bring out the best mid price units of each faction, Taro offers options but should also be utilized as fully as possible.

Tactics:
- Economy
- Attack

As with many hybrid units, you may want Taro in back to help get everyone else out. On the other hand, Taro is expensive enough that it is at times worth just immediately throwing him in the front row, especially if your opponent has nothing in their front row.

For most decks, a majority of his use will probably come from his front row. Try to get Taro out early to panic your enemy. But try to also have some additional layer of strategy ready to spring, such as Wounding or Bolt, to take advantage of your opponents rush to counter your Rampage.

Xyn’s Buyer Recommendation:
- Buy it if you’re ready for hybrid

There aren’t a lot of hybrid units more straightforward than Taro. If you have only one hybrid attack unit, and every other attacker/wounder in your deck is a single resource type unit, Taro is the hybrid unit to go for. Both a good entry level hybrid unit, as well as a decent higher level unit.

At the cost of a Rare, Taro is a good deal. Not a bargain steal, but solid. If you can afford 2 Taro and have the economy units to support a gold/crystal deck of some sort, I’d suggest considering picking up Taro. He’s definitely a lot of fun.

If you’re a little tight on gems and want to spend carefully, Taro is a tiny bit niche. Slightly more fun than practical, despite being a solid unit. But that’s more the nature of hybrid decks than any fault of Taro’s.

= Tarim =

Type: Vanguard Knight
Cost: 2 Gold
Rarity: Uncommon
Front: 3 Attack
Back: 1 Recruit

Usefulness:
- High

Ramm’s weaker little brother. Due to potentially screwing up your T1 draws way worse than Ramm can, Tarim is a bit risky to use. But 3 solid Attack for 2 gold is not to be ignored for rush decks, and even in Knight decks his relative cost to potential power ratio can be worth the risk.

Deck Building Strategy:
- Rush
- Knight Rush

Tarim doesn’t belong in a deck that doesn’t have speed in mind. In general, he’s best left to rush decks that don’t rely on economy units, so that if you have to hire him on T1, it’s not such a bad thing. Of course, your rush deck should mostly be comprised of units who can be hired on T1, so that won’t be an issue on either end.

In a single Arthur knight deck, Tarim can do up to 7 Attack, which is pretty great for a 2 cost unit. In a 2 Arthur deck, he can do up to 11 Attack, which is phenomenal. If you do use Tarim in a Knight deck though, keep the deck as small as possible, and use no Knights more expensive than 4 cost. A Commander Knight can be especially helpful to round out a Knight Rush. In general, 1 Arthur is safer for a Knight Rush build, but 2 Arthurs are possible, and provide far better stopping power against comparably fast decks.

Tactics:
- Attack

There are times when Tarim’s Recruit is more useful than his Attack, but in most of these situations I find that it’s still of marginal value. I like to place him in the back row mostly to try and keep Economy units safe from Arrow, and the 1 recruit is just a nice little bonus. For the most part, you outside of a rush deck, you want to avoid hiring Tarim unless he’s either your only option to hire, or you’ve already hired everybody else you need that turn and have enough left over to grab him. In a Knight deck, Tarim’s real value comes from being such a cheap unit to buy once you have Arthur out.

For Rush decks, and for actually using Tarim for something other than a meat shield, it’s all about Attack. 3 Attack for 2 cost is an excellent deal.

Xyn’s Buyer Recommendation:
- Buy if you need it

If you are a couple units short of a good Rush deck, or only have 4 to 6 Knights for your Knight deck, grab a Tarim or two, He’s not my favorite Knight (that would be Hale), but he’s solid as a stand in, and even great in some decks. He may be quick to be cut from your Knight deck as you gain other Knights, but at the cost of an Uncommon, he’s not bad to have to help you maximize Arthur in the meanwhile.

Just remember to keep any deck with Tarim small, and with plenty of other units who you’d rather hire on T1.

= Jade =

Type: Acolyte Fighter
Cost: 6 Gold, 3 Crystal
Rarity: Ultra Rare
Front: 3 Zealot, 4 Attack
Back: 1 Defense, 3 Crystal

Usefulness:
- Moderate to High

Lots of Gold/Crystal hybrid units lately. If you picked up or have Lare, Jade will be a nice compliment. Jade isn’t much use outside of a Zealot deck, but inside of one Jade can be the lynchpin that holds it all together.

2 Jade can be a bit cumbersome to get out, but having at least 1 Jade will give your deck some good stopping power.

Deck Building Strategy:
- Acolytes

You do want 2 Lare, both for the final attack potential as well as to help get your units out. You probably don’t want Bin, as it will be of little use in the end game and will only be of moderate use in the early game. Beyond that, you just want 6 or 7 Wizards for your back row, and whatever city and economy units you can get to successfully bring them all out.

Tactics:
- High Priority Hire
- End Game Attack

Jade should be the first unit you try to bring out. It will take some time to be able to hire Jade, but once you have Jade out (especially if you only have 1 Jade), it should be relatively easy to get everyone else out. Jade has that 1 Defense 3 Crystal as well, which come sin handy to bring out those Wizards to buff your Zealots.

Once everyone is hired, or you just no longer need the 3 Crystal, send Jade front row for some massive Attack.

Remember that Zealot can’t be blocked by Defense. This is a double edged sword, but remember that Jade (and Lare) have some extra Attack as well, which can be useful for lowering moderate amounts of Defense so that your Fireball units can wound your opponents units.

Xyn’s Buyer Recommendation:
- Buy if you have 2 Lare

Acolytes make for a pretty decent deck. They are relatively easy compared to some hybrid strategies, although they are slightly vulnerable. Not the most powerful deck out there, but they do alright.

If you want to play with Acolytes any time soon, and if you already have the Lare’s to support it, Jade is a decent purchase. Best of all, you can get away with only having 1 Jade and still have a successful deck.

Also make sure you have enough hybrid economy units and wizards to support the deck.

= Trathor =

Type: Harvester Overseer
Cost: 6 Crystal
Rarity: Ultra Rare
Front: 10 Toxic, Taskmaster
Back: 3 Crystal, 2 Recruit

Usefulness:
- Moderate to Low

Trathor is sort of like Crystal’s Horus, except that he isn’t nearly as good. Harvesters just don’t measure up as units as well as Farmers. While his 2 Recruit is nice, the 3 Crystal isn’t as great. 10 Toxic can come in handy, but not often enough to make him awesome.

Not a bad unit, just… sort of meh. I’m just not a fan. I think I’d like Trathor a lot more if Harvesters didn’t suck so much.

Deck Building Strategy:
- Economy

Not Harvester economy, just… use Trathor as a producer, by himself, if you’re going to use him. Use his Toxic if you get a chance, but otherwise plan to just use him as a producer.

Or maybe just don’t use him. Your call.

Tactics:
- As above

Just produce Crystal and Recruit. Use Toxic to strike opportunistic blows, or more generally as a deterrent against Wound.

Xyn’s Buyer Recommendation:
- Don’t Buy

He isn’t really worth it. He’s not an amazing producer, Harvesters suck, and Toxic is very niche. He’s not horrible, but he definitely isn’t useful enough to warrant the cost of an Ultra Rare.

= Kurio =

Type: Thorn Root
Cost: 3 Wood
Rarity: Rare
Front: 1 Spearhead, 4 Burnout
Back: Rare

Usefulness:
- Moderate

Kurio isn’t the most useful Spearhead unit, because it’s such a low number. But he can be a semi-decent early unit to produce a bit of attack. The biggest use I’ve found for him is to use his Burnout alongside Revenge units, but it’s only modestly useful in that scenario, so I can’t strongly recommend Kurio.

Deck Building Strategy:
- Burnout

He’s just a barely acceptable unit aside from his Burnout, so Burnout is the only reason I’d really consider adding him to a deck. My favorite version of this is to use Kurio and Teak as burnout units, and Grove as the Revenge units. Remember that you have to have at least 4 units in your back row to make Kurio burn out though. You can fill the back row iwith cheap healing units to keep your front row healed each turn.

Tactics:
- Economy
- Back Row Management
- Successful Burnouts

Kurio doesn’t produce a lot of Wood, but it still may be worth using him as a producer early on. Remember that you can also sell him for 2 Wood to help bring out more expensive units if absolutely needed. Just throw him front row if you need to slow down a rush or somethng.

Once you have Kurio in the front row for whatever reason, make sure to pay attention to your back row. If you don’t want Kurio to burn out, keep your back row to a maximum of 3 units. Defense lowers how much Attack Kurio will do, so you can get away with more back row units if Kurio is in front of a unit with Defense. If you have a Healer, or if you don’t care if Kurio gets wounded, you can use a higher amount of back row units. Remember that you can still sell a wounded Kurio for 2 wood.

If you are using Kurio in a Burnout/Revenge deck, you want to make sure Kurio burns out every turn. Not only does this mean having at least 4 units in your back row, but you must also avoid placing Kurio in front of enemy units with any Defense. Try to predict where they will be and place Teak’s in front of those units instead, since Teak only needs to do 1 successful point of Attack to burn out (although if it’s a unit with more than 6 Defense, you may as well put Kurio in front of it instead of Teak).

Xyn’s Buyer Recommendation:
- Don’t Buy

That Grove deck I mentioned above can be fun, but it’s not the most practical deck ever. Kurio is a bit niche in his usefulness, so I’d skip it.

= Tydus =

Type: Soldier Warlord
Cost: 6 Gold
Rarity: Uncommon
Front: 6 Attack
Back: 1 Gold

Usefulness:
- Moderate

Tydus is a pretty plain unit. Too plain maybe. He does his job well, but unfortunately he’s too expensive for rushes and too weak for heavy hitting decks. His best gimmick is that if you have him and Illian in a deck together, Illian can become a decent producer. This can be useful, but isn’t really worth building a deck around.

Deck Building Strategy:
- Illian’s Duo Tydus

If you are going to use Tydus, use Illian as well. Illian is a decent unit all on his own, so overall you get a decent pair. Still, not really worth going out of your way for.

Tactics:
- Attack

He produces too little gold to bother with. If you’re going to hire him, have him in the front row. Oh, and don’t put Illian in the back row unless you’ve already hired Tydus, or Illian’s back row will do nothing.

Xyn’s Buyer Recommendation:
- Don’t Buy

Maybe if he were a Common he would be a decent purchase to shore up your Attack a bit, but at the price of an Uncommon you are better off buying some packs and hoping to get some good Attack units.

Tydus is by no means bad, but I can barely recommend building a deck around him, much less specifically purchasing him.

= Bin =

Type: Acolyte
Cost: 2 Gold
Rarity: Uncommon

Usefulness:
- Moderate

I mostly only give this one a moderate rating because Bin can be a decent producer. That, and you can technically make a semi-viable Zealot Rush with Bin, Lare, and the cheapest Wizards. In general though, Bin is not very good or useful.

Deck Building Strategy:
- Titan Ridge Hybrid
- Zealot Rush

Bin can be used to pull Crystal units with Titan Ridge. In general I wouldn’t suggest this usage unless you are doing a Zealot deck, and maybe not even then.

The main use of Bin I’d even consider is a Zealot Rush. 2 Bin, 2 Lare, and 6 of the cheapest Wizards, like 2 Hagel, 2 Striker, 2 Ekin (ironically also the only time I’d really suggest using Ekin). Beyond that, whatever other economy and/or support units that you need, but I wouldn’t go over 14 units. Alternatively, you can replace one of your Ekin with some sort of cheap Wizard Commander, although that Commander may end up being useless in pretty much any other deck, and still may not make this a high level competitive deck.

Tactics:
- Economy

Even if you use Bin for Attack/Zealot later on, Bin’s main use is Economy, and you should never forget that. Stop using Bin for Economy when you don’t need it any more, but in general Bin should spend most of the game in your back row.

Xyn’s Buyer Recommendation:
- Don’t Buy

This is a very niche unit. If you use it, you should wait until you already have every uncommon already. Hybrid decks are tricky enough, you don’t need to make them harder by trying to use mediocre units like Bin without practicing with some better hybrid units first.

= Ozgo =

Type: Spirit Hunter
Cost: 2 Crystal, 1 Wood
Rarity: Rare
Front: 3 Defense
Back: 2 Crystal, 1 Defense

Usefulness:
- Low to High

Ozgo is a pretty cool unit, but not very practical without certain very specific combos of units. I don’t have a lot of firsthand experience with Ozgo, but I know he can be useful in the right deck. I’ll leave it up to better players than I if they they wish to expound on his virtues. I don’t have a lot to say, other than that he’s good but semi-niche.

Deck Building Strategy:
- Spirits or Wolfpack or Crystal/Wood hybrid in general

Basically you’re going to want to find a good reason to use Ozgo before you use him. You don’t build a deck around him necessarily, but he should be a key part of your deck. Otherwise he probably won’t be useful enough to you.

Tactics:
- Economy

Mainly he’s a producer. Sell him if you need the extra 1 wood and 1 crystal. However his front row does make a nice Spike-wall, and he can buff Wolfpack or Nevil when he’s in the front row.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s one of those units who you should only buy if you know enough to ignore my advice. He’s a hybrid unit, one who needs very specific scenarios and unit combos to be at all useful, and worst of all he belongs to the worst hybrid combo in the game. Wood/Crystal decks can work, but they often require very very specific units, many of whom tend to be Legendary units.

Ozgo is pretty cool and interesting, but is basically dead weight for a vast majority of decks. He’s somebody who you want in your collection eventually, for that moment when you get a brilliant deck idea and have the units to pull it off with.

If you have that brilliant idea right now, and have all of the units to make it work except Ozgo, then he’s probably an acceptable purchase, if a bit expensive. In general, don’t buy. You probably wont use him any time soon.

= Evelyne =

Type: Royal Healer
Cost: 4 Gold
Rarity: Rare
Front: 1 Defense
Back: 2 Gold, 1 Healing

Usefulness:
- High to Very High

Evelyne is a really great unit. In that sweet spot 4 cost price, and with some decent economy, all while providing 1 point of Heal without potentially ruining your T1 draw like Rosie can do.

Deck Building Strategy:
- Light Healing

Aside from a cheap Heal Commander, your options for cheap Healing in a Gold deck basically come down to Evelyne, or using Chloe’s Paladin. In general, Evelyne is the more straightforward safe bet. Epherius is also an option, but I usually find him to weak to deal with heavy wounding and too specialized to deal with light healing.

The biggest reasons to exclude Evelyne from a deck are if your deck is too fast to bother with healing, or if your healing needs are mostly taken care of by a more expensive healer. In general, Evelyne should be your default healer in most Gold decks.

Tactics:
- Economy

Mostly just think of Evelyne as a producer, and heal as necessary. In general you usually want Evelyne at the bottom of your back row, unless your opponent starts targeting that area with arrows. Evelyne is one of the worst units to risk putting at the top of your back row, as you risk losing healing and gold production if she gets wounded.

Xyn’s Buyer Recommendation:
- Probably don’t buy

Everyone has one Evelyne, and at the cost of a Rare, I don’t really want to suggest getting a second one. 2 Evelyne can be good in some decks, but usually you’ll just want one, and have a more expensive or dedicated Healer if you have a second healing unit.

= Drion =

Type: Thief Brawler
Cost: 6 Gold
Rarity: Ultra Rare
Front: 3 Knockout
Back: 4 Wood

Usefulness:
- moderate

Drion is a very odd unit. not bad, not necessarily great, but definitely odd. In general I’d say that the 3 Knockout is more fun than practical, but that 4 wood is a very interesting option.

Deck Building Strategy:
- Hybrid Titan Ridge

From what I’ve seen and surmised, Drion’s main use is to make a Gold/Wood hybrid deck with Titan Ridge. Basically, if you have a cheapish Wood unit yo uwant to draw in your Gold deck, or a Hybrid unit you want to draw, Drion is a great option. Notably, the most useful thing I’ve seen this used for is hiring 2 Caylish in an otherwise all gold deck.

Tactics:
- Economy
- Maybe Knockout

Your deck strategy for Drion, and therefore your tactics, should be as a producer. Obviously Caylish won’t be much use to your Gold economy, so make sure not to hire Drion over a Gold producing unit until you economy is robust enough to support it.

If your deck uses Wound, obviously you can make use of Drion’s front row, however Spike and 4 Wound Commanders are the only units who can utilize all three points of knockout. In general, you’ll probably be only getting one or two knockouts at a time, even with Spike, so don’t expect a lot out of this front row ability. It looks nice on paper, and can be pretty awesome if you do manage to pull off a triple knockout, but that won’t be common.

Xyn’s Buyer Recommendation:
- Don’t Buy Unless You Need It

As an Ultra Rare, Drion is pretty expensive. The return isn’t that great either since it’s kind of niche. Still, if you have a use for such a cross faction producer, there’s none like Drion and it’s a pretty good option.

Most people probably should spend their gems on more broadly useful Ultra Rares though.

= Wren =

Type: Recruiter Captain
Cost: 5 Gold
Rarity: Ultra Rare
Front: 4 Attack, 2 Defense
Back: 6 Recruit

Usefulness:
- Moderate

Wren is pretty much the ultimate recruit unit. You can only ever recruit up to 10 units per turn, so unless you have a hybrid city, +6 Recruit is all you’ll ever need.

Unfortunately that’s about all he does. He has respectable attack and defense, but it doesn’t make up for the fact that his cost makes him awkward to bring out. He doesn’t really offer a lot of early or late game appeal, and his mid game appeal is mostly for decks that probably shouldn’t be as large as they are anyways.

Deck Building Strategy:
- Recruit

You should only use Wren if you need the recruit. I can’t think of a lot of good reasons for needing a 5 cost unit with 6 recruit, but if you have a really large deck (already a bad idea), I can see how he’d be useful.

Tactics:
- Recruit when you need it
- Front Row when you don’t

If you have some important units that you need to get out on a timetable, keep Wren in the back row. Try to protect him a bit if you can, there’s no sense having that much recruit if you don’t intend to use it.

Once you have everyone out, Wren can make a decent defense wall to help prevent lower units from getting wounded. He’s not great in the front row later in the game, but he isn’t bad either.

Xyn’s Buyer Recommendation:
- Don’t Buy

Wren is kind of niche, but unfortunately his niche doesn’t really exist. The price of an Ultra Rare is a lot to pay for a unit who doesn’t really have a proper role.

= Yaran =

Type: Wizard
Cost: 5 Crystal
Rarity: Rare
Front: 5 Attack
Back: 2 Fireball

Usefulness:
- High

Yaran isn’t quite as good as Branan or Tagon, but despite costing only 1 less to offset it, he’s still pretty handy. Most useful in Zealot decks where he can contribute to a wall of Fireball that will overwhelm most decks healing capacity.

Deck Building Strategy:
- Zealot
- Disruption

Throw Yaran in a deck with Celina or some Acolytes for a good recipe of wounding and attack power.

Yaran can also be used more generally as a disruption unit in other non-zealot Crystal decks, but in general Tagon and Branan are usually better choices for that purpose.

Tactics:
- Early Attack
- Fireball/Zealot Buff

You may want to throw Yaran in the front row when you first hire him. If there is no or little Zealot to buff yet, he will do more Attack power for you in front, and early on your opponent may not have enough front row and back row units lined up in front of each other to make your Fireball worthwhile.

In the late game, Yaran isn’t a very good Attacker, so your deck should definitely be designed around him spending a lot of the mid and/or late game in the back row. A good time to throw him back row is when you’re ready to start having your Zealots in the front row.

Xyn’s Buyer Recommendation:
- Buy it if you’ve got Zealots ready for him

Unlike Branan who I’d flat out recommend getting for his ubiquitous usefulness in Crystal decks of many sorts, Yaran is slightly more niche. But if you have a couple of Celina, or 1 Jade and a couple of Lare, Yaran is a good investment.

Being a Rare, it could be a while before you get Yaran randomly. However if you aren’t equipped to use him right now, it’s probably not quite worth it.

= Stucky =

Type: Archer Scoundrel
Cost: 4 Gold
Rarity: Ultra Rare
Front: 3 Gamble
Back: 2 Arrow, Vanish

Usefulness:
- High

Stucky is highly useful, but at the same time he is tricky to use. Most of his use actually comes from his back row, where he can be useful in many types of decks, while his front row is of marginal use outside of a very specific strategy.

Deck Building Strategy:
- Disruption
- Hedged Bet

In any deck that you want some disruption, you can throw Stucky in. You can only use him once per hire, but that 2 Arrow can be pretty handy in a lot of situations. Play around with your deck and decide if Stucky’s 2 Arrow is more help to you than his Vanish is a hindrance to you.

Stucky’s most powerful ability is his gamble. On it’s face, he would seem to be marginally useful compared to Flip, who doesn’t Vanish and can do nearly as much Gamble when buffed by Liege and AtkSquire units. More in tactics.

Tactics:
- Arrow
- Gamble

Arrow is pretty straight forward. Remember that the first arrow won’t block action, but the 2nd will if you don’t run into any Defense. Try to put Stucky in the slot just above your opponent’s healer. If your opponent has a unit with 2 Defense like Era, you can try placing Durant in front of Stucky to help penetrate through the Defense.

Stucky’s greatest strength with his Gamble ability is to work alongside flip, to gamble on 2 (or 3) different numbers. Basically, once Stucky vanishes, he no longer counts towards your number of front row units, so you can, for example, gamble on your opponent having either 6 or 7 units in their front row. With 2 Stucky’s and a flip you can gamble on up to 3. Just make sure that Stucky’s always are higher in your front row than Flip. A good trick is to place Lanir between Stucky and Flip to buff both of them, for whichever lands the right number.

Xyn’s Buyer Recommendation:
- Buy if you have 2 Lanir already

Stucky is useful, but not enough to justify paying Ultra Rare prices. But if you already have a couple of Lanir (and at least one Flip), he can help create a pretty powerful combo… As well as being useful for his Arrow in other decks.

Most players should probably stay away and wait to get Stucky from random drops. He can be tricky to do well with. But he is a good unit if you’re ready for him.

= Blight =

Type: Ancient
Cost: A whopping 20 Wood
Rarity: Rare
Front: 13 Attack, 2 Wound
Back: 5 Recruit, 5 Fireball

Usefulness:
- Very High

Blight is one of those uber units. You don’t want him in every Wood Deck, but he is a boon to most decks that he’s in. Powerful as both a straight up Attack unit, as well as a highly effective Disruption unit.

Deck Building Strategy:
- Heavy Economy

Whatever the source, make sure you are able to generate the 20 Wood necessary to hire Blight. High wood production units like Viath, Powell and Uvil are a good source. Also remember that you can sell a unit to help bridge the gap. There are also a few novel ways to bring out Blight, but whatever the case, make sure you have a reliable strategy in place to bring him out, or he does you no good.

Obviously this is incompatible with any deck that’s primary goal is speed, however it can work with a pseudo-rush like Dogpack units.

Tactics:
- Anti-Defense

Blight is at his best when he’s in front of an enemy unit with a lot of Defense, so that you can wound the unit that it may be protecting below it. Remember that even a single point of Defense on the next unit below can block Blight’s extra point of Wound, so avoid such situations when you can. Conversely, Blight is also quite vulnerable himself. Try to avoid letting him get hit by Snipe or get multi-wounded from above, as you never want your Blight not acting on a turn. A high Defense unit like Adrog can help with this problem.

Other than that, Blight just offers general Attack power. On top of that, you can use Blight’s 5 Fireball for some alternative disruption, although I suggest you usually only use this if your Blight has been wounded and you need to heal him before he can act again. Placing him below a Healer can at least allow him to do something useful that turn, although be careful that he doesn’t get wounded by back row arrow or fireball across from him without getting healed again from below.

Xyn’s Buyer Recommendation:
- Buy Two

Seriously, one of the best Wood units in the game. Every collection needs a couple of Blights in it. As a Rare, who knows when you’ll get one, much less both? And you really do want 2 Blights. 1 can work, but if you have the economy for one, you’re better off bringing out 2.

Break the bank, this is one of those units. Absolutely worth the cost of a Rare, maybe even worth the cost of an Ultra Rare. This is a good deal.

= Ghasper =

Type: Lost Soul
Cost: 2 Crystal
Rarity: Uncommon
Front: 3 Attack, 2 Crystal
Back: 4 Crystal, Vanish

Usefulness:
- moderate

Ghasper is a tricky unit. On the one hand, at his best he can be really handy. On the other hand, at his worst, he can completely screw up the flow of your deck cause you to have a horrible first few turns that will cost you the game. Use Ghasper with care.

Deck Building Strategy:
- Be Careful
- Bring Recruit

In general, I suggest putting Ghasper in decks where you really need him for some reason, or into decks where you already have so many other cheap units (2 to 6 cost) that it’s nearly impossible for Ghasper to screw you over. Make sure that most of those cheap units can produce at least a couple of Crystal themselves as well.

One way to improve your use of Ghasper later in the game (but not necessarily in the early game) is to have some units with Recruit. I would avoid Pep in this situation since mid game will be more useful to you, so try a unit like Berna or Drake or Xamris, or anyone else with a decent amount of Recruit for their price.

Tactics:
- Back Row

There is only one situation where you ever want Ghasper in the front row, and that’s if you already have everyone you can get out already hired (or the remaining unit only requires Ghasper to produce 2 Crystal instead of 4), and you have space in your front row to throw him up there. Otherwise, the 3 Attack isn’t worth the loss of 2 Crystal.

Xyn’s Buyer Recommendation:
- Don’t Buy

I’d suggest holding off on getting Ghasper until you come across him naturally. He can be a really useful unit sometimes, but he can screw you over just as often as not. Better to stick to more reliable 2 cost producers like Mana, Loom and Rorth until you get Ghasper naturally.

= Epherius =

Type: Paladin
Cost: 4 Gold
Rarity: Rare
Front: 3 Attack
Back: 2 Healing

Usefulness:
- High

Epherius is a unit who I’ve never been overly fond of. It’s not because he’s bad, I just usually regret using him instead of Evelyn. He doesn’t offer the powerful healing solution of a Cook or Jolien or a Commander with a bunch of Healing, nor does he offer the light minimalistic healing solution of an Evelyn or a Chloe I feel like he’s only fallen off my radar further lately as new units have come out.

But he is a good, solid unit. He costs 4 which makes him very easy to put into almost any deck, and he offers a good, cheap, mid range healing solution. 1 Evelyn and 1 Epherius together can be pretty effective against most wound decks, without sacrificing any of your early game speed.

I think that my biggest gripe with Epherius is that he’s a Paladin type, but he doesn’t have 1 Paladin as his front row ability. I think that this would be far more interesting even though you would lose all function against decks that don’t use any Wound. It would turn him into a mini Cook, allowing for some very interesting tactics, and push him over the edge to be a far better option than Evelyn in certain situations.

Deck Building Strategy:
- Mid-healing

If you need a moderate amount of healing, Epherius is a solid option. This is really something you just have to play around with to see if he works for your deck.

Tactics:
- Healing

If you don’t think your opponent is going to wound you at all, you can send Epherious front row, or to help stop a rush. Otherwise, you should keep him in the back row and in a safe spot just in case.

Xyn’s Buyer Recommendation:
- Don’t Buy

Epherius is good, but I’m not sure he’s ‘buy a rare’ good. If he sounds like something your deck needs, you could get him, but otherwise I’d hold off on him.

= Rorth =

Type: Spirit Farmer
Cost: 2 Crystal
Rarity: Common
Front: 1 Attack
Back: 2 Crystal

Usefulness:
- Very High

Rorth is like the Johnn of Crystal… Except that he is also a Farmer, just like Johnn. Why is he a Farmer? Why isn’t Rorth a Spirit Harvester? I mean I get that he also has Spirit going on, but how viable of a deck are you going to make out of Spirits and Harvesters, really?

Still, despite that annoyance, Rorth is quite a good, solid producer. He isn’t amazing, or as fun and dynamic to use as Loom, but he is solid.

Deck Bulding Strategy:
- Back Row Economy
- Spirits

Basically Rorth will be in a lot of your Crystal decks just by virtue of existing. However, given that you can choose between Rorth, Loom and Mana, many decks may only need 4 total 2 cost producers, so Rorth may not always make the cut. If you want to focus on putting your units in the front row as much as possible, you’d pick Loom and Mana. If you wanna focus on the back row, Loom and Rorth. You can add in all 3 for a total of six 2 cost producers if you want as well. In general, Rorth is just plain a good option to have for your Crystal deck.

He can also come in handy for a Spirit deck. Not only can he help you pull some of the moderately more expensive spirit units, but with his 1 attack he’s not completely useless in the front row aside from the Nevil buffing.

Tactics:
- back row
- unless spirits

Rorth is back row full time. Try to keep him safe, but don’t worry to much, especially if you have more valuable back row units to worry about or have a lot of other 2 cost producers.

The only real time to bring Rorth front row is in a spirit deck, but that goes without saying. Even then, make sure you have everyone out first.

Xyn’s Buyer Recommendation:
- Maybe buy it

In general I’d tend to recommend avoiding crystal if you are too knew to the game, as it can be the most difficult faction to break into. On the other hand, if you already have some good Crystal units you want to try out, but need a few more cheap producers for your economy, go ahead and get a couple of Rorth. Common’s are pretty cheap.

For everyone else, you’ll eventually have all of the commons soon enough. Hopefully by that time you’ll have some Crystal units that are worth playing around with.

= Ghast =

Type: Minion
Cost: 3 Crystal
Rarity: Uncommon
Front: 2 Rampage
Back: 4 Protect

Usefulness:
- moderate

Ghast, Atrophus’ little brother. Not nearly as good as Atrophus. Atrophus only has 2 Protect, but 3 Defense is all that most units need most of the time. While Atrophus costs 4 Crystal, that’s usually just as easy to hire. The fact that Atrophus has Windfall is what pushes him over the top.

Maybe we’ll get some sort of Minion King at some point and tie it all together, making both Ghast and Atrophus useful together in a deck. Until such a day, I’d advise using Atrophus over Ghast.

Deck Building Strategy:
- Protect
- Blood Rage

For most decks, I’d only use Ghast for his 4 Protect, with the rampage being an optional, situational bonus. But Atrophus is generally a better option unless you are sure you need the Protected unit to have at least 5 Defense after being buffed.

Ghast can be used with a Blood Rage unit to be buffed. In this case, cheap Rampage units can be good, and Ghast being 1 crystal cheaper than Atrophus is a nice advantage, although they would probably both be useful in such a deck.

Tactics:
- Protect

Unless you have an opportunity to make use of the rampage and don’t currently need the Protect, I’d focus on the Protect. You create Spike walls with it, and if the buffed unit is across from a unit with 5 or more Attack you will still do the same net gain as if 2 rampage had successfully triggered.

Xyn’s Buyer Recommendation:
- Don’t Buy

I’m not sure if I would recommend buying Atrophus, so I’m damn well not going to recommend buying the inferior Ghast. Ghast is another unit who isn’t inherently bad, but who doesn’t have a strong enough proper place to go out of your way to use it.

= Meades =

Type: Mecha Harvester
Cost: 3 Crystal, 3 Wood
Rarity: Uncommon
Front: 4 Wood, 1 Crystal
Back: 4 Crystal, 1 Wood

Usefulness:
- Low to ???

Meades is the less useful version of Niaka (although Meades looks cooler). Both are decent units in concept, but they don’t currently have many units or decks that they support well. Meades is clearly the worse of the two units though, because Crystal/Wood tends to be a less viable hybrid combo than Gold/Wood (unless you have lots of very specific Crystal/Wood hybrid units), and Harvesters are a worse group than Farmers.

Deck Building Strategy:
- ???

I know of no good deck strategy for Meades. That doesn’t mean they don’t exist, but I’ve never seen one or succeeded in making one, so somebody else would have to fill me in.

In general, if you do build a deck with Meades, try to make it favor one resource more than the other. You don’t want to be having to guess which row to put Meades in.

Tactics:
- Economy

Hopefully you only need Meades in one specific row, so put them in that row and keep them there. Try to keep them safe with Defense units above them, and Healers where appropriate. In a pinch, sell Meades for 2 Crystal 2 wood, although this should only be a last resort or if you just don’t need Meades any more after this turn.

Xyn’s Buyer Recommendation:
- Don’t Buy

I can’t imagine anybody who doesn’t already have a Meades ever needing one. Hell, I have a hard enough time imagining somebody who DOES have a Meades needing one.

Someday Meades someday you’ll have a good use.

= Aethon =

Type: Bat Herald
Cost: 8 Crystal
Rarity: Rare
Front: 11 Attack, 8 Transform
Back: 2 Drain

Usefulness:
- High

Aethon is an all around solid unit. He can be used effectively in most crystal decks, although he benefits from decks tailored to his unique abilities.

Deck Building Strategy:
- Disruption
- Basic Attack
- Transform

The easiest use for Aethon is his 2 Drain. While this shouldn’t be your primary source of healing, it can be useful as some additional healing, as well as an effective disruptor of your opponents back row.

In general, Aethon provides a decent Attack value. However it works it’s best if you have Aethon transforming into other valuable units as well.

Keep in mind that Aethon can transform into any unit that costs a total of 8 resources. The type of resource doesn’t matter, so you can use it to pull 8 cost units like Rune, or a mixed cost unit who’s total cost added together is 8 or less. Pull a Covar some real fun (Aethon’s 11 Attack goes off, then Covar’s 3 Siege goes off as well). Remember you can turn into another Crystal unit as well, which can prevent your deck from getting clogged up with units who you could otherwise only hire with Transform. You can even turn Aethon into another Aethon, which is a pretty good deal considering Aethon’s 11 Attack.

Tactics:
- Drain
- Strategic Attack

Because of his Transform, it’s often safest to have Aethon in the back row. Use this to your advantage and try and predict where best to aim your Drain to hit your opponent’s healers and high resource producers.

When you are ready to Attack though, don’t hesitate to put Aethon in the front row. Even if he transforms into a cheap unit, it’s not a total loss. Ideally however, you’ll either place Aethon in the front row when you’re ready to have him Transform into specific units, or when you are gearing up for a final blow where you don’t care who Aethon transforms into next turn.

Xyn’s Buyer Recommendation:
- Buy if you’re ready

Aethon is like a bargain price Ultra Rare, one in the vein of Drake and Rune who can work in non specific decks. If you feel comfortable footing the cost of a Rare, you should get him, although only if you already feel reasonably comfortable using a Crystal deck.

If you don’t yet have a Crystal deck running that you feel good playing with, Aethon may not be the unit for you yet. He’s a little tricky to work with, and he isn’t a unit to build an entire deck around unless you already have some other decent units to use with him.

= Spike =

You know who Spike is.

Usefulness:
- High

Spike is useful. Not extremely useful though, not like you think when you’re first starting out. The thing about spike is that there are so many units and tactics devoted to invalidating him. The term Spike Wall is specifically in reference to a unit who, by their very use, neutralizes Spike almost entirely. This would be fine if Spike were a cheaper unit like Rune, but since he’s among Gold’s most expensive units, being so easily thwarted is a real weakness.

But, when Spike does succeed, he definitely can be a game changer. Just don’t start using him expecting him to be a win button. There are far more dangerous units out there, although few that are quite so dramatic all on their own.

Deck Building Strategy:
- High Economy and Heavy Disruption
- Protect

Don’t put a Spike in your deck unless you have a strong economy. You can squeak by with a Knight deck that can just barely afford to hire Arthur, because Arthur’s will be the only expensive thing you need and the rest of the Knights can be cheap or pay for themselves. Knights are their own Attack force, so you don’t need to spend gold on much else, other than maybe a little Healing.

With Spike, he provides no Attack, making your 15 gold investment meaningless if you can’t afford some Attack. So make sure your economy is strong enough to support him. Something like a Farmer economy (farmers buffed by Horus), a Troll Economy (troll producers plus 2 Vago’s getting buffed by them), or a Lanir economy (currently overpowered, can produce lots of easy gold with the 2 Tax).

Just make sure that your deck really needs that heavy of an amount of disruption. 4 Wound and/or 2 Arrow can come in handy, but 15 gold handy? It’s not always worth it for such a dedicated unit.

If you do use Spike, consider using some sort of unit who has Protect as well. A unit like Raleigh behind Spike can guarantee that Spike will pretty much never get wounded before he has a chance to act.

Tactis:
- Wounding
- Arrow
- Spike Wall

The main draw is of course the 4 wound. Try to surprise your opponent with this as much as possible. People will probably expect a Spike when you are producing a lot of gold, so try to put him somewhere in the front row that they might not expect as much. Conversely, if they don’t yet have many units in their front row, you could try putting Spike in the back row on the first turn. Prediction is the name of the game with Wounding.

Remember that Spike isn’t as cost effective in the back row, so try to use him sparingly in the back row. As always with multi-arrow as a back row ability, try to aim the 2nd arrow at the enemies healer, to prevent it from acting. Alternatively, just aim it at their highest producer. Try to predict for movement, as always.

Ironically, Spike himself can also be used as an Spike Wall. Buff him with 2+ Protect from behind and you’ll Defend and Wound at the same time.

Xyn’s Buyer Recommendation:
- Buy as many as you need

Just make sure to think about how many you really need. There aren’t actually a lot of decks that benefit from 2 Spikes. 2 Spikes can be really powerful, but they don’t generate any Attack, are quite expensive to hire, and can actually be thwarted by many decks relatively easily, either through Defense/Healing, counter Wounding, or the other deck just being too fast for you to even hire Spike before you’ve lost.

One Spike is probably good enough for most players and most decks. If you don’t have a Spike already, you do probably want to pick up at least one today.

= Gild =

Type: Monk Reaper
Cost: 4 Wood
Rarity: Ultra Rare
Front: 1 Arrow, 1 Crystal
Back: 1 Reaper

Usefulness:
- Moderate to ???

I don’t have a lot of experience with or against Gild. On paper though, he seems pretty decent. If you ignore the 1 Crystal, 1 Arrow isn’t an amazing value for 4 wood, but it isn’t bad either. Being able to pair up to Gild, 1 in front 1 in back, can potentially allow for some pretty decent knockouts.

Obviously to get the most out of Gild, your deck should ideally use some Crystal. I haven’t had much experience with this yet.

I do wonder if maybe he should go up to costing 5 Wood and produce 2 Crystal in front to make him a little more useful for hybrid options. Maybe add a point or two of recruit to his back row.

Deck Building Strategy:
- Disruption
- Hybrid

Regardless of if you use the Crystal in your deck or not, Gild should mainly be included as a disruption unit. Depending on what other units you have in your deck, Gild may even get used for his Reaper in the back row more than in the front row. The versatility of his disruption abilities should definitely be factored in.

If you can make use of the Crystal, great. He should be a very cost effective unit in that case. I have no suggestions on the subject at the moment. Besides, Wood/Crystal is typically the trickiest combo.

Tactics:
- Arrow and Reaper

If you have any hybrid need, obviously keep Gild in the front row until you have all of the Crystal you need. Otherwise, use Gild in the front row while you need the Arrow, and in the back row while you need the Reaper. In general, try to avoid waiting until the next turn to hit a wounded unit with Reaper. At best your opponent may have moved their wounded unit to a hard to predict spot, at worst they may have sold them and you won’t be able to do anything about it. Any time you can wound and then knock out an enemy unit in a single turn is ideal.

Xyn’s Buyer Recommendation:
- Don’t Buy

It’s a kind of cool unit, but even if it were just the Arrow and Reaper I would have a hard time recommending this unit for the cost of an Ultra Rare. The fact that the extra ability of +1 Crystal in front only really helps with the most difficult hybrid strategy in the game only makes me want to recommend Gild even less.

Not a bad unit to have necessarily, even if I haven’t found a strong niche for Gild yet. But dubious if it’s worth going out of your way to get. Probably one of those units that should only be bought by someone who knows exactly what they need and thus can ignore my warnings safely.

= Willem =

Type: Royal Squire
Cost: 1 Gold
Rarity: Uncommon
Front: 1 Attack
Back: 1 AtkSquire, 1 Defense

Usefulness:
- moderate to low

Willem can be effective, but only in a rush deck. Arguably Andor is better even in this role. Willem just doesn’t have a very strong place.

Deck Building Strategy:
- rush deck

Lots of cheap units. You don’t want anyone too expensive who a T1 Willem could screw you over on getting. Ideally, Willen will never be the only unit you can buy on T1.

Make sure to throw in Ramm and Tarim into your deck to take advantage of the full AtkSquire buff.

Tactics:
- back row

There are almost no situations where a front row Andor is a good idea. He provides as much benefit from the back row, is safer back there, and doesn’t take up a front row slot. He even does twice as much +Attack when in the back row if buffing a Knight. The only time to use him in the front row is if you absolutely must push your front row longer to make sure some Rampage units go off.

Xyn’s Buyer Recommendation:
- Don’t Buy

Andor does Willem’s job better. Willem isn’t totally useless on paper, but I can’t think of a lot of good reasons to ever use Willem over Andor.

= Grom =

Type: Troll
Cost: 6 Gold
Rarity: Ultra Rare (when the hell did this change, anyways?)
Front: 3 Attack, 3 Defense
Back: 2 Gold, 2 Recruit

Usefulness:
- Moderate to High

Grom is good. I won’t shower him with praise, but he is GOOD. Grom is a sort of basic unit, however he is exactly what a basic unit should be. Nothing too flashy, but he is solid. Doesn’t do anything amazing, but does multiple things well and in a way in which it’s actually useful to have in a deck.

Deck Building Strategy:
- Spike Wall
- Trolls

Any Gold deck can make use of Grom. If you want a unit with 3 Defense to counter wounders like Spike, without being only dedicated to Defense like Morgart, Grom is a great choice. If you never encounter Wounding, he still provides up to 6 possible influence on Attack (3 Attack +3 Defense if Grom is in front of an opponent with at least 3 Attack), or provides some decent Gold and Recruit if used exclusively in the back row. He’s not usually my first choice to add to a Gold deck anymore, but he can pull his weight.

Where Grom really shines is as part of a Troll deck. When buffing 1 or 2 back row Vago’s, Grom is essentially producing 3 or 4 gold along with 2 recruit. While not as vital to a Troll economy as Harden, Grom is still a great option, especially if you need that Recruit to help if your deck is a little large.

Unfortunately Grom isn’t always the greatest in the front row with Vago. While the 3 Attack is great to have, the 3 Defense can mean that Vago has less chance of getting Wounded. Still, better in the front row than Harden, and if you place Grom BELOW a Vago it can help ensure that Vago gets wounded while other important units do not.

Tactics:
- Economy
- Defense

You usually want Grom in the back row for most of the early to mid game. He doesn’t do much amazing in the front row until you have a bunch of other front row units who need some Defense around them. But that 2 Gold and especially the 2 Recruit can really help you get those other important units out.

Once you no longer have need of his back row abilities, throw him front row and move him around as appropriate for a unit of his level of Defense. If you are against some Snipe, you can put him in the top spot. Otherwise, try to keep him between two other units with low or no Defense. Juggle around as necessary to avoid predictability.

Xyn’s Buyer Recommendation:
- DON NOT BUY

Why is Grom an Ultra Rare? Didn’t he used to be a Rare?

I might even suggest possibly considering buying him as a Rare, especially if you already have a Vago or 2. But as an Ultra Rare? He’s a terrible deal. No way does he offer anywhere close to the value I’d want for 1100 gems.

He’s a solid unit, definitely worth the price of an Uncommon and maybe worth the price of a Rare if you need him for a Troll deck you’ve almost got going. But stay away from him at his current price, no deck needs him that badly.

= Jion =

Type: Shade Wizard
Cost: 5 Crystal
Rarity: Rare
Front: 1 Bolt
Back: 2 Recruit

Usefulness:
- Moderate

Jion, or like I think of him, Not Striker. Jion is okay, but I would rather use Striker in most situations. Or Tempest.

Deck Building Strategy:
- Anti-Rush

If you need some anti-rush in your deck, you can use Jion. He won’t be as useful in your late game, but early game he can come in handy. I’d rather use Striker though, or Tempest if you already have Tempest in your deck for economy.

Tactics:
- Bolt
- Recruit

Try not to hire Jion unless your opponent already has somebody in their front row. He’s kinda mediocre in the back row.

But, if you do need to hire him while your opponents front row is empty, put him in the back row. At least he has a little recruit while you wait.

Sell him for 3 Crystal if you need a little boost getting someone stronger out.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s okay, but he doesn’t really work well in most decks. Use Striker or Tempest instead, depending on what you need. Tempest costs 1 more Crystal to hire, but that’s rarely a problem. Tempest also has a much better back row (4 Crystal), which is well worth including him in a deck for. Striker has Burnout which can be a downside, but you can either heal him with an Ino, or you can just let him burn out and then sell him for 2 Crystal which isn’t a bad deal. Striker doesn’t even burn out unless your opponent has at least 5 guys in their front row anyways, so it’s usually not a big deal.

= Atrophus =

Type: Minion Solider
Cost: 4 Crystal
Rarity: Uncommon
Front: 2 Rampage
Back: 2 Protect, 4 Windfall

Usefulness:
- Moderate to High

Hey, Atrophus. I was just talking him up in the recent Ghast review. Atrophus is a good solid unit. He can enable you to turn any unit with Defense into a Spike Wall, and can be sold (even if wounded) for the same 4 Crystal that he costs to be hired. He is all around a solid unit for any deck that needs his particular skill set.

Deck Building Strategy:
- 1 Defense Units

The best use of Atrophus is to buff a unit with 1 or 2 Defense in their front row into a unit with 3 or 4. Some good pairing units are Jacen, Pep and Grey.

Remember that Atrophus costs 4 and can be sold for 4, so he doesn’t hurt you much if he’s the only unit you have available to draw on T2. A nice unit to round out a deck with.

Being a Rampage unit, you can also potentially use him (Ghast is even better) in a Blood Rage deck.

Tactics:
- Early Attack
- Protect
- Windfall

If you get Atrophus early, before there is anyone to Protect, throw him in the front row and try to get some Rampage in. It can’t hurt. Obviously Rampage would be his primary use in a Blood Rage deck.

Mainly, you’ll usually want him to shore up your front row Defense with his Protect. If this isn’t going to be a part of your strategy, don’t even bother including him in your deck unless it’s a Blood Rage deck.

Any time you need a little extra Crystal, Atrophus is a great choice to sell. He hires easily, so it’s almost never a problem to get him again later if needed.

Xyn’s Buyer Recommendation:
- Buy him if you need him

If you could use some of what Atrophus offers, you may as well buy him. One is probably enough for most decks.

If you don’t have a specific need for him yet, he’s not the most widely used unit ever. You could probably do fine with waiting to get him later.

= Payne =

Type: Barbarian Troll
Cost: 5 Gold
Rarity: Ultra Rare
Front: 2 Wound
Back: 1 Heal

Usefulness
- Moderate

Payne can be somewhat useful in some decks, however he is largely invalidated by Beck. Beck costs 4, is able to block one unit from acting (even if the unit across from Beck has 1 or more Defense, unlike Payne), and has the same 1 Heal in the back row. Beck’s only downside is that he doesn’t wound the unit across from him, which can help you overwhelm an opponents healing sometimes, but since you don’t prevent that unit from acting it isn’t really useful enough to make up for the much higher difficulty in hiring a 5 cost Gold unit vs a 4 cost one. Oh, and Beck can also potentially hit back row units if he doesn’t have any front row units in position to be hit. So yeah, basically use Beck instead of Payne.

Deck Building Strategy:
- Trolls

Maybe if you want a Troll with some healing, with the option to sometimes Wound some enemy units, to help buff your Vago’s in the back row of a Troll economy deck, he could be worth using over Beck. Even then I’m not sure.

Just use Beck instead.

Tactics:
- Situational Rows

Really, there isn’t much reason to use Payne in either row without cause. Unlike Beck, Payne can’t hit the back row when he has nothing in the front row to hit. If you don’t have any wounded units and don’t have any enemy units in their front row to wound, you should just put Payne wherever you prefer. Keeping him in the front row can allow him to wound anyone your opponent throws in the front row, putting him in the back row can keep you safe against unexpected wounding.

Once you actually have a specific reason to put Payne in one row or the other, move him about as necessary. He’s a very reactionary unit.

Xyn’s Buyer Recommendation:
- Don’t Buy

Payne used to be a little weak. Maybe not worth a buy, but arguable. Now, with Beck being definitively better (and Uncommon to boot), there is no reason to use Payne, much less go out of your way to buy him.

= Elgi =

Type: Rat Minion
Cost: 3 Wood
Rarity: Uncommon
Front: 1 Defense, Frail
Back: 5 Protect

Usefulness:
- Moderate

5 Protect for 3 Cost is a very good deal. However it is also Elgi’s only real trick and he can be easily shot with Arrow and Frail out, so he can be risky to use. If you need some good Protect in your wood deck but don’t want a more costly unit like Ansel Adrog, Elgi is a good choice. Unfortunately, due to the limited number of Wood units with Defense, your options for pairings may be limited.

Deck Building Strategy:
- Low Defense Units

Given that he can boost your Defense by 5, the lower your units Defense, the better of a deal you are getting. Higher Defense units can be buffed as well, but offer lesser returns for it and risk wasting the Defense.

Gumil is a good choice, especially if you want to use any Ansel’s in the front row instead. Roko can also be a good choice, if you can spare losing the Healing. You can even pair Elgi behind a 2nd Elgi if you want.

Tactics:
- Back Row

You can use Elgi in the front row, especially if you don’t have anyone with Defense to buff out yet, but really, 1 Defense for 3 cost is a pretty bad deal. If you have a unit with front row Defense, put Elgi buffing them. Try to move Elgi around to avoid making him easy to shoot.

Xyn’s Buyer Recommendation:
- Maybe Buy

He’s an uncommon, so he’s not too expensive. The Protect can be handy, although I usually prefer Ansel or Adrog in most decks, or just doing without Protect entirely in my wood decks. But if Elgi sounds useful to you for creating some walls of Defense in your deck at a relatively cheap cost to hire, he’s not a bad purchase.

= Pomis =

Type: Minotaur Shade
Cost: 1 Crystal
Rarity: Ultra Rare
Front: 2 Rampage
Back: 1 Crystal, Renegade

Usefulness:
- Low to High

Pomis is an odd one. He offers relatively minimal power for an Ultra Rare. While not terrible, he’s pretty weak on his own and he has the downside of potentially hurting the opening draw of most decks he’s included in. But on the flip side, he can potentially be a major part of several winning strategies and he’s a lot of fun to use, as well as fun to just try to build decks around, whether the decks succeed or not.

Deck Building Strategy:
- Make Sure You Need Him

Pomis is a unit who’s utility depends entirely on the deck he is in. There are many types of decks that he can be used in, but any deck where he doesn’t belong will be drastically hampered by his inclusion.

In general as a rule of thumb, any deck that either doesn’t matter if he could hurt their early draws (like rush decks) or any deck where the potential benefits of using Pomis far outweigh the risks is worth using him.

He’s a surprisingly high level unit for such a simple little guy, so I’m not going to go deep into specifics here, but Pomis is the kind of unit that demands experimentation and lots of deck refinement, even for people experienced with using him.

Tactics:
- Rampage, Unless….

2 Rampage for 1 cost to hire is just a fantastic deal. 1 Crystal production for 1 cost to hire is an average deal. So unless you have a specific need for that 1 Crystal, keep Pomis in the front row as much as possible. He’s a great unit for putting the pressure on your opponent with early Attack, even if your actual strategy doesn’t rely entirely on rushing.

But, if you do need that 1 Crystal (and there have been countless times and decks where I have), don’t hesitate to temporarily pull him off the back row. He probably shouldn’t sit back there any longer than he has to, but if you know that 1 Crystal could be the difference between having a great or terrible turn next turn, put him in the back row without a second thought.

Xyn’s Buyer Recommendation:
- Your Call

Pomis is also a tricky one to make a recommendation on. He’s a really fun unit and can actually be used in some solid decks. But he doesn’t have super broad use and he can be pretty tricky to get working right, even if you have other units needed to make various strategies with him work at all.

Being able to get Pomis right now is a cool opportunity. Especially since you can get 2, which you really need for most Pomis strategies to work. However 2200 is pretty steep to get a couple of semi niche units.

If you think you’ve got the skill, knowledge and units to make use of Pomis right away, I think he becomes a much more reasonable purchase. If you like the idea of Pomis, but have any doubts about your ability to field a deck with him with your current skill level and/or collection of units, there are probably more important things to be spending your gems on.

I love Pomis, but he’s not the best deal around. I can’t bring myself to recommend you avoid him, but make sure you understand my warnings of caution if you are considering purchasing him.

= Lyon =

Type: Druid
Cost: 1 Gold
Rarity: Rare
Front: 1 Crystal
Back: 1 Gold

Usefulness:
- Low to Moderate

Lyon is kinda interesting, but I haven’t generally found him that useful. his counterpart druid Hiro is far more useful, specifically because Hiro produces 1 Gold in the front row, a very rare ability for a Gold unit. Producing Gold in the back row leaves Lyon only producing Crystal as his only novelty, which I haven’t found to be particularly helpful in deck building yet.

Deck Building Strategy:
- Crystal Hybrid

Lyon hires for Gold and can produce Crystal. It’s his only distinguishing trick, so if you are going to use him you better use him for that. The only other possible use for Lyon is if you just want a 1 cost unit who produces 1 gold. But really, Pitt and Nalz are better choices since they can do 1 Attack, and Hiro is a better choice since he can produce gold from the front row.

Tactics:
- Know your Row

Make sure you know your deck inside and out and keep track of who has already been drawn so far in your deck. Knowing which row to have Lyon in will be essential. When in doubt about which resource you will need +1 of, put Lyon in the front row. If you end up needing 1 more Gold, you can always sell him for 1 Gold.

Xyn’s Buyer Recommendation:
- Don’t Buy

I’m not sure if I would recommend Hiro or not (I do have a soft spot for him from my old Barbarian Rush deck days), but I certainly can’t recommend Lyon. He doesn’t have a very strong use right now. Especially at the cost of a Rare, he just won’t offer you any return value for his cost.

= Kemp =

Okay, first things first. Guy buy 2 Kemp. I’ll wait.

Okay, you got Kemp? Good.

Type: Royal Dragon Whelp (3 Types? I didn’t even know that was an option until Kemp. Where’s my Farmer Barbarian Knight?)
Cost: 4 Wood
Rarity: Ultra Rare
Front: 2 Flare
Back: 2 Wood, Renegade

Usefulness:
- Extremely High

Kemp is one of those uber units. You know, the ones who aren’t too overpowered, but are astonishingly useful and versatile and perhaps do need a small nerf? Well, in Kemp’s case, he actually really needs a nerf, but that’s besides the point.

The point is, he’s very very useful and can be extremely powerful. While he is trickier to use than Rune or Drake, he also costs only 4 to hire and he belongs to the faction that can produce large volumes of resources faster than any other faction.

If you have any interest in Wood decks anytime in the next 6 months, you probably want to have a Kemp or two in your collection. Right now, you have the opportunity to guarantee it.

Deck Building Strategy:
- Almost Anything

Since you can generally hire Kemp on T2 with most draws and he can produce a decent amount of resources for his cost, there really aren’t a lot of wood decks where he is a bad idea. The biggest reason not to include him is that you just ran out of room and don’t absolutely need him in a given deck.

In general, having a solid early economy with units like Diug, Kil and Ob are a good idea with Kemp, so that you can be sure to hire one (or two at once even) whenever you get them.

Also, 0 cost units like Ob and Rowa work well with Kemp, although don’t destroy your deck just to add those. But if you already happen to use them, so much the better for Kemp.

Tactics:
- Flare
- Economy

There is a lot of stuff to cover with Kemp. Ordinarily I would keep it short as there is too much to cover, but since I am recommending him so strongly, I’ll give a brief rundown.

Flare will wound your own back row units, so make sure you are ready for it. Either have a unit with 2 Defense behind Kemp, or have a 0 cost Frail unit behind Kemp, or have a healer above the unit behind Kemp, or just place a unit who you don’t care as much about wounding behind Kemp. Obviously, if you just have an empty space behind Kemp that’s even better, but it’s not always an option. That being said, having plenty of cheap front row units like Diug and Kil is great in a deck with Kemp, since it will allow you to aim Kemp at any spot you want. Front row producers also obviously have the advantage that they can produce while keeping your back row empty so Kemp doesn’t hit anyone.

The fact that Flare hits the front row is a nice bonus, but remember that it won’t block an action from the front row unit. You need to targe Healers, or at least other Defenseless back row units, so that your opponent won’t be able to heal their front row units. Kemp’s disruption strategy is to directly target the back row and to wear down the front row.

Kemp generally works best at disruption when he is overwhelming the opponents ability to heal or sell their wounded units. To this end, you often want more Wounders than just Kemps. Finch isn’t always very good on his own, but paired with Kemp he can help out a lot. Doken can be good, and Viath will help with high Defense units if you have him.

Other than using Flare, Kemp can also be a good producer. In fact, there are decks I’ve used where Kemp’s primary role is as a producer and he only does the flare from time to time when there is a great opportunity or need. Try to be sure you understand which is the primary reason you are adding Kemp to a deck. He’s always great to have for both roles, but he should usually default to one of them depending on the deck. In decks that have a lot of expensive units, where Disruption is a secondary goal of yours (such as a deck with Blights), you should usually put Kemp in the back row early on and most of the time. Conversely, in a deck that’s heavy with disruption and designed to lock your opponent down and then win quickly with bursts of cheap Attack, Kemp should usually start out in the front row immediately to target your opponent before they are ready for it and keep Kemp wounding them most of the game to keep them off balance. In either case, there will be exceptions where you need Kemp in the other row though.

Xyn’s Buyer Recommendation:
- As I joked above, buy it. Seriously

If you can afford the cost of 1 or 2 Ultra Rares, you really ought to buy Kemp. Hell, if you can’t afford the cost you still should probably buy Kemp.

Even if he gets nerfed a bit in the future (who knows if he will or not), he will still be an amazingly strong and useful wood unit. At the moment, he’s one of the best units in the game.

= Rhyne =

Type: Shade Skeleton
Cost: 4 Crystal
Rarity: Rare
Front: 2 Attack, 2 Defense
Back: 1 Crystal, 2 Defense

Usefulness:
- Low to High

Outside of a Skeleton deck, Rhyne just doesn’t cut it. But in a Skeleton deck, Ryne is a really solid unit to have around. That’s about it, he’s very straightforward that way.

Deck Building Strategy:
- Skeletons

Make sure to have 2 Ashara and whatever other Skeletons you need to make your deck work.

Tactics:
- Economy
- Attack

Rhyne doesn’t offer a lot in the back row, but if you don’t have Ashara to buff him yet, you may as well have him produce. He can also help your back row by keeping other units safe with his Defense.

Once Ashara comes out and/or you don’t need that 1 Crystal anymore, just place Rhyne the same way you would place any other high Defense unit. Remember that he will have a total of 4 Defense when 2 Ashara buff him.

Xyn’s Buyer Recommendation:
- Buy if you need a SKeleton

If you already have 2 Ashara and you need another Skeleton to round out your deck, Rhyne is a good Skeleton. Otherwise, just use the Skeletons you have for the moment and wait to get Rhyne. He’s a bit niche for the price of a Rare.

= Gernt =

Type: Apprentice
Cost: 3 Gold
Rarity: Uncommon
Front: 1 Attack, 2 Defense
Back: 1 Gold, 3 Windfall

Usefulness:
- Moderate

Gernt isn’t amazing, but he can be decent in the right deck. Because of his cost, I like to fit him into decks that already have several other 3 cost units like Gerren, and other units who produce only 1 Gold like Durant.

Deck Building Strategy:
- Uneven Cost

On his own, Gernt’s unever cost will hinder more than help. Unlike units like Gerren who have 2 gold 1 Defense, or units like Durant who have 1 front row Arrow, Gernt’s only special trick is that he has Windfall.

To make up for this, you can put Gernt into decks that have other good 3 cost units, or units that produce uneven amounts of gold.

Tactics:
- Economy
- Defense

Even though Gernt’s 1 gold in the back row isn’t amazing for his cost, you still probably want to keep him in the back row most of the time. Put him in more dangerous spots since losing his 1 gold production won’t be a big blow. Remember to sell him, wounded or not, if you need that extra 3 gold. It’s what he’s there for.

If needed, Gernt makes an excellent bit of Defense for the front row, similar to Harden, but a better choice than Harden since Gernt only produces the 1 gold.

Xyn’s Buyer Recommendation:
- Don’t Buy

He’s okay, but not that great. More of an optional — to a deck if you already have him.

= Lemore =

Type: Wolf Reaper
Cost: 5 Wood
Rarity: Rare
Front: 2 Wolfpack
Back: 2 Reaper

Usefulness:
- Moderate(?)

Lemore is a little odd. While his front row isn’t a great value, it isn’t bad either. His back row is pretty damn slick. The trouble comes in that his front and back row abilities don’t generally work well together in a single deck. If you are focused on a Wolfpack deck, you may not have as much time to mess around with Reaper. If you are focused on using Reaper, then a good Wolfpack deck probably is a little expensive for you. The end result is that Lemore is pretty good on paper, but comes up a bit short in practice. I haven’t messed with him much alongside the new wolfpack unit Eltridge though, so maybe he’s better now.

Deck Building Strategy:
- Reaper

At the moment, I’d say to focus on Reaper if you are building a deck with Lemore. Even if you do manage to make a wolfpack deck with Lemore, you should still probably have Reaper be his primary use.

Make sure to have proper units to wound back row units for Reaper. Gild can be good. Kemp can work, just make sure that there is a unit to heal Lemore if Lemore is right behind Kemp. Even Doken can work if you put Lemore right below Doken, or put Doken in the front row right in front or Lemore.

Tactics:
- Reaper

Aside from any time where you have better cause to use Lemore for his wolfpack, Reaper should probably be the primary focus (stick Lemore in the front row if you don’t have any units to wound the enemy back row yet).

As mentioned before, just make sure that any arrow or flare units are positioned so that the wounded unit will be ready for Lemore to reap, while also making sure Lemore isn’t wounded at the time.

Also note that, unlike Knockout, Reaper has a cool trick up it’s sleeve with multi-Reaper. If for example you shoot an arrow from your 2nd slot front row unit, Lemore’s 2 Reaper can extend down and Reap it from above. This can be handy with Flare, to avoid wounding Lemore.

Xyn’s Buyer Recommendation:
- Probably Don’t Buy

If 2 Reaper sounds perfect for you and his other stats don’t turn you off to the idea, Lemore is fine. He does pretty much exactly what he says on the tin.

In general, I find him a bit lacking. I should mess around with him and see if anything more can be done with him lately, but from my most recent experiences with him he just was hard to make gel right in most decks. The price of a Rare is just a bit high to be messing around with those kinds of unknown factors unless you know exactly what you are looking for and if he fits that bill.

= Nevil =

Type: Soul Slayer
Cost: 3 Crystal
Rarity: Rare
Front: 2 Spirit Lord
Back: 2 Crystal, Renegade

Usefulness:
- ???

Unfortunately I don’t have up to date information on Nevil. In the past, he has swung wildly between game breakingly overpowered, to almost totally useless. I haven’t used or played against him much since the last patch, so I’m not sure where he falls, but I’d guess that he’s useful but not the strongest strategy ever.

Deck Building Stratgy:
- Spirits

There is only one reason to use Nevil. His Spirit Lord will do 2 Attack for every Spirit in your front row, and this can potentially lead to some pretty decent bursts in a pretty short amount of time. Remember to add a few Spirits with Attack or Defense though, so that Nevil isn’t carrying all of the weight on his own.

Tactics:
- Push your Attack

Spirits need to win quickly. While there may be some instances where you want to use Nevil for a turn in the back row to help bring some other units out, in general you want to have Nevil constantly in the front row to soften your opponent up as early as you can.

Xyn’s Buyer Recommendation:
- Probably don’t buy

Nevil/spirits can be fun. I’m not sure if now is the time to buy him though. On the other hand, if you’d like to try your hand at a spirit deck, now is a great time to get the one unit who is absolutely necessary. As an aside, Woaleh can be pretty good to have in a Spirit deck, but since he’s a Legendary I wouldn’t focus on that. But if you happen to have a Woaleh already, it could be extra incentive to get Nevil if you don’t happen to already have him.

= Brodie =

Type: Dragon Fighter
Cost: 3 Gold, 4 Wood
Rarity: Ultra Rare
Front: 4 Flare, 4 Attack
Back: 2 Fighter King, 2 Guardian

Usefulness:
- Very High

Brodie, king of the hybrid units. He’s a very effective disruption unit. He’s moderately useful as a Fighter King as well, but it’s generally not worth building a deck around that at the moment. He can even be used in Matriarch decks if you want, although I’ve never seen that be quite as effective as he is in a hybrid deck.

Deck Building Strategy:
- Disruption

2 Brodie plus 2 Kemp is a pretty brutal combo. Throw in a couple of Finch as well if you want. You want every single one of your opponents wounded, all the time.

Tactics:
- Priority Targets

Kemp and to a lesser extent Finch can take out softer targets, but when you start running into Defense, you need Brodie to punch through. This often means putting Brodie in your top row, so make sure whatever (if anything) is in the top of your back row is something you don’t mind wounding. Also, you maybe want a Chloe or a commander with at least 1 Paladin so that Brodie can be in the top spot but not have to worry about Snipe (Paladin heals your units right after Snipe wounds them).

Xyn’s Buyer Recommendation:
- Buy (if you can)

This is a really tricky one. Brodie is one of the strongest units in the game, however he is hybrid which is always trickier to work with and he really demands other units like Kemp and/or Tavi to make optimal use of him. If you have the gems, you’ll probably be well off to get this awesome unit now while it’s guaranteed. But if you aren’t ready to make decks with Brodie and your gems are a little tight, there is a lot of skill and units to invest before you’ll be able to make good use of Brodie, so despite the fact that he’s a great unit, he may be a bad purchase for you at the moment.

= Rauny =

Type: Healer Protector
Cost: 5
Rarity: Uncommon
Front: 3 Defense
Back: 2 Heal

Usefulness:
- moderate to high

Rauny isn’t nearly as awesome or useful as Ino, but for a Crystal deck that may be a bit Healing starved, Rauny can be a life saver. His 3 Defense can also come in handy at times, although having to choose between Healing and Defense is often a losing proposition either way, so try to make sure you have at least one or two other Healing or Defense options if possible.

Deck Building Strateg:
- Moderate Healing

Some decks can get away with no healing. Many decks can get away with minimal healing, such as just using an Ino or two. If your deck is often needing a bit more healing than that, a Rauny is usually enough to provide what you need.

Pair a Rauny with an Ino or two for a pretty effective healing solution. Try not to replace Ino completely, as that 1 Defense can be a life saver and Ino can heal Rauny.

If you need major healing solutions that a single Rauny + Ino’s can’t deliver, you may want to consider a Commander with some Healing and/or Paladin instead, or Virt if you happen to have that Legendary unit (Virt has 1 Defense 3 Healing in his back row and costs 8 Crystal to hire). If you mainly want a second Rauny for Defense or for when your first Rauny gets wounded unexpectedly, that’s fine, although I don’t generally recommend it and certainly not at the expense of including at least 1 Ino in your deck.

Tactics:
- Healing
- Sometimes Defense

You really want Rauny in your back row unless you absolutely know you’ll need him more in your front row for Defense. Missing out on that 2 Healing can be pretty bad.

On the flip side, if you are up against something like a Spike, it’s better to have 1 unit wounded (and still able to act on the turn that they were wounded) than to have up to 4 units wounded with 3 of them not even getting a chance to act. Especially if you have an Ino in your back row, the advantages of putting Rauny in the front row when you really need it can be pretty high.

Xyn’s Buyer Recommendation:
- Buy if you need some more healing

If your Crystal deck is a little light on Healing right now, Rauny should be a no brainer purchase. I’d only suggest getting one though, as 2 don’t offer much more in the way of returns for a majority of decks.

He’s an uncommon, so he’s not crazy expensive. You may as well get one right now if your current Crystal deck needs the healing. Of course, if you don’t actively need more healing for a Crystal deck at this exact moment, you’re probably fine skipping him and waiting to get him later. Ino is a far more important unit.

= Lynaia =

Type: Dryad
Cost: 10 wood
Rarity: Ultra Rare
Front: 3 Wood, Frail
Back: 1 Matriarch

Usefulness:
- Very High

Lynaia is a controversial unit. That’s by extension of the fact that Matriarch is a controversial ability.

Arguably Tally, a 9 gold costing Legendary unit, is the most powerful Matriarch unit in the game, however typically Tally requires lots of specific Ultra Rares to reach her full potential. Ifrim, the other wood costing Matriarch unit, costs 16 wood and tends to be a bit too unwieldy to bring out to make very effective decks. That leaves Lynaia as the default, go to, easy(ish) to use Matriarch unit.

Now, I’ve had my ups and downs with Matriarch. I still believe that Lynaia is a very powerful, potentially even slightly overpowered unit… But for whatever reason, I can’t for the life of me make a good Matriarch deck.

So I’m going to stick to what I know about Lynaia and skip opinions or in depth strategy.

Deck Building Strategy:
- Plan for Matriarch

If you use Lynaia, your deck better be centered around her. You want to get her out as fast as possible and then have her Matriarch units out as quickly and efficiently as possible. The unit your Matriarch’d unit can cost up to 15 more resources than the unit you use to draw it with, so try and make the gap as big as possible to maximize your value.

Remember that if you have a bunch of units that share a type, you can’t predict which one you will Matriarch into, so make sure to have as few cheap units as possible (ideally only one) who share a type with a more expensive unit that you want to draw.

Recruit can be a big help as well. Consider throwing an Ench or two into your deck if it is larger than 14 units.

Remember that Matriarch doesn’t care what type of resource a unit costs, only how many total resources it costs. So you can pull a unit from any faction (gold, crystal, wood), as well as hybrid units who cost multiple resource types. Just be careful, as you won’t be able to hire units who don’t cost wood in the usual manner, which can clog up your deck at times.

Tactics:
- Keep Her Safe

Once you get Lynaia out (try and rush her out), you want to keep her as far away from Arrows and such as possible. Juggle her around, try to think where your opponent would least expect her, and try and keep a point or more of Defense on the unit directly above Lynaia if you can. Matriarching a Kil or Roko into an Era and then placing Era behind Lynaia is a great help here.

Remember that the unit who gets drawn from Matriarch will act instead of the lesser unit it was swapped out for. Use this to your advantage as much as possible. For example, if you transform a Hunter into a Spike, Spike’s 2 Arrow will go off and help you wound your opponents back row. Or, you can transform into a unit who produces a lot of Wood and gain a big boost to your economy.

Xyn’s Buyer Recommendation:
- Buy one of you want one

Maybe even buy two, although 1 is pretty good. This is not a unit I feel confident with, but I’ve seen many decks put Lynaia to good use. Just remember that Lynaia is a very vulnerable unit, and facing a deck that has a unit like Drake can give Lynaia a really bad day.

It’s an Ultra Rare, so it’s a bit of an investment, but it’s a pretty fun and potentially powerful unit if you can get it to work.

Buy at your own discretion is about the most I can say. I’d have bought one if I hadn’t gotten one by now, although now that I have one I can’t seem to get a good deck going.

= Ool =

Type: Ancient Wisp
Cost: 3 Crystal, 3 Wood
Rarity: Ultra Rare
Front: 2 Totem Farm (generates 2 crystal for each totem unit in the army)
Back: 15 Transform

Usefulness:
- ???

I don’t know a lot about Ool. I’m not the most experienced with Transform in general, and Ool is the most extreme of the Transform units (outside of a 19 transform Commander).

Deck Building Strategy:
- Transform
- Totem Farm

Ool is definitely a unit to build a deck around. Whether it’s a deck that uses his Transform or his Totem Farm (or both), it should be built to support him and use him as it’s major strategy. Try to stick to decks of 14 units, bringing plenty of recruit especially if you go over 14.

Tactics:
- Know your Deck

If you need Ool for his Totem Farm, that’s an easy decision. However even if you don’t need his Totem Farm, you may want to keep him in the front row until you are ready for his Transform. When you are ready for his Transform, try and make sure he has some Healing above him to help make sure he doesn’t get wounded before he can Transform. Your deck wouldn’t likely be able to survive a setback like that.

Xyn’s Buyer Recommendation:
- Only if you know what you are doing

As an Ultra Rare, Ool costs quite a bit. I really wouldn’t recommend him for most players. He has a very specific niche and requires a very specific skill set to use. He also may require some specific units to get the most use out of him. I don’t know that he’s a bad unit, but he’s definitely not for most players.

Buy him only if you are dead certain you can use him well.

= Tagon =

Type: Flame Golem
Cost: 6 Crystal
Rarity: Rare
Front: 3 Attack, 2 Defense
Back: 3 Fireball

Usefulness:
- High

Tagon is a pretty good unit. He’s a Golem who you can use in or out of a Golem deck. Despite Gaeis making Golem’s immune to wounding, Tagon’s Defense can come in handy to help make sure a Gaeis below him doesn’t get wounded before acting, while providing some decent mid level Defense to non Golem decks or if you don’t have a Gaeis in the back row. His Fireball is his big draw though, in or out of Golem decks.

Deck Building Strategy:
- Fireball

Wherever you use him, make sure you are using him for his Fireball. In a Golem deck, you may be able to justify using him for his front row, but you still probably shouldn’t use him if you never plan to use his 3 Fireball at all.

3 Fireball can guarantee you wound most back row units, so it can be really helpful to disrupt your opponent. Combinging Tagon with some 2 Fireball units like Branan, Yaran, and/or Deimor can provide a powerful wall of disruption to all but the highest Defense decks. Branan and Tagon pair especially well, with Branan having the Defense to protect Tagon from above, and Tagon being able to penetrate 1 Defense on back row units that Branan can’t crack.

Tactics:
- 1 Defense Back Row Units

Aside from using Tagon for some pinch Defense in the front row, you want to be using his FIreball as much as possible. You can use Attack with units in front of Tagon to lower the Defense of front row units, so you mostly need to be concerned with the Defense of back row units. 2+ Defense is impenetrable unless you use some Arrow or Drain to weaken them first. 1 Defense is ideal since it takes advantage of Tagon’s 3rd fireball, although as long as 2 units get wounded he’s done a good job for you.

Xyn’s Buyer Recommendation:
- Buy him if you need him

He’s a solid unit. I’d definitely recommend buying him if he looks useful to you. If you’re not sure about him, don’t worry. He’s not the most powerful or dynamic unit ever and there aren’t a lot of strategies that absolutely depend on him.

But he is a fair deal for the price of a Rare. He does his job well.

= Berna =

Type: Raider Harvester
Cost: 6 Crystal
Rarity: Rare
Front: 2 Steal
Back: 2 Crystal, 2 Recruit

Usefulness:
- Moderate

Berna is a pretty good option if you want to use the Steal ability.

Deck Building Strategy:
- Option for Steal

Steal can be risky to base your entire strategy around. It’s usually a better idea to include Steal units as an option. So your focus should primarily be to use Berna for Recruit and Crystal production and then send him front row any time he can be of use there.

You could also try out a Raider deck, but I haven’t messed a lot with this and it doesn’t seem to be super strong or effective at the moment and Berna doesn’t provide any Attack on his own.

Tactics:
- Surprise Front Row
- Economy

Ideally, you put Berna in the front row on the first turn you draw him, assuming there is something worth stealing. Remember to mostly Steal resource types that you yourself can use, because otherwise it’s not as worthwhile.

If you notice an opportunity to Steal at some other point, after your opponent already knows you have a Berna, take it. But usually this will leave you chasing empty spots. Remember that you can’t steal resources from the front row.

For the most part, let Berna help your economy and recruitment.

Xyn’s Buyer Recommendation:
- Don’t Buy

I wouldn’t recommend, at least not at the price of a rare. I don’t think he’ll offer a lot of return for the cost.

= Anrick =

Type: Vampire Prince
Cost: 10 Crystal
Rarity: Ultra Rare
Front: 3 Bolt
Back: 10 Crystal, Vanish

Usefulness:
- High

Anrick can be a very powerful and useful unit. Due to his Vanish, he is also a pretty difficult unit to use well.

Deck Building Strategy:
- High Economy

However you use Anrick, a high economy is important. This manifests in two forms.

The first is a large economy that makes use of Anrick’s 10 Crystal back row. You can easily produce a deck that makes 20+ Crystal, however you will also want to include plenty of Recruit so that you draw the expensive unit(s) you need on the turn after Anrick produces and Vanishes. This can be a useful strategy for pulling an extremely expensive Commander.

The other large economy is more moderate, but requires some high producing units like Tempest or Shadebeast. The goal of this is to constantly produce 10 Crystal per turn so that in the late game, you can hire Anrick every turn, once you have all of your other late game units already out. Again, make sure you have enough recruit to make sure that Anrick is redrawn after vanishing each turn.

Tactics:
- Don’t Hire Until Ready

If Anrick is your only hire option and you still have expensive units who need hiring, throw him in the back row to help buy units next turn. Hopefully that won’t happen very often. For the most part, try and only hire Anrick when you specifically need him for his back or front row.

Depending on the strategy of your deck, it should be easy to decide where to place Anrick. Try to keep him from getting Sniped or otherwise wounded before he acts, although placing him in the way of a wounder who wound stop him from acting is ideal, since he will vanish regardless and your opponent will have wasted that wound.

Xyn’s Buyer Recommendation:
- Don’t Buy

Anrick is a tricky unit to use. I used to hate him because I thought he wasn’t worthwhile enough for his trouble. But he can be a really great unit in more than a few types of decks, if you learn to use him well.

That being said, this is one of those units who should only be bought by people who really want him and know when to ignore what I say. Most people will probably be throwing away gems on Anrick as a difficult to use unit.

= Bran =

Type: Farmer Hunter
Cost: 5 Gold
Rarity: Uncommon
Front: 3 Attack, 1 Defense
Back: 1 Arrow, 2 Gold

Usefulness:
- High

Bran kind of looks bad to me on paper, but he’s a pretty robust and useful unit. I’d say his actual biggest drawback is costing 5 resources. But beyond that, all of his little strengths work well together.

Deck Building Strategy:
- Farmers

While Bran can work in most Gold decks to a moderate degree, he truly becomes a serious unit when he has Horus buffing his Gold production. This isn’t really worthwhile if you don’t have at least 4 or more Farmers in your back row though, so make sure to have 2 Johnn, a Bran or maybe even 2, A Durant or 2, Maybe a Jonas, or any other Farmers you feel like adding. Also remember that Horus himself is a Farmer, so if you have 2 Horus you can put one in front and one in back if needed.

Beyond that, Bran is mostly just a light disruption and light economy unit. He won’t win you many games on his own, but he can be pesky for your opponent and useful for you.

That 1 Defense can come in handy as well, even more so if you happen to buff it with some Protect, although honestly, having both Bran and good Protect unit like Raleigh in the same deck can be a little rough, when both cost 5 resources.

Tactics:
- Back Row

There are lots of situations where Bran can be useful in the front row, especially if you happen to need that 1 point of Defense or if you have someone with Protect buffing him. That being said, the majority of his use should come from the back row, only putting him front row whenever you see a good opportunity for him to be of more use there than in the back.

Try to keep him safe, but if it comes down to Bran or a unit who produces 3 or more Gold, you should keep the high Gold producing unit in the safer spots.

Mostly just try to move Bran around to hit high value enemy targets. Keeping him towards the bottom to hit units below the enemy Healers (or to hit the bottom of the row enemy healers themselves) is generally a good strategy.

Xyn’s Buyer Recommendation:
- Buy Probably

I didn’t remember that he was an Uncommon until I started writing this review. If he were a Rare, he wouldn’t be quite worth buying IMO, but as an Uncommon? He’s pretty good for the price. Especially since every player gets a Horus from the campaign, pair him with a few other Farmers and you have yourself both a solid economy strategy as well as a decent multi-purpose unit in Bran.

If he doesn’t seem that useful to you, don’t buy him. But if he seems up your ally, I’d definitely give him my vote or recommendation.

I personally haven’t used him a lot myself recently, but then again, I only just got my first Horus last week, so without that Farmer buff he just hasn’t quite cut it for me. Now that I’m reminded of it, I think I’ll try him out again and see if he stacks up as decently as I believe he does.

= Squint =

Type: Fox Thief
Cost: 2 Wood
Rarity: Uncommon
Front: 1 Wound, Frail
Back: 1 Recruit

Usefulness:
- Moderate

Quint is one of the only useful 1 Wound units in the game, probably because he costs what most 1 Wound units should cost. Unfortunately he is also Frail, which should really reduce him down to 1 Cost, but c’est la vie.

Deck Building Strategy:
- Foxes

Maybe if he cost 1 wood he could be thrown into a few other deck types, but as it is, he still isn’t quite good enough to include in a deck if he isn’t going to be buffing Foxpack units. Even then, he’s not usually my first pick for Foxes.

Tactics:
- Wound
- Foxpack Buff

Unless you are going for raw damage to win the game, try and aim your Squint to wound somebody. You won’t block any action, but maybe you will do enough wounding that the opponent can’t heal it and they’ll have to sell somebody or wait for them to get healed later. With the speed of Foxes, any minor disruption can help you pull into the lead.

Once you are going for the knockout, wounding matters less than making sure to fully buff Foxpack. Still, with what little you can maneuver him, try to get Squint to wound valuable or Frail units.

Xyn’s Buyer Recommendation:
- Don’t Buy

Maybe if he were a common or if he cost 1 Wood to hire, but he just doesn’t quite cut it at the moment. He isn’t off the table as far as deck building, but I wouldn’t spend Gems to get him in his present state.

= Branan =

Type: Wizard
Cost: 6 Crystal
Rarity: Rare
Front: 5 Attack
Back: 2 Fireball, 1 Defense

Usefulness:
- High

Branan is one of my favorite Wizard type units. His biggest downside is that he only has 5 Attack, but that’s still acceptable considering he’s mostly used in the back row.

Deck Building Strategy:
- Zealot
- Disruption

Branan is at his most useful when paired with Zealot units. Unless I were making a very fast Zealot Rush deck with nothing but cheap Wizards, I would never make a Zealot deck without a couple of Branan.

Beyond that, he can be used in many decks for general Fireball disruption. Consider pairing him with Tagon for another 6 cost Fireball unit, to wound the units who have a little too much Defense for Branan to deal with.

Tactics:
- Defended Fireball

No matter what deck Branan is in, he is mostly useful for his Fireball. You can put him in the front row if you need to help slow down a rush deck, but that also leaves him vulnerable since he has no Defense there.

In the back row, your top priority should generally be to Wound as many units as possible, but considering the placement of his Defense is almost as important. Generally, try to place him above units who have no Defense, or across from enemy units who can’t wound Branan with his 1 Defense.

Xyn’S Buyer Recommendation:
- Buy If You Need Wizards

If you need Wizards for a Zealot deck, Branan is the best.

If you are just looking for a general disruption unit, Branan is okay but you can do better. I don’t think I’d recommend buying Branon if you just want some general wounding.

But if you specifically need a Wizard, Branan is definitely worth the cost of a Rare.

= Viath =

Type: Flame Dragon
Cost: 10 Wood
Rarity: Ultra Rare
Front: 6 Flare, 2 Siege
Back: 5 Wood

Usefulness:
- Very High

Viath is another must have unit. He has one of the most powerful front rows fur busting down hard to wound back row units, yet he is arguably most valuable in a lot of decks as a Wood producer. Few things are ass effective for helping to bring out Blights as a couple of Viath’s in the back row.

Deck Building Strategy:
- Large Economy
- Disruption

Generally I’d suggest using both of Viath’s strengths when building a deck, but either one is worth incorporating him into some decks individually. I wouldn’t focus much on his Siege though, just take advantage of that naturally when possible.

Just make sure your economy can easily get Viath out and you should be able to hire pretty much anything with the help of your 1 or 2 Viath.

Viath can work as your only major disruption unit, just to take out priority targets, but if you have any mind towards disruption as a strategy, I’d recommend some cheaper units as well, such as Kemp or Doken.

Tactics:
- Wood Production
- Disruption

If your deck needs a lot of wood, keep Viath in the back row until you have your expensive units out. If needed, throw him in the front row to take out critical units, but try not to until you are done using him for economy. Remember that you can also sell Viath for an extra 5 wood if you really need to, if you are a few wood short of that unit you need.

For decks that don’t need wood or once you’re done with that, just start targeting all of the most valuable and/or hard to hit back row enemy units. Remember that Viath will almost guaranteed wound any unit of yours behind him, so keep Frail units, empty slots, or healers above anything behind him. The top spot can be a valuable place to put Viath since he can take out most Defense + Healing units your opponent may field.

Xyn’s Buyer Recommendation:
- Buy Two

Viath isn’t quite Kemp as far as being a completely absurd power to cost ratio, but he’s pretty damn good. Even at the cost of an Ultra Rare, he’s well worth the gems.

= Mox =

Type: Root Spirit
Cost: 1 Crystal, 2 Wood
Rarity: Rare
Front: 3 Attack
Back: 2 Wood, 1 Defense

Usefulness:
- Moderate

Mox just doesn’t seem that useful in most decks I’ve seen. Wood/Crystal is typically a more difficult Hybrid type to work with, and Mox doesn’t really offer a lot of value in return. Still, being able to gain some defended production on T1 can be helpful at times, especially if your deck doesn’t need a lot of Crystal production anyways.

Deck Building Strategy:
- Forest Village

I’m not sure why you would use Mox if you weren’t taking advantage of the opportunity to hire Mox on T1. Beyond using Forest Village, I’d say to use Mox in a hybrid deck where you mostly need Wood, not a lot of Crystal.

Tactics:
- Economy

In a pinch, Mox can provide a bit of Attack, but it’s really not going to do you a lot of good most o the time. Keep Mox producing, and move his Defense around to help keep other units save and not be predictable for your opponents back row wounding units.

Xyn’s Buyer Recommendation:
- Don’t Buy

From the price of being a Rare, to the difficulty in making good Wood/Crystal hybrid decks, to the general low utility of Mox, I just can’t recommend buying Mox at all.

= Hale =

Type: Mountain Knight
Cost: 4 Gold
Rarity: Uncommon
Front: 3 Attack, 1 Defense
Back: 1 Recruit, 1 Defense

Usefulness:
- Very High

Hale is like the perfect Knight unit. He costs 4, which means he won’t screw up your T1 draws but can easily be drawn on T2 if he ends up being your only option to hire. He has 1 Defense which means he can be Protect buffed. He has 3 Attack meaning he can be double buffed by AtkSquire or be Arthur buffed. He is a Mountain unit if you want to mess with that (not his strongest feature, but not nothing). His weakest point is his back row, but even 1 Recruit can be helpful sometimes, and the 1 Defense can help break up your back row to deal with wounding units targeting your back row. By far the best Knight unit in the game, outside of Knight Commanders.

Deck Building Strategy:
- Knights
- Mountain Units
- Transform

Hale is best used in Knight decks. While he is a decent enough unit to be used in any deck, he just won’t offer enough return to be much more than a mediocre unit, but in Knight decks he can potentially do up to 21 attack if fully buffed by 2 Arthur’s and a Covar, or 11 Attack 7 Defense if buffed by 2 Arthur’s and a Raleigh. He is cheap, but not too cheap, meaning that he isn’t difficult to bring out like Raleigh and especially Kobi, but won’t ever screw up your T1 draws like Ramm and especially Tarim can. Hale works in any Knight deck, fast slow or in between.

Mountain units aren’t generally the greatest, but if you do try to make a Mountain deck, Hale is just as important to include as he is in a Knight deck. While other Mountain units are worth debating if you want to use them in a Mountain deck, Hale is a no brainer.

Finally, if you have a Tally, Hale being a Mountain type can be used as a good way to bring out Cliff if you don’t want Vince to potentially slow down your early draws.

Tactics:
- Defense

Hale’s biggest tactical use is his Defense, in either row. Place him wherever you need him to help provide some Defense, and let his Attack and Recruit be nice bonuses while he’s there. The only exception to this is when Hale is being buffed, such as by Arthur’s, for your final Attack. Obviously at that point, you want him in your front row. Even still, his most important role will be to help use his Defense to keep himself and the units below him safe. Put a Raleigh behind Hale if you need to deal with a Spike.

Xyn’s Buyer Recommendation:
- Buy Buy Buy

Hale isn’t a flashy unit, but he’s amazingly well balanced and useful. For his use in Knight decks alone, he is well worth a purchase. You can have a Knight deck with 1 or 2 Arthur’s, or with or without any other combinations of Knight units, but a Knight deck without 2 Hale’s isn’t really complete.

= Doro =

Type: Harvester Golem
Cost: 4 Crystal
Rarity: Rare
Front: 2 Crystal
Back: 2 Crystal, 2 Defense

Usefulness:
- Moderate to High

Given that Doro doesn’t have Attack like Dante and Opal, he isn’t quite as useful for raw Attack. But being a Golem type, he still can buff Opal and Gaeis’ Golem Surge abilities, so he can still be useful that way. In general though, he costs 4 and he produces some good Crystal to get your other Golems out, so he is quite handy for a Golem deck. Can be useful if you need his Defense in a non Golem deck too.

Deck Building Strategy:
- Golems
- Defense

Costing 4 and being useful in a Golem deck is Doro’s biggest strength. Use him as part of your economic backbone as well as potentially a front row unit to buff Golem Surge when needed.

Any Crystal deck can use Doro for his back row Defense though. If you need some serious help against heavier Wounders, Doro can be a great option. He isn’t the most efficient Crystal producer, but 2 Crystal + 2 Defense for 4 Crystal to hire is a pretty good deal.

Tactics:
- Economy
- Golem Surge

For the most part, you want Doro in the back row so that he can’t get wounded. If you have a Gaies in your back row, you can put Doro in the front row immune from wounding, however even then, consider putting at least 1 Doro in the back row just above Gaeis, to help protect Gaeis from getting wounded (remember to juggle Gaeis’ position around as well). For non-Golem decks, there are very few situations where you want Doro anywhere but the back row. For Golem decks, you can take advantage of the fact that Doro can produce from the front row while your deck is in Attack mode.

Which brings us to Golem Surge, which Gaeis and Opal have. While Doro doesn’t generate Attack on his own, each Gaeis gains +4 Attack and each opal gains +1 Attack for every Golem in your front row, all while Doro continues to generate Crystal for you. This Crystal can also be helpful to bring out Gaeis again after he knocks himself out doing larger Golem Surges.

Xyn’s Buyer Recommendation:
- Maybe Buy

Especially if you already have a couple of Gaeis, a couple of Opal and a couple of Dante, Doro can help round you out to build a solid Golem deck.

For people not ready to shoot for a Golem deck, Doro still has use if you need his high defense economy, but it’s typically not as good of a use for him, especially since in non Golem decks there are minimal reasons to ever use his front row.

If he were an Uncommon this would be a pretty easy recommendation, but as a Rare I’d say that a lot of people should probably skip Doro. But he isn’t a terrible buy, especially if you are getting ready to use some a Golem deck.

= Durant =

Type: Farmer Archer
Cost: 3 Gold
Rarity: Rare
Front: 1 Arrow
Back: 1 Gold, 2 Recruit

Usefulness:
- High

Durant used to be awesome. Now, he’s a little weaker in the meta-game, but still can be really good. His biggest downside is his uneven cost, but that can be a plus when paired with certain units, like 3 cost units like Gerren or certain 5 cost units like Bran (Bran and Durant both being farmers can pair well with Horus). Not quite as powerful as Impe, but slightly cheaper and a lot more versatile. Durant’s back row can actually be almost as useful as his front, and having both as options are his real strength.

Deck Building Strategy:
- Gold Deck
- Disruption
- Farmers

Any gold deck can potentially make use of Durant. He can be hired on T2 by any competent deck and he usually isn’t a bad hire either. There are lots of reasons not to include Durant in a deck, but he’s usually worth considering.

Obviously his main use will be disruption. His 1 Gold 2 Recruit isn’t worth putting him into a deck over. Still, keep both his front and back row in mind when including him in a deck, because some games you’ll end up using him in the back row as much as the front.

Farmers are definitely a really good pairing for Durant. Being buffed by a Horus or 2, Durant can produce 2 or 3 Gold, which is amazing for a 3 cost unit with 2 recruit on top of it. While any Gold deck could consider adding Durant, any deck with Horus should strongly consider Durant.

2 Durant are usually better than 1.

Tactics:
- Hit and Run

Durant isn’t a big flashy wounder. He is best getting surprise hits in on prime targets. Even if your focus is disruption with Durant, you probably don’t want him sitting in the back row all of the time.

Durant’s strength is to cripple your opponents economy, then switch him to the back row to boost your own economy and recruit to pull ahead of your opponent as they scramble to recover. If your opponent doesn’t look to have any good back row targets when you are hiring Durant, either skip hiring him if you have a better unit to hire, or put Durant in the back row. Surprise is Durant’s ally, but it’s not as essential as for some units.

Keep sending Durant to the front row any time you see a good target opportunity, and back to the back row any time you are expecting your opponent to change things up significantly.

Xyn’s Buyer Recommendation:
- Buy if you need him

He’s a solid low level Disruption unit. If he fits the bill that you need, he’s a very solid unit and you won’t regret buying him. The cost of a Rare is a bit steep for a unit that isn’t such a game changer though, so if you can do without you may be better off waiting to get him from random drops.

Go with your gut on this one. If it seems like a good idea, it probably is. If you’re feeling doubtful about it, you’d probably regret the purchase.

= Urn =

Type: Skeleton Wisp
Cost: 3 Crystal
Rarity: Uncommon
Front: 2 Crystal, 1 Attack
Back: 2 Crystal, 1 Defense

Usefulness:
- High

Urn is a really solid little producer. If you need some back row Defense, Urn does a good job while also being a decent producer. If you don’t need the Defense, Urn can keep producing from the front row, while pecking away at your opponent with 1 Attack.

Deck Building Strategy:
- Defended Economy
- Skeletons

Any Crystal deck can consider Urn for part of it’s economy. If you are noticing that your back row is falling to Wound a bit too much, Urn can be a good option, while being a little less extreme than Doro. Having that versatility of the front row is nice as well, as compared to Doro who isn’t really useful in the front row outside of Golem decks.

Of course, in Skeleton decks Urn is just that much more useful. Buffing by Ashara in the back row, Urn can have 2 or 3 Defense making him nearly immune to Wounding. In the front row, Urn can do up to 2 or 3 Attack, which isn’t amazing, but can be pretty good while you finish getting your last couple of Skeletons out, which is easy thanks to Urn continuously producing Crystal in either row.

Tactics:
- Pick a Row

Urn is a very reactionary unit. In general, I’d say to keep him in the back row while your economy is starting out, and move him front row if you aren’t noticing a lot of arrow type units towards the middle of the game. Ideally he is most actively useful in the front row, but the back row is usually the best bet for multiple reasons. You don’t want Snipe or Multi-Wound wounding Urn before he acts in the front row either.

Xyn’s Buyer Recommendation:
- Buy for Crystal Decks

He’s an uncommon, so while he’s not the cheapest possible, he’s fairly cheep. He’s a very solid unit for many Crystal decks, so unless you don’t have any interest in playing Crystal in the near future. he’s probably worth grabbing.

The real selling point is his 1 Defense in the back row, while also being useful in both rows in all crystal decks. If you don’t feel like you need that 1 Defense and already have 2 Rorth, 2 Loom and 2 Mana, Urn may be a bit superfluous. But if the Defense sounds useful or you are lacking some 2 Crystal producers, Urn is an easy recommendation.

= Faiser =

Type: Minotaur Shade
Cost: 4 Crystal
Rarity: Rare
Front: 3 Rampage
Back: 1 Heal

Usefulness:
- Moderate

Faiser isn’t so much bad as he is just not that remarkable. The 4 cost price is nice, but he just doesn’t do much for most decks. The fact that there is no Minotaur King type of unit probably hurts Faiser a lot. But beyond that, if you look at a unit like Fog, Faiser probably deserves a better back row, especially since Crystal units are generally supposed to be more efficient than Gold units. Maybe adding 1 Defense or 2 Recruit would bring Faiser up to par, especially if some sort of Minotaur synergy unit or ability was added.

Deck Building Strategy:
- Rampage

His Healing can come in handy, but whatever deck strategy you go for, you should make use of Rampage. Having front row producers like Loom and Mana are definitely a good idea here.

Tactics:
- Front Row
- Situational Healing

Crystal decks can be a bit short on Healing at times. That being said, at the cost of 4 Crystal you should use his Healing as little as possible. Try and rely on somebody like Ino for Healing, and send Faiser to the back row when absolutely needed. Otherwise, keep Faiser Attacking at all times, even if his Rampage isn’t going off.

Xyn’s Buyer Recommendation:
- Don’t Buy

Even at the price of a Common I’m not sure if I would suggest buying Faiser right now. He’s not terrible, I just don’t see the point at the moment. At the cost of an Uncommon I would certainly say no. But since Faiser is a Rare? Stay FAR away.

He can be okay in some decks, if you happen to get him randomly, but until he has a stronger role, he is certainly not worth going out of your way for, especially not at the cost of a Rare.

= Jeremiah =

Type: Mountain Raider
Cost: 3 Gold, 1 Wood
Rarity: Rare
Front: 1 Gold, 2 Rampage
Back: 2 Guardian, 1 Arrow

Usefulness:
- ???

Jeremiah is another unit that I don’t entirely know what to make of. He’s a gold/wood hybrid unit, which is usually decent as far as hybrids go, but he doesn’t usually seem to fit in very well into those sorts of decks. He might have his uses, but I don’t know them.

Deck Building Strategy:
- Slowdown?

The one feature I can think to build a deck around is his 2 Guardian. 2+ Guardian can do a lot to slow your opponent down to a crawl, potentially forcing them to take a whole 15 turns before they can potentially beat you. What you’d do with that time in a wood/gold hybrid deck, I have no idea.

Tactics:
- Front Row

While his 2 Guardian may potentially be Jeremiah’s strongest feature, remember that it works in either row (as long as he isn’t wounded before it goes off). So really, you’re comparing his 1 gold and 2 rampage vs his 1 arrow in back. There are going to be very few situations where that 1 back row arrow is worth more than producing 1 gold and 2 rampage.

The usual rampage tactics obviously apply. Try to make sure you have a healer if you start needing to make use of his 2 Guardian. Also remember that 1 point of city damage always gets through regardless of Guardian.

Xyn’s Buyer Recommendation:
- Don’t Buy

This one is a pretty easy and obvious call. A unit without a clear role who costs the price of a Rare. Just not really enough reasons to justify such a purchase. Maybe there is some cool niche for Jeremiah that I don’t know of yet, but at the moment he seems like a semi decent concept who doesn’t fit in anywhere yet.

= Duncan =

Type: Mountain Brawler
Cost: 4 Wood
Rarity: Common
Front: 4 Attack
Back: 2 Wood

Usefulness:
- Moderate

Duncan is a pretty unremarkable unit, but his somewhat solid. If you can find a use for him in your deck, great. I haven’t seen him excel much, but I don’t think he’ll hurt most decks either.

Deck Building Strategy:
- Filler
- Matriarch

In most decks, I think he’ll mostly end up as a filler unit. His attack is solid, and he can produce a bit of wood.

His only real standout feature of Duncan is that he is a Mountain type. So with Matriarch you can use him to bring out Cliff in a wood deck.

Tactics:
- Attack

4 Attack is a nice solid number. If you need the 2 wood, especially early on, it can be worth having Duncan in the back row, but 2 wood for 4 cost isn’t a great deal on it’s own. 2 City Damage per turn for 4 cost is pretty nice.

Try not to sell Duncan before other units like Mag though, as he’s a much better buy value than a sell value.

Xyn’s Buyer Recommendation:
- Buy him if you need some filler

He’s a common and he can help your economy a bit. He provides some decent Attack as well. You probably won’t use him as much as you get better units, but if your wood deck could use a little more help from a unit like him, he’s a cheap unit to buy.

= Reck =

Type: Totem Farmer
Cost: 4 Wood
Rarity: Rare
Front: 4 Attack, Dormant
Back: 3 Wood

Usefulness:
- Moderate

For most decks, Reck is pretty much just Duncan with 3 Wood in back instead of 2, and starting out Dormant (wounded). But despite Dormancy being a pretty big downside, it’s actually a pretty good tradeoff. Reck can be a pretty solid mid range producer for Wood decks, especially when you consider that comparable producers like Gumil cost 6 wood to hire.

Deck Building Strategy:
- Economy with Healing

Reck is only worth adding to a deck for his back row, even if you sometimes use his front row. Make sure he fits in well with the economy of your deck and make sure you have plenty of cheap healing to get him going.

Tactics:
- Immediate Healing

The only majore tactic with Reck is to make sure you heal him from above on the same turn that you hire him, so that he immediately produces 3 wood and makes himself worth purchasing immediately.

Xyn’s Buyer Recommendation:
- Probably Don’t Buy

Reck isn’t bad, but he doesn’t really add enough to warrant buying him at the price of a Rare. He can be good and useful, if you get him randomly.

= Molo =

Type: Soldier Golem
Cost: 6 Crystal
Rarity: Uncommon
Front: 6 Attack
Back: 2 Defense

Usefulness:
- moderate

Molo isn’t really very good. He provides okay attack for his price, but it’s not a lot of attack and it’s his only trick, other than being a Golem. Opal and Dante are much better Golem’s for a Golem deck’s purposes, so Molo isn’t really ideal for anything.

Deck Building Strategy:
- Golems

Since it’s his only real trick, Golem decks are the only place I can even really recommend Molo, but he’s a bit too expensive for a Golem deck to effectively get out in time.

Tactics:
- Attack

While you could theoretically use Molo to break up your back row with some Defense, it’s generally going to be a waste of resources. Try and have a Gaies in your back row when possible so that Molo will be immune to wounding while he’s in the front row.

Xyn’s Buyer Recommendation:
- Don’t Buy

Molo doesn’t help make for a good deck, so I wouldn’t buy him. There are worse units, but he’s very bland and is outclassed by other units in all of the areas that matter.

= Grove =

Type: Monk Avenger
Cost: 5 Wood
Rarity: Rare
Front: 3 Revenge, Dormant
Back: 1 Arrow, 2 Wood

Usefulness:
- Special

Today’s unit is a special episode of Xyn’s Daily Unit Review.

I once thought Grove was useless. I had never seen him in a good deck and I had never made a good deck with him in it. I had 2 Grove and no Doken and that made me sad.

Then, one day, I built a deck that worked. I didn’t know how I had stumbled upon it, but it worked. It wasn’t the greatest deck in the world and today it’s barely competitive, but it works. I don’t know how much variety you can get out of a successful Grove deck, but at least this one works, and that’s something I guess. I will never make fun of Grove again.

Deck Building Strategy:
- Here’s my deck

Instead of trying to tell you how to build a Grove deck, let me just post mine. If you can make a different and successful one, or if you can make tweaks to this one that make it better or work just as good, excellent. Maybe post them, because I’d love to see them.

2 Teak (Ultra Rare)
2 Grove (rare)
2 Kil (rare)
2 Kurio (rare)
2 Diug (common)
2 Ob (common)
2 Roko (common)

Tactics:
- Rush

All you can do is try to get your Grove’s out and healed as soon as possible. If you still have some Teak’s to hire, heal Grove in the back row so that he produces 2 wood (and maybe his 1 arrow will slow your opponent down a tiny bit). If you already have both Teak’s out and one Grove is already healed, you can throw your second Grove in the front row, to boost the healed Grove’s Revenge before getting healed.

Remember that Kurio can’t burnout without doing at least 4 Attack, so keep 2 Kil and 2 Roko in your back row in the end game and try and move Kurio to positions where there will be no Defense in front of him. Place Teak’s in front of units with Defense, since Teak only needs to successfully do 1 Attack to burnout.

Xyn’s Buyer Recommendation:
- Don’t Buy

One successful deck isn’t worth buying a Rare over, especially when it’s only a semi successful deck. It’s a fun deck to play with, at least for me, but it’s not super powerful. Maybe there are some other decent decks you can make with Grove, but I have yet to see anything that convinces me that Grove is worth buying at the cost of a Rare.

Still, it can be a fun unit, for it’s novelty. Play around with it a bit if and when you get a couple randomly.

= Deimor =

Type: Skeleton Knight
Cost: 5 Crystal
Rarity: Ultra Rare
Front: 3 Attack, 2 Crystal
Back: 2 Fireball

Usefulness:
- High

Deimor is a really solid unit who puts me in a tough position. Overall Deimor is quite good, but there are so many reasons not to use him outside of a Skeleton deck. He’s also an Ultra Rare, which is justified considering what good values both his front and back rows are, yet it makes him really hard to recommend for purchase and makes putting together a good Skeleton deck that much harder to do.

Deck Building Strategy:
- Skeletons
- Disruption

For the most part, Deimor is just a really solid unit to have for a Skeleton deck. Do some Attack while producing Crystal to help bring the rest of your deck out. He costs 5, which won’t be an uncommon number of Crystal to produce with some of the units like Grey and Rhyne you may have in your deck. More over, you can use Deimor to wound a few of your enemies units, either early in the game to throw your opponent off, or in the late game if they are just barely beating you and only have a few HP left.

Deimor can be used for disruption (with optional economy uses) in any deck, although it gets harder to recommend him for this use. I’d definitely recommend him over Yaran if it’s a choice between the two, but Branan and Tagon are units I’d usually take over Deimor. More over, unlike Branan and Yaran, Deimor has no Wizard type to boost Zealots with.

Demior is a Knight though (as is another Crystal unit, Chal), so if you want to get really wacky you can try and make a deck that uses Arthur, or easier than that a AtkSquire Commander to buff your crystal Knights. It may or may not work well, but it’s the kind of thing that’s fun to try.

Tactics:
- Economy

I’d actually tend to use Deimor mostly for his front row. In a Skeleton deck, you’re going to be using him in the front row a lot anyways. For non Skeleton decks, or even SKeleton decks at special times, you will definitely want to make use of his 2 Fireball, but it feels like more of a situational ability, as opposed to the main draw like with Yaran and Branan.

Xyn’s Buyer Recommendation:
- Porbably Don’t Buy

This is a hard unit to recommend at the price of an Ultra Rare. He is a solid unit, very useful in Skeleton decks, a bit more marginally useful elsewhere. If he were a Rare (which he maybe deserves but is probably overqualified for), or especially if he were an Uncommon (he definitely should NOT be an uncommon), it would be a much easier recommendation.

Unless you already have most or all of the Rares, I think I’d skip Deimor. He’s a pretty good Ultra Rare to have in your collection, but unless you are wanting to individually grab every semi-decent UR to help round out your collection, he’s probably okay to skip.

= Illian =

Type: Rogue Soldier
Cost: 7 Gold
Rarity: Rare
Front: 2 Honor, 2 Wound
Back: 4 Duo Tydus

Usefulness:
- moderate

Illian used to be pretty great. Up until recently, he was still pretty good. Now, with Undercut around, I’m not sure if he holds up much anymore. His price is a little awkward and his back row is useless unless you have Tydus out, which isn’t the greatest unit to have either. I used to really like Illian, but I fear his time may have passed for now.

Deck Building Strategy:
- Disruption

You place Illian in front of a unit with 2 or less Defense, he wounds that unit, and then he also wounds and blocks from acting the unit below that enemy, provided that second enemy doesn’t have any defense. It’s a pretty straightforward use, but unfortunately Beck does the most useful part of that (blocking the 2nd unit from acting), only Beck costs 3 less gold and can have an infinite amount of Defense on the unit across from him.

So yeah, you probably want to go with Beck for now instead. Beck also gives you a generally more useful back row option and can sometimes hit enemy back row units.

Tactics:
- Wounding

As mentioned above, place him in front of a unit with 2 or less defense when the unit below that doesn’t have any defense. Place Illian in front of a 3 Defense unit to wound that unit alone, but only if your opponent has no healing.

The 4 Gold in the back row can be pretty nice if you do have a Tydus, so use that as your economy needs, but it’s probably not worth including Tydus in the first place, so generally stick to Illian in the front row.

Xyn’s Buyer Recommendation:
- Don’t Buy

At his height, Illian may have been worth the cost of a Rare, although his back row and/or Tydus needed some work. Lately, even before Undercut got added, I’m not sure if he would be quite worth the cost. Now? I hate to say it, because I used to swear by Illian, but I’m not sure if I would pay the price of an Uncommon for him, especially when Beck himself is both a Common and a much more effective unit.

As a side note, I literally didn’t realize that Beck invalidated Illian the same way he invalidated Payne (but perhaps even worse) until just now. when I started writing this review. Now I’m going to go have a little cry in the corner about one of my old favorite units.

= Igmund =

Type: Crypt Ghoul
Cost: 7 Crystal
Rarity: Rare
Front: X Frenzy, 8 Burnout
Back: 3 Recruit

Usefulness:
- High

While not quite as strong as his 8 cost, Ultra Rare big brother Xamris, Igmund is still a very solid unit. Even in non Burnout/Revenge decks, the Frenzy can make Igmund quite effective.

Deck Building Strategy:
- Revenge Decks
- General Use

Igmund is arguably most useful for his Burnout, so that units with Revenge (or Shadebeast’s Deathbolt) can get boosted attack. Just use Igmund like any other burnout or dormant unit when deck building.

Igmund can also be used in most other Crystal decks just for his Frenzy. Usually I’d probably recommend Xamris over Igmund as long as you have a Commander, since Xamris has a point of Siege and doesn’t need to be healed as frequently. But Xamris is an Ultra Rare and Igmund is 1 Crystal cheaper to hire, so Igmund really isn’t a bad alternative, especially if you don’t have Xamris.

Tactics:
- Take City Damage

The more HP your city loses, the more Attack Frenzy produces. In non Revenge decks, you generally want your HP as low as you can safely get it, although keeping your city HP at 8 or above will prevent you from having to heal Igmund. For Revenge decks, you definitely want your city HP at 7 or below so that Igmund will burn out.

Remember that some decks can take 15+ HP off of your city in a single blow, so try to anticipate your opponent’s strategy. If you need to, send some of your own Attack or Defense units to your front row to reduce the impact of your opponent’s attack if they are potentially about to knock you out in the next turn or two.

Xyn’s Buyer Recommendation:
- Maybe Buy

He’s a solid unit and he can be useful as a general attack unit in most Crystal decks. His price is slightly high, but not unreasonable. If you happen to have a Shadebeast and/or Sliver or two already, I think that Igmund is an easy buy, although I’d be surprised if you have all of those units and no Igmund yet.

Crystal can be the hardest faction to build good decks for though, so you probably want to skip Igmund if you aren’t actively working on Crystal decks at the moment. He’s good, but he won’t carry your Crystal deck single handedly.

= Roko =

Type: Dog Healer
Cost: 3 Wood
Rarity: Common
Front: 1 Defense
Back: 2 Healing

Usefulness:
- Very High

Roko is one of the most useful Healers in the game. He is a staple of many Wood decks, and if you don’t have a Kil or two, Roko can be the backbone of your Wood deck’s healing. Even with a Kil or 2, Roko can be a powerful -. Don’t think that a high level healer like Era is a replacement for cheap healers like Kil and Roko.

Deck Building Strategy:
- Do you need healing?

If yes, and the answer is usually yes, then Roko is a good option. He’s one of the most cost effective healers in the game. Kil is also great, but is a Rare, and Roko is still a great addition on top of Kil.

Remember that Wood decks are also light on front row Defense, and you can buff Roko’s 1 Defense with a Protect unit.

Tactics:
- Healing

If your deck supports Protect buffing, you can sometimes put Roko front row if needed, or send Roko front row to buff some Dogpack units. But really, his value is in the back row, and it’s usually well worth it to keep him there just in case. Keep him safe from wounders and only move him off the back row if you are certain you need to.

Xyn’s Buyer Recommendation:
- Buy

He’s super cheap and very useful. You should probably pick at least one up if you don’t have 2 already. If you already have 2 Kil, you may not need 2 Roko for most decks, but even then some decks benefit from 2 Kil 2 Roko. He’s just a really solid and affordable healing solution.

= Adrog =

Type: Mountain Dragon
Cost: 10 Wood
Rarity: Rare
Front: 10 Defense, 1 Siege
Back: 10 Protect, 2 Guardian

Usefulness:
- Very High

Adrog seems kind of simplistic at first glance, but that wall of Defense can be a life saver in wood decks which are typically short on Defense. Not only is it useful against Wound, but it can neutralize most or all of the Attack from most enemy units across from it. With the added bonus of the 1 Siege and the 2 Guardian, it’s a really great way to help slow down your opponent and protect your units while you get your Blights or other heavy hitters out.

Deck Building Strategy:
- Large Economy

While Adrog doesn’t need that crazy of an economy just to bring him out on his own, you really don’t want to use him in a deck that doesn’t have some other expensive units to bring out as well. Beyond that one requirement, just throw him iinto any deck that you are noticing you need some Defense for.

Tactics:
- Front Row

There are very few situations where you want Adrog in the back row. He can use Guardian from either row, Siege only works from the front row, and neither Guardian nor Siege can go off if Adrog is wounded at the moment between the front rows acting and the back rows acting. Only place him back row if you have a unit with a little Defense who you absolutely need to keep from getting Wounded, such as a Commander with Defense.

Other than that, just keep him front row and above units who you need to make sure make their move. Remember to watch out for Blights and Undercut units who can get through or bypass his Defense, so you do want to keep your important units juggling around.

Xyn’s Buyer Recommendation:
- Buy One

He’s a really solid unit to have, so if you can afford the cost of a Rare, you probably want to have at least 1. There are some decks where 2 Adrog are good to have, but they are less common than ones where 1 Adrog is useful.

You probably want to have at least a Blight or two and some other semi-expensive heavy hitter Wood units before purchasing Adrog would be worthwhile though.

= Flyt =

Type: Fox Vanguard
Cost: 3 Wood
Rarity: Uncommon
Front: 2 Foxpack
Back: 1 Wood

Usefulness:
- Very High

Flyt is a powerful little unit. The cheapest 2 Pack ability you can get. Excellent for rushing out some quick, sustainable Attack.

Deck Building Strategy:
- Speed

If you have a Wood deck that has expensive units like Blight to bring out, don’t be wasting time on units like Flyt. They will just slow you down and hinder your final performance. Use Dogpack units like Gumil and maybe Ansel if you need some faster Attack in decks like those.

Flyt belongs in decks that generate their Attack quickly. They don’t need to be rush decks, but they do need to hit fast and early, with either bursts of Attack or Disruption as their strategy to win. Personally, I would never put Flyt in a deck with a unit that cost more than 12 wood to hire. Use Wood decks ability to burst out large a bunch of wood early to help get your cheap units out, with units like Kil, Ob and most importantly Diug being your best resources.

Ozzle is a really great unit to pair with Flyt, since Ozzle is free and can be hired at any time, can buff Flyt’s Foxpack, and Ozzle can even provide some extra Recruit if needed to help get everyone else out quicker and at the right time.

Tactics:
- Front Row

If you have at least 1 other Fox or Thief type unit to buff Flyt with, put him in the front row. That’s at least 4 Attack that he will be generating and putting pressure on your opponent with. As mentioned before, Ozzle is a great option for this.

If 1 Flyt is currently the only Fox/Thief type unit you have, go ahead and stick him in the back row. 2 Attack isn’t worth as much as 1 Wood in this situation, and he’ll help you get some of your other units out that much quicker. Just be ready to throw him front row as soon as you get a unit to buff him.

Xyn’s Buyer Recommendation:
- Buy Two

He’s an Uncommon and is a very powerful and effective Wood unit. Especially if you already have 2 Ozzle, Flyt is a great buy. Just don’t expect to use him in your slower, heavy hitting Wood decks. You need to be ready to hit fast with a deck that uses Flyt.

If you lack fast decks, buy a couple of Flyt. Otherwise, he probably isn’t the unit for you.