<?xml version="1.0"?>
<rss version="2.0"><channel><title>PvP Latest Topics</title><link>https://forum.skylords.eu/index.php?/forum/43-pvp/</link><description>PvP Latest Topics</description><language>en</language><item><title>Dark mind + Resource booster</title><link>https://forum.skylords.eu/index.php?/topic/16582-dark-mind-resource-booster/</link><description><![CDATA[<p>
	Dark mind is way too good, Resource booster is insane.
</p>

<p>
	The whole weakness of shadow was that they lack air control, now they don't have this weakness anymore.
</p>

<p>
	Dark mind can stop all melee units in the game, even T3, and trade into them perfectly with no micro (Let's say enemy spawns a mounty, if dark mind attacks him, he will get stuck in place binding power)
</p>

<p>
	Your opponent goes t3 and spawns a unit? Oh no! no problem, Just spawn a 90 energy card, fathom lord, tremor, grigori, HECK. even a jugg (disenchant ---&gt; nether warp loop)
</p>

<p>
	So how do we deal with this unit? We don't but lets try. The best "counter" might be a Skyfire drake, because we can hit and erupt! Skyfire is an M counter aswell, except, if our drake is used to attack anything, dark mind can attack and then the drake is confused, He will kill the fire splash own army faster than the speed of light! (Especially considering most fire splash use M units who skyfire counters) fun! cool! now we have a 100 energy unit in our side! Ok, so what if our skyfire stays back and waits for dark mind to attack first? NO PROBLEM! I am binding 90, you are binding 100! SUCKER! (lol)
</p>

<p>
	Well what about cheaper units?
</p>

<p>
	M M designed to counter flying units Stormsinger? No and no, A singer can get an attack, the mind will get an attack and then win because she will get confused, Well we don't need to go further than this, because dark mind actually counters all ranged units in the game, because once dark mind attacks them, they are confused and even inflict damage on to your own units they cannot use abilities and spells, And remember, we are not playing dark mind only against a storm singer, meaning, there's always going to be a friendly target for a singer to hit
</p>

<p>
	Well lets try to attack the enemies base, we are playing twilght going for a vileblood, nice our vileblood isn't effected by confusion since it's already attacking the well right? Wrong, we can play and stack some cards, OH NO STACK CARDS? we can oink and cc! NOPE. dark mind confusion causes our own units to be impacted by our own CC. GREAT! another fun mechanic!
</p>

<p>
	in addition to all of this, he also has hard counters like spikeroot by causing him to kill himself practically instantly (Yeah like he wasn't good enough already)
</p>

<p>
	TLDR, the problem, every single dark mind requires disproportionate response in terms of power cost, even more so against the expensive tier 3 , making it very overpowered. The only way to kill a dark mind is by using 2 units, which means the response is disproportionate in terms of power cost.
</p>

<p>
	Dark mind counters all Melee and ranged units in the game who can't one shot him while costing less than 90 energy
</p>

<p>
	Why he has more hp than a drake? Why he does so much dmg? Why his effect is so strong? Why is he so cheap? Why he counters so many things? There's no other unit in the game like this.
</p>

<p>
	 
</p>

<p>
	Possible solutions: Increase energy cost, Don't allow shadow to sit with a dark mind in the back and let him bind power from the opponent unfairly, This will also not impact PVE. (100-120 power + honestly 100 is still too good but.. okay and keep stats the same)
</p>

<p>
	Reduce the HP, allow him to be killed easier, This will slightly effect PVE, And anyways doesn't tackle many of the issues
</p>

<p>
	Reduce dmg, Same problem with HP. 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Well this is getting to long, I wanted to get on about resource booster, but that's a subject for another day I guess. Though allowing the shadow player to have like a free well for 50 energy and that get void returned, whoever thinks is fair, i think needs to do some thinking. Possible solutions without effecting PVE is to reduce the hp of it to 500 so we can actually do something about it.
</p>

<p>
	Also they should make it not give void return Just like a well, Maybe it won't effect pve as much.
</p>
]]></description><guid isPermaLink="false">16582</guid><pubDate>Thu, 23 Apr 2026 17:42:36 +0000</pubDate></item><item><title>new free pvp-decks and a new guide?</title><link>https://forum.skylords.eu/index.php?/topic/12738-new-free-pvp-decks-and-a-new-guide/</link><description><![CDATA[<p>
	hello...   <span><span class="ipsEmoji">🙂</span></span>
</p>

<p>
	 
</p>

<p>
	<span>is it possible to update the pvp-guide and the free pvp-decks?</span>
</p>

<p>
	 
</p>

<p>
	<span>there have been so many chardchanges. is there nothing diffrent for tips and tricks? tierlists? etc.</span>
</p>

<p>
	 
</p>

<p>
	<span>how do you play your pvp deck? especially i am interested in pure shadow. i have a hard time at the moment.   -.-</span>
</p>

<p>
	<span>i am  bad player and i think i have not the best deck in many games. perhaps the wrong cards...?</span>
</p>
]]></description><guid isPermaLink="false">12738</guid><pubDate>Thu, 03 Apr 2025 09:08:53 +0000</pubDate></item><item><title>Battle Arena - Discussion Thread</title><link>https://forum.skylords.eu/index.php?/topic/12081-battle-arena-discussion-thread/</link><description><![CDATA[<p>
	Leave here your feedback and opinions on the PvP map <strong>Battle Arena</strong>, released on <a href="https://forum.skylords.eu/index.php?/topic/11917-patch-400048-21-september-2024/" rel="">Patch #400048 - 21 September 2024</a>.
</p>
]]></description><guid isPermaLink="false">12081</guid><pubDate>Tue, 01 Oct 2024 10:00:00 +0000</pubDate></item><item><title>lost dancer very stronk vs stonekin</title><link>https://forum.skylords.eu/index.php?/topic/11963-lost-dancer-very-stronk-vs-stonekin/</link><description><![CDATA[<p>
	Anyone has any idea how to counter her in stonekin T2? Seems oppressive cause you only have S-sized M counters or human stormsinger.
</p>
]]></description><guid isPermaLink="false">11963</guid><pubDate>Tue, 03 Sep 2024 09:47:33 +0000</pubDate></item><item><title><![CDATA[Updated: BattleForge PvP Guide - by Hirooo & RadicalX 2.0]]></title><link>https://forum.skylords.eu/index.php?/topic/8607-updated-battleforge-pvp-guide-by-hirooo-radicalx-20/</link><description><![CDATA[<p>
	<span style="color:#fcf7ee;"><span style="font-size:24px;"><strong>BattleForge PvP Guide - by Hirooo &amp; RadicalX (Last Update: Q1 2023)  </strong></span></span><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="fier9oj4x" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="color:#fcf7ee;">Hello and welcome! Since this has been requested for a while we made an update for the PvP 1vs1 deck preview Hirooo and I ended up writing more </span><a href="https://forum.skylords.eu/index.php?/topic/2486-battleforge-pvp-deck-overview-by-hirooo-radicalx%C2%A0/" rel=""><span style="color:#dbb057;">than 5 years ago</span></a><span style="color:#fcf7ee;">. The meta has changed since then, mostly due to recent balance changes and the introduction of brand new cards. We also expanded our matchup descriptions a little bit to provide some additional information and hopefully some useful tricks. With the official release of Skylords Reborn, free PvP decks were added to the game. They have replaced our previous "deck examples". </span><br>
	 
</p>

<p>
	<font color="#fcf7ee"><span style="font-size: 22px;"><b>Where to find the free PvP decks</b></span></font><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="fier9oj4x" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="color:#fcf7ee;">- Select the sword on the top right of the menu to select your 2 free PvP decks, see image below.<br>
	- Free PvP decks are fully upgraded decks, that can only be used in PvP. <br>
	- You can select two new decks every day, if you want to switch things up.<br>
	- You can freely swap around cards in those decks with cards in your collection to customize the decks to your liking. You can do this by clicking the tab in your inventory on the top left and changing General to Free PvP and vice-versa.</span><br>
	<br>
	<img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11098" data-ratio="9.94" data-unique="k1w7uvfpd" width="664" src="https://forum.skylords.eu/uploads/monthly_2021_12/image.png.c161ed870344d1f102c261b1948bc6a1.png">
</p>

<p>
	<br>
	<span style="font-size:22px;"><strong><span style="color:#fcf7ee;">What will you find in this PvP guide?</span></strong></span><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="fier9oj4x" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="color:#dbb057;"><strong>Here is what each of the sections in this guide contains:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>•</strong> </span><span style="color:#fcf7ee;">Regularly updated power rankings, followed by our top 3 deck recommendations for new players</span><br>
	<span style="color:#dbb057;"><strong>•</strong> </span><span style="color:#fcf7ee;">Basic deck descriptions where we point out major strengths and weaknesses and explain how to play and possibly adjust the presented free PvP decks.</span><br>
	<span style="color:#dbb057;"><strong>•</strong> </span><span style="color:#fcf7ee;">Comprehensive matchup discussion, sorted by favorable</span><span style="color:#fcf7ee;">, skill based and difficult matchups. </span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="fier9oj4x" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> POWER RANKINGS </font><span style="color:#dbb057;">]</span></span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">These rankings should give you a rough overview of the state of each deck on this current patch. Do not get discouraged if your deck of interest isn't rated highly. Any deck can perform well and with a good strategy or strong micro play you can overcome matchup dependent differences more often than not. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#10 Fire Frost (↓)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Currently the weakest deck on this patch, has rather unclear win conditions whenever shielded Skyfire Drakes do not dominate the matchup. Other decks that were previously considered weaker received strong buffs leaving Fire Frost a little behind. Due to the lack of faction cards Fire Frost solely relies on splash synergies whereas other factions have much more powerful carrier cards. Some strong new combos like Warlock + Core Dredge emerge, but fundamentally the faction is just less well rounded than others. That said, Fire Frost offers a very unique, fun and micro rewarding playstyle and can still be worth playing for that reason.  </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 4/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#9 Amii (↓)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">This might be a surprise for some as Amii received 2 new cards, which are both reasonably strong. The reason for Amii being listed low on this ranking is the Nightguard nerf combined with other faction buffs. Amii relied the most on Nightguard usage out of all Shadow splashes as the faction does not have a very powerful response to melee L-Units. You are forced to win at early T2 in almost any matchup. While some of the most critical counter decks are a little bit more forgiving now, Amii’s major weaknesses are maintained. The lack of both large and flying combat units makes Amii incredibly susceptible to strong AoE damage effects and limits the T2 scaling. It might be the hardest deck to execute as micro-managing a lot of low energy units non-stop is a tough task, but when mastered the deck is still absolutely viable with a lot of new tricks you can make use of. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 6/10</em></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#8 Twilight (↓)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">As Twilight is receiving numerous changes, this rating is rather preliminary and might change in the near future. Twilight units are getting more and more powerful, but do not entirely compensate for the faction's downfall compared to its old times (Fire Nature was considered top 3 before the first balancing changes). Melee unit dependency and hefty deck slot limitations made it harder to keep up with other factions that kept improving. Twilight Transformations add depth to the faction in late T2 nowadays, but this can be complex in execution. Twilight can still play with very high tempo and its late T2 pushes are one of the most rewarding ones in the game. Even though the deck’s performance is not at its prime we can still recommend learning it if you are interested, it will definitely pay off in the long run. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 6/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#7 Pure Shadow (↓↓)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">The biggest downfall compared to the last rating where the faction received a top 2 rating. Pure Shadow’s performance got worse in almost any T2 matchup. Major changes with an impact: Nightguard nerf, Burning Spears release, Twilight Crawler release and buffs, Parasite Swarm buffs, Creeping Paralysis buffs &amp; Tranquility release. Is pure Shadow a weak faction now? Definitely not! Even though Harvester is less dominant than before, the pure Shadow T3 still is one of the most flexible and powerful ones. On top of that the faction has a lot of deck building options and unique units creating leads throughout the game. Nether Warp’s playmaking potential is beyond crazy and in the right hands pure Shadow can still turn into the overly dominant faction we used to see in the past. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating 7/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#6 Pure Nature (↑↑)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Nature is on the rise. After taking the bottom spot in our last rating the recent set of changes turned out to be strong buffs overall and helped multiple nature players secure a position at the top ranks of the PvP ladder. With much more versatile tools to deflect attacks and buy time, the faction has seen a lot of improvements compared to when it was rated as the worst faction in the game. Energy Parasite might be the most micro intensive unit in the game as it is spammable and vulnerable, yet so valuable it will pay off in the long run. Great map awareness, strong micro and an easy to use L-unit make for a very well rounded and strong deck. The main weakness of this faction is its slow start as nature T1 is susceptible to high tempo play and pure Nature does not have the best defensive tools to balance this out at early T2. But once you gain control of the game, it will be hard to stop you. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 7/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">#5 Pure Frost (↑)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Frost probably has the most powerful T2 defense in the entire game. Strong counter units, endless building synergies and solid crowd control options can even compensate for power deficits. When fighting around your own wells and orbs, pure Frost has the potential to outtrade any faction in the game. It is very easy to well up and scale towards later gamestages when playing this deck, but it can be hard to obtain enough map control in the first place. Due to mobility restrictions and reliance on building synergies Frost can not cover great distances without losing out on combat power. Your enemy will be able to pick fights on his terms, block important positions on the map and disjointed units will easily be outmaneuvered. But through good unit control and resource management you can overcome this and maintain a compact defense until your Eagles get to strike back.   </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 8/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">#4 Pure Fire (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">This one streamer telling you pure Fire is bad is lying! Do not believe him, it is a deception! The faction has very dominant trading tools for combat on the ground. Firedancer is the best Siege unit to break a defender's advantage, Enforcer is overwhelmingly strong, Wildfire is extremely versatile and Juggernaut is a simple brute force siege tool, strong enough to win games on its own. No deck can leverage tempo leads as well as pure Fire does, which leads to a rating at the upper half of this list. On the downside the faction’s air control is still weak and combined with the lack of hard cc some factions can take advantage of this in T2. But pure Fire is a very powerful deck that performs perfectly fine regardless of your skill level. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 8/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">#3 Bandits (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Bandits remain to be the biggest winner of balancing changes ever since Phasetower/Mortar nerfs enabled more T1 options. The faction has a wide set of strong ground combat tools, powerful air control, reliable attacking patterns and solid defensive options despite the lack of hard cc. Unique mechanics like Bandit Sniper ability and a reasonable T3 scaling through tools like Bandit Lancer, Cultist Master or buffed Soulhunter round this up extremely well. Bandits is a versatile deck with little weaknesses to take advantage of. The faction scales fairly well throughout all stages of the game. But unlike the decks that are listed higher on this tier list, Bandits does not have this simple win condition you can use to break up evenly matched games. After various balancing changes Bandits is definitely not as oppressive and less powerful than it used to be, but it is still a great faction that deserves a spot in the top 3. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 8/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#2 Lost Souls (↑)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Lost Souls is just outright solid at every stage of the game, extremely powerful scaling. This makes it the most well rounded faction you can play. You have a plethora of counter tools, strong spell synergies and except for the lack of air units the faction has anything you would want from a good PvP deck. Lost Souls is the most stable deck in the game, but also a rather slow paced faction. It is harder to apply pressure throughout the early stages compared to more aggressive factions and you can leverage your tempo leads by welling up instead of attacking your opponent most of the time. This makes it easier to play compared to most other factions, but also limits its potential at perfect play. Overall Lost Souls mostly benefits from the decline of pure Shadow and Bandits and reclaims a top 2 position in the current meta. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 9/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>#1 Stonekin (-)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin is the best T2 faction by far. Stormsinger + Nature splash support is so good, it can either carry the deck by allowing big T3 scaling set ups or simply synergize with remaining faction tools in T2 to build up a constantly growing deathball. The faction does not have very clear weaknesses as they only emerge from slot limitations. The only issue to point out is the lack of burst leading to a minor weakness to equalize early tempo deficits when getting attacked by strong Siege tools (i.e. Firedancer). But with its overwhelming dominance across multiple matchups, this won’t stop Stonekin from defending its top spot this patch. </span>
</p>

<p>
	<span style="color:#fcf7ee;"><em>Final rating: 10/10 </em></span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> NEW PLAYER RECOMMENDATIONS </font><span style="color:#dbb057;">]</span></span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">If you are new to the PvP, it can be difficult to find out where to start. Usually the best way of learning the basics is by sticking to one faction you enjoy playing. Get to know your cards, matchups and improve step by step. Look up some content from veterans using your faction and most importantly, play the game even if the matches end up being very tough. You will naturally improve over time and after learning the basics PvP is so much fun and offers incredible strategic depth. For that reason I would highly advise to pick a faction that you enjoy playing, even if it's not rated super highly by us. Every faction (except for Fire-Frost) is can be viable at the highest level and if you like pure Fire for example, just pick it from the free PvP section and play it. </span>
</p>

<p>
	<span style="color:#fcf7ee;">For anyone unsure about which faction to pick, we will list our top 3 starter recommendations. This list will be updated with every patch to make sure it is not outdated and provides some basic information. We think the following factions will give an enjoyable experience for newer players while teaching you important game mechanics, but again it's more important that you have fun with the faction you are using. </span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">Pure Frost</span></strong><span style="color:#fcf7ee;"> </span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Frost wins a lot of matches through defensive play and strong air control. War Eagles are arguably your most powerful T2 unit, but due to their low mobility and inability to attack air, you need time and more units to protect them well in order to get something done. Overall you have a very well rounded deck with strong defensive mechanics and due to its reactive nature you are not force to perfom a lot of micro actions in oder to succeed. </span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Lost Souls</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Lost Souls offers a lot of versatility that usually makes it appealing for most players. The faction's core cards and mechanics can be understood rather intuitively and you have the tools to compete with other decks throughout every stage of the game. Lost Reaver + Lifeweaving can be a simple, but effective tool to attack in T2 and your late game scaling is rock solid. The high hp frost units synergize incredibly well with Shadow spells like Liveweaving and Nasty Surprise and with Tremor/Grigori you can overwhelm opponents at T3 almost effortlessly. </span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Stonekin</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin wins games by stacking up unit masses over time. Use your crowd control spells to win unit trades and add more pieces to your army step by step. With a lot of knockback tools the faction can be infuriatinng from ahead. Most mechanics are easy to learn, but hard to master. This faction is an ideal choice for players that don't like to follow a meta path and like to experiment with deck building. The majority of our free PvP cards could be replaced in stonekin and the deck would still be able succeed at any level (just keep the support spells, they are really great). </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="fier9oj4x" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> MATCHUP DISCUSSIONS </font><span style="color:#dbb057;">]</span></span></strong>
</p>

<p>
	<font color="#dbb057"><span style="font-size: 16px;"><b>Structure</b></span></font>
</p>

<p>
	<span style="color:#fcf7ee;">The following ratings will go from easiest matchup (1) to the hardest one (9) for each faction. In addition to that, the matchups are divided in 3 categories: favourable, skill based and difficult matchups. The matchup description with details and a rough gameplan follows afterwards.</span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> PURE FROST </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="avatar_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="10975" data-ratio="20.80" data-unique="9zcwwa3c6" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/avatar_smallest.jpg.3cdaacc8939d8cb1e3d7e5bee8072897.jpg"></span><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Frost is a very defensive oriented faction, that can be very dominant in close base encounters. War Eagles are one of the most powerful T2 units and with proper support they will provide full control of the game. Your various units are reliable and your scaling into late game is fantastic, but the deck often follows a slow playstyle limiting your options. In T1 the lack of a swift unit can get exposed, therefore you may have a lot of trouble acquiring map control. The risk of playing Frost is not as big as it used to be and with the introduction of buffed White Rangers/Mountain Rowdy there is a lot more variety making the deck interesting to play. You will be highly rewarded for learning this faction. Pure Frost dominates some decks, that are fairly strong in the current meta. Your T3 scaling is fairly solid with interesting deck building options, but late T2 air dominance is what makes this deck shine the most. </span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15254" href="https://forum.skylords.eu/uploads/monthly_2023_02/fr_fr.png.b8633ed631aca8b81697d4bba1dd08d0.png" rel=""><img alt="fr_fr.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15254" data-ratio="27.60" data-unique="4wnfru9xx" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fr_fr.thumb.png.3c0edfb8ec07fe3d95fbb5cfc503dd41.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">Favorable matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(1) </span><span style="color:#fcf7ee;">Pure Frost vs Pure Fire </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Used to be one of the most one sided matchups during EA times and still is clearly Frost favored at the T2 stage. Going even in T1 without taking too many risks is the way to go. Skyelf Templar, while being nerfed, still plays an essential role to establish air control, which is so important to attack pure Fire. With Skyfire out of the way, War Eagle can freely counter any M sized ground unit, which includes more than half of pure Fire’s arsenal. Be careful with using Area Ice Shield too early as Global Warming has been buffed and could counter massively. Rather try to time the spell  i.e. when a Skyfire projectile is in the air about to kill a War Eagle/Skyelf Templar. With a very controlled T2 you can dominate this matchup, but  you shouldn’t be overforcing. Upon establishing control with a strong Skyfire Drake split, pure Fire can either protect Firedancers for potent counter attacks or safely scale towards T3, where Juggernaut will outmatch you most likely. With Amii Ritual you can build a counter T3 though as the spell can block Stampede and buy time for Skyelf Sages to remove the Juggernaut before your wells and orbs get taken out. Then again pure Fire lacks tools to attack air as long as you split your units against backlash.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skill matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(2) </span><span style="color:#fcf7ee;">Pure Frost vs Pure Shadow</span></strong><span style="color:#fcf7ee;"> (↑↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">With Nightguard getting nerfed, you have the upper hand in this matchup now. War Eagle being less contested means pure Frost has better chances in various trading situations and can only be matched by Darkelf Assassins. With White Rangers getting buffed you also have a solid answer to them, as their ability punishes any reckless activation of Unholy Trance. Heavy unit spam can be deflected by mountain rowdy as the ability counters low hp ground units and the slow buys time to catch and out-micro your opponent. Harvester usually does not work against Lighblade + War Eagle + Frostbite. Stormsinger will always be a good addition into your unit mix and should establish full control in T2. Since most Shadow units are pretty cheap it will get harder to split them up later into the game, strengthening your AoE tools i.e. War Eagle scream is more efficient. Just keep in mind to avoid heavy unit stacking yourself, because Aura of Corruption counters low mobility single area attacks. Play around the high spell cooldown or split up your attack. Freezing units with Liveweaving is extremely effective, because the two damage reductions don't stack. A nice micro trick in this matchup is to cancel out War Eagle screams in order to bait out a Nether Warp dodge attempt. The T3 stage is rather dangerous since Frost relies on unit spam to finish the game, which can be hard countered by Voidstorm. The newly buffed Nox Carrier might be a soft counter to stalling base gameplay around Amii ritual.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><span style="color:#fcf7ee;">Pure Frost vs Lost Souls (</span></strong><span style="color:#fcf7ee;">↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">With nerfs to Nightguard, pure Frost tends to have the upper hand at T2 given that you don’t lose out on T1. Giving up a little bit of map control is fine as long as you have enough space to take a couple wells and don’t get locked out of T3 entirely. Lost Souls will mainly use Darkelf Assassins + Stormsinger + Frostbite in trades, which can be easily matched by Mountain Rowdy and White Rangers as long as you don’t run into a large tempo deficit. Taking extra wells is safe more often than not. Souls does not have any air unit, so try to get a good position for your War Eagle. Cliffs are ideal as they protect against the Stormsinger ability and also ensure an escape path whenever necessary. Be careful with putting too many resources into a single area attack though as a slow army will always be susceptible to an Aura of Corruption. Defending Lost Reaver is not a big deal due to Lightblade and War Eagle, but you still need to split against him as the Nasty Surprise combo can be devastating. In T3 both decks are fairly similar, but Lost Souls is slightly stronger here due to access to stronger spell synergies and the more flexible slot distribution usually leading to a bigger T3 investment overall. You don’t need to close games on T2, but building up a lead early on is advised.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Pure Frost vs Twilight </span></strong><span style="color:#fcf7ee;">(↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Twilight will be able to match and outmaneuver you on open ground as superior mobility and cheaper crowd control will allow your enemy to pick fights whenever he wants to. Skyfire Drake and Twilight Crawlers are fast and very dynamic units that can build up leads even though your units tend to be more stat efficient overall. The easiest way to get rid of mobility concerns is securing a close well position. Even if your slow units, especially the War Eagle, get outmaneuvered you can still set up powerful counter attacks and reinforce appropriately. Vileblood attacks can be defended with War Eagle and Lightblade, but are not to be underestimated once your opponent gets ahead. The siege damage is massive and will drain a lot of power for building protects or cc. You need to intercept any minor attack as early as possible, making sure you can weaken the attack as much as possible before it gets close for transformation. Always try to build up some Stormsingers count from neutral states as kiting works very well in trades against the melee unit heavy Fire Nature deck. Keep an eye on any attempt to play Breeding Grounds as the card generates ridiculous amounts of value. If you see it being used you have to be proactive in order to shift attention to another base quickly. If your opponent is forced to spawn at another base the Breeding value gets negated for some time. Ideally you get to punish the initial investment and take down a power well. On higher energy levels you start to outscale Fire Nature in T2. War Eagles are a dominant force and with enough power to protect them you will consistently win trades. Fire Nature has limited options to contest air units (Eruption, Gladiatrix, Skyfire Drake, Twilight Transformation). War Eagle beats Gladiatrix, Area Ice Shield can protect against burst combinations around Eruptions, so Skyfire will be the most dangerous unit to play around. If you have some cliffs for your Eagles, try to make use of them as Twilight Transformation does not function here. Depending on how many counters you have to establish air control (Gravity Surge, Defenders, Skyelf Templar), your life might be even easier in this particular matchup. Nightshade Plant transformations can be a major threat in T3, so consider playing for Skyelf Sage + Amii Ritual to block early tempo pushes. As Fire Nature often does not have deck slots for a large T3 your enemy will burn out of charges way earlier. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span><span style="color:#fcf7ee;">Pure Frost vs</span></strong><span style="color:#fcf7ee;"> <strong>Stonekin (</strong>↑<strong>)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Even though Aggressor can be quite annoying for your War Eagles the matchup got easier since Stone Tempest received some nerfs. Stonekin still has what it takes to prevent you from executing successful attacks. Stormsinger &amp; Spirit Hunters are fairly efficient against air units in the early T2 stage and the mix of building protects and cheap crowd control is always hard to overcome. Crystal Fiend might also play a big role in this matchup, shutting it down as quickly as possible needs to be high priority (Gravity Surge may be a very useful addition here). The constant healing over time can start a snowball that will be impossible to stop once you fall behind. Never take additional wells in early T2 without a good reason and try to scale slowly, because you might give your opponent an opportunity to play an uncontested Breeding Grounds, which almost always out-values an extra powerwell in slow paced matchups. Keep an eye on how many different cards your enemy uses in the T1/T2 stage. Stonekin often has a weakness based on slot allocation and it is important to identify which stage is the weakest. Some players might skip T1, others might try to play without a T3 to pressure you a lot in the mid game. If the energy level is high enough you can even overcome some power deficits, but you sometimes need to reconsider based on deck building whether it’s best to play for a mass War Eagle push in T2 or a T3 win.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6) </span><span style="color:#fcf7ee;">Pure Frost vs Fire Frost </span></strong><span style="color:#fcf7ee;"><strong>(</strong>↑<strong>)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup might be a little bit harder than you might expect initially. Skyelf Templar and White Rangers contest air units and War Eagle gets rid of any M ground units that might try to attack them (Icefang Raptor vs White Rangers, Gladiatrix vs Skyelf Templar etc.) . Overall Fire Frost has a limited amount of playable units and you have fairly solid answers to these options, even the famous Frost Sorceress + Skyfire Drake combo. Mountaineer can be easily matched by Lightblade after losing his M knockback as you can force him into shield mode whenever you want. Defenders can be a strong niche option to keep contesting air control in this matchup. While everything looks very good on paper up to this point, there is one thing Fire Frost can take advantage of. With lots of slow and high health units the unit count during skirmishes is very high in this matchup making Coldsnap + Warlock a deadly combo. If a buffed Skyfire dodges your Coldsnap and the enemies one hits, you are in serious trouble. Also never use Mountain Rowdy against Warlock as the self freeze will also trigger the damage amplification. On top of that Warlock will also ensure superior T3 scaling, where Timeless One provides endless access to the Freeze mechanic. Combined with some high energy scaling T3 unit (i.e. Core Dredge) you will have a very hard time matching this. This is why a good unit split against Coldsnap in mid T2 will often make the difference between winning or losing this matchup. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7)</span><span style="color:#fcf7ee;"> Pure Frost vs Pure Nature</span></strong><span style="color:#fcf7ee;"> </span><strong>(↑)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Frost Mage spam is not as oppressive in this matchup anymore, but can still win the game at the early stage. The strategy is still very powerful against Nature T1 on small maps and strong enough to rush greedy fast T2 attempts. Ghost Spears and Spirit Hunters are useless against knockback without cc support and Deep One gets kited against Frostbite. If you manage to get a critical amount of units (7+ Mages) while being close to the enemy's base you are set up to win. Try to stack your army to avoid getting caught and isolated by ensnaring roots and slowly push forward. Nature can shut this down by playing a very aggressive early game which confines you at your base. This is especially annoying on large maps. Try to snipe overextended units with Frostbite or Glyph of Frost to shut this down. At T2 the matchup got better for you considering Mountain Rowdy is another strong L counter for Deep One with a strong ability to shut down supported attacks. White Rangers also add strong defensive capabilities that allow you to defend every kind of attack. Your absolute main priorities need to be never letting an Energy Parasite reach your Power Wells and never allow a Parasite Swarm take over one of your L units. This is still true if it means you have to take bad trades. Investing a Coldsnap for one Energy Parasite is still 10 times better than allowing him to use the ability. Usually Stormsinger + Frostbite are your main counters, add Gravity Surge to your deck if you keep struggling. Also sacrificing L units is much better if you can not prevent a Parasite Swarm ability from getting through anymore. It is more likely to lose to nature's energy manipulation than getting overwhelmed in trades even with some energy deficits. Whenever you manage to defend successfully you can transition into counter attacks. Nature is fairly weak at defending, especially if you can split your low cost units well against crowd control. With Area Ice Shield support you can quickly opt into a well focus. Whether T3 can be used as a win condition solely depends on whether you have a solid XL unit in your deck or at least some sort of counter for Parasite Swarm. Otherwise the nature player could stay in T2 for a very long time and just zone/take over your T3 units. Energy Parasites get even more annoying because you don’t want to play a lot of Stormsingers after investing power into your T3 orb. Skyelf Sage might help, but is also rather expensive. Therefore, keeping the 250 energy for stronger T2 attacks could be the better move here. </span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">(8)</span><span style="color:#fcf7ee;"> Pure Frost vs Amii </span></strong><span style="color:#fcf7ee;">(↑↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">With Nightguard being removed, Shadow Nature can not be considered a hard counter to pure Frost anymore. Mountain Rowdy and White Rangers are strong defensive tools to shut down the early aggression Amii is known for and with superior high energy scaling this might be enough to turn the tides in this matchup. A combination of Darkelf Assassins and Amii Paladins still functions dangerously well and needs to be respected when playing on 3-4 wells early on. But if you keep sufficient map control you will be able to endure these attacks and slowly scale up. Make sure to play around the Amii Paladins active ability as a reflected War Eagle scream might be devastating. The level of early pressure you need to deal with is highly dependent on player proficiency, much more than in other matchups. In late T2 War Eagles control the Battlefield, but you usually won’t be able to attack as Aura + CC is very strong and small unit attacks get shut down by Amii Phantom spam. You should be able to reach a good T3 transition, where Amii Ritual will be a key card to defend heavy Cultist Master attacks. Fortunately the spell counters Evocators Woe making your defense very reliable. A niche counter option to decimate any attempt of Cultist Master stacking would be Frost Shard. Timeless One handles any small scaled attacks. Buffed XL units like Brannoc will be weak against Coldsnap + Lightblade taunt granting ideal set up for a late game win once charges start running out.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Difficult matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(9) </span><span style="color:#fcf7ee;">Pure Frost vs Bandits</span> (-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Bandits arguably have the best tools to remove War Eagles from the map entirely making it the best deck to pick into pure Frost. Windhunter is an excellent L counter and combined with well splitted Darkelf Assassins pure Frost starts to struggle a lot. Your advantage lies within your reliable trading tools and strong defense. Fortunately Bandits do not have the strongest Siege units and need to get ahead to make good use of Rallying Banner attacks. This gives you a chance to play very defensively and stall games out until reaching T3. Stormsinger and White Rangers might be enough to play a safe mid game to then win through good trades around your crowd control or T3 scaling. Mountain Rowdy (purple) is a great counter tool to large rallying banner attacks. Counterpressure into the Minefield/Bandit Sniper combo will be extremely difficult though. If you can slow down the game and play a very controlled match you might have the upper hand. With little ways to trade into stacked Windhunters you somewhat rely on your opponent making a mistake in order to stabilize though. The T3 pattern is fairly similar as Bandits have the tools to play faster and aggressively, whereas pure Frost wants to slow down and scale into T3. Amii Ritual will be very helpful to buy time against split attacks and Frost Shard might be a card worth considering for this matchup as it counters Rallying Banner + Cultist Master spam. Soulhunter might be hard to trade against unless you play Skyelf Sage, make use of your building protects and cc tools including Lightblade. If you manage to drag out the game in T3 you should win in the long run. </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> PURE FIRE </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="sunderer_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="10976" data-ratio="20.80" data-unique="p1p9do2gm" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/sunderer_smallest.jpg.f0126279eab92cfcee572f8c2c3e1e97.jpg"></span><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">If you want a deck with offensive strength, this deck provides it. Crazy dps units &amp; spells and an immense siege potential with Firedancer. In addition to that pure Fire has one of the best T3 units also known as Juggernaut, which makes closing out games seem quite easy. Your downside is the lack of deck variety and limited air control. The amount of viable cards is insanely limited and you end up with a fairly predictable set up. On the other hand a very clear deck structure allows you to focus on improving your execution and micro management, especially in T2. Strategic matchup approaches are not overly complex and learning the faction in a reasonable amount time is possible. In many matchups you attack with the same unit setup (2x Enforcer, 1x Fire Dancer, 1x Skyfire), which is simple but effective.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15255" href="https://forum.skylords.eu/uploads/monthly_2023_02/fi_fi.png.0b2f8fd019370996fd23542555c448db.png" rel=""><img alt="fi_fi.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15255" data-ratio="27.60" data-unique="00deohyfp" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fi_fi.thumb.png.406f77906eec0e1f649bfc09a4344af7.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">Favorable matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(1) </span><span style="color:#fcf7ee;">Pure Fire vs Stonekin </span></strong><span style="color:#fcf7ee;">(↑↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">The release of Burning Spears relieved a lot of pressure in this matchup. You don’t have to trade with M-units into Stone Shards anymore and with their steadfast passive the Burning Spears are extremely reliable against the knockback centric Stonekin deck. Your opponent now has to fall back to Stormsinger/Spirit Hunter + Root or Stoneshard spam, which can be outscaled rather quickly. With a certain energy level or a tempo lead, pure Fire will take over, because Firedancer can always force the Stonekinplayer away from his power well, making him lose the defender's advantage. A unit mix around Enforcer, Burning Spears and Skyfire Drake supported by the strong AoE damage spells will always come out on top in this situation. A high energy level is usually helpful for you. If the game reaches T3 and your opponent tries to play Stone Warrior (blue) + Timeless One against your Juggernaut, try to disenchant the Stone Warrior ability mid air. At this rate the ability cast goes through, enemy loses energy, the ability goes on cooldown, but you don't receive any damage. With Stampede being this powerful, snowballing is not a problem.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(2) </span><span style="color:#fcf7ee;">Pure Fire vs Amii </span>(-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Amii solely relies on small and medium low hp ground units to trade and apply pressure. The powerful AoE spells like Lavafield &amp; Wildfire can shut this down, which is almost the entire story of this matchup. The only unit capable of contesting the Fire army are Amii Paladins. The unit trades well into your M-units and can reflect Wildfire damage if timed properly. You need to kite them well, play around the high ability cooldown and wait until energy level rises. Lavafield gets more and more valuable over time as the spell is expensive in the first place and the high damage cap automatically adds late T2 scaling. Amii can’t diversify its unit composition, because the faction has no access to flying/large units. A slow and methodical early game usually is the best way to approach this matchup, because Amii spikes very early while falling off in later T2 stages. Getting to this position without a deficit is usually winning, because Amii lacks the tools to stop powerful Rallying Banner attacks. With little threats to your Firedancer the enemy has to walk up to you instead of playing around his base. This often exposes units that can be picked off by an Enforcer. Whereas Tranquility is not very relevant in this T2 matchup, it can be a big nuisance in T3. The spell can force out your disenchant, creating a positive trade and indirectly strengthening the threat of all remaining cc spells and buffs from Amii. Brannoc with Surge of Light and Lifeweaving support will beat Juggernaut in a direct encounter as a result. So either try winning on T2 or ensure reaching T3 with a clear tempo lead so your Juggernaut can strike first.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><span style="color:#fcf7ee;">Pure Fire vs Lost Souls </span>(-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Fire performs fairly well into Lost Souls. Enforcer is superior to Nightcrawler/Stormsinger and Firedancers are really hard to remove. This gives you a solid advantage in open field trading as well as siege scenarios. L units are the only ones that are difficult to deal with. Mountaineer &amp; Lost Reaver can apply a solid amount of pressure and also synergize well with Live Weaving. But with well timed disenchants and good uses of wildfire you can deflect these attacks without losing a powerwell to then start a powerful counterattack in return. In this particular matchup it's extremely important to always consider the potential impact of Nasty Surprise. It is the most disruptive spell Lost Souls can use against pure Fire and if you get caught off guard it might turn the tides in this matchup. At higher void levels you will start rolling over your opponent due to damage ramping up and overloading building protects. In T3 Juggernaut may be the best tool in the game to break through a Timeless One defense, so scaling is on your side as well.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skill matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Pure Fire vs Pure Nature </span></strong><span style="color:#fcf7ee;">(↓) </span>
</p>

<p>
	<span style="color:#fcf7ee;">The nature matchup got more difficult than before. Parasite got added into the mix and needs to be respected as it is another tool capable of attacking heavy usage of Skyfire Drakes. You can always Disenchant the Parasite or counter with Ravage as long as no damage sources are around. The green Disenchant is recommended here, because it does not only remove the Parasite Spell, but also can grant immunity against other poison effects or Mind Control. Parasite Swarm always needs to be defended, because an unbound Skyfire Drake with Nature spell support is scary. Your overall gameplan didn’t really change. A short and aggressive T1 leading towards a low void T2 usually is the best way of controlling the game pace and preventing fast scaling. Once you win a trade you can try to push towards your opponent's power well immediately with a Rallying Banner set up. Firedancer &amp; Enforcer convert tempo like no other faction, but with Creeping Paralysis there is another tool you need to play around in order to get consistent results. The cc duration is very long and might enable a successful well repair, but you often get to dodge the spell due to its long animation. Nature can win at a high energy point by snowballing with Deep One + Spirit Hunter setups that are still fairly hard to counter once there is enough power for heal-spam support. HP nerfs to Deep One and the Burning Spears delay this scaling point fairly well, but do not prevent it entirely. Always keep a good unit split due to the high amount of cc spells from pure Nature.If you can’t avoid high energy counts, you need to try winning through T3, because Juggernaut is still unrivaled in this matchup.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span><span style="color:#fcf7ee;">Pure Fire vs Twilight </span>(-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">A pretty specific matchup, but not too complicated to learn. At the early T2 stage Twilight Minions + Skyfire Drake is really hard to beat, because your own Skyfire Drakes get oinked and die without dealing damage at all. Twilight Minions are M Counters and stronger on a low void base than Scythe Fiends. Vileblood can be matched with Burning Spears partially, but crowd control can buy enough time to put pressure on your power wells. With energy level rising you'll have an easier time, because pure Fire will be able to match air control once Skyfire + Oink can be countered by an immediate double Eruption (155 power vs 150 power). Skyfire charges are also limited at 8, so keeping track of that might create further opportunities to win. Burning Spears trade stat efficiently into any Twilight unit except for the Crawlers. This makes them very strong considering Twilight lacks ranged units to kite them properly and Crawlers can be annihilated by an Enforcer. With Wildfire support on top of this you will win trades on the ground. Scythe Fiends can also help leveraging tempo fairly well and T3 is Juggernaut’s playground.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6) </span><span style="color:#fcf7ee;">Pure Fire vs Bandits </span>(-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Bandits can be a tough opponent due to its strong T2. With the tremendous buffs to Windhunter, your Skyfire Drakes lose a lot of value in this particular matchup. Gladiatrix will be an essential tool to burst down Windhunter in combination with Eruption and it is extremely important to disenchant Life Weaving that could block this combination. Bandits can build up incredible pressure even with small leads, so there might be a reward for playing a risk aversive early game in order to prevent a T2 snowball. Winning a trade against Bandit Spearmen and Windhunter in early T2 is fairly unlikely, but with Burning Spears you can at least prevent straight well focussing. If you get into a position to counter attack, look to play around close base attacks in order to utilize the high attack range from Firedancer. Saving the 50 power from Rallying Banner can make a big difference. If you manage to withstand the early attacks and trade evenly until T3 the game is almost won. Juggernaut will be unstoppable as he outtrades the Soulhunter as well as the Bandits Lancers with ease. Just make sure you don’t run into an Aura of Corruption with Stampede on cooldown.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Difficult matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(7) </span><span style="color:#fcf7ee;">Pure Fire vs Fire Frost </span></strong><span style="color:#fcf7ee;">(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">This entire match up comes down to surviving against the Skyfire + Frost Sorceress combo. It converts leads really easily and almost always comes out on top in trades. Stormsinger adds up to a really good unit mix that pure Fire will struggle against. Once you lose some of the open field trades, the snowball will be hard to stop. As the pure Fire player you want to play really passive early on to survive with the help of undazed respawns and more space for good unit positioning. Ideally you get to expose the Shield Sorceress and hunt her down with an Enforcer. The shielded Skyfire Drake can be disenchanted by Gladiatrix to allow bursting it even if it’s not entirely energy efficient. Global Warming can also be helpful in this matchup. A nice little trick to ensure better positions in this matchup is to extend your T1 and take as many power wells as possible during this stage. The Fire Frost player does not have the best tools to force an early T2 (very expensive set up and no cheap siege tools) and even then you could play T1 vs T2 for quite some time. This allows you to invest more power into your economy instead of getting a rather low value T2 very early. Once you get tempo at the late T2 stage or manage to break skyfire charges at any given point, pure Fire will roll over. Frost Sorceress will be too vulnerable without a Skyfire protecting her and units get bursted before the shield cast goes through. T3 also ends up being clearly in your favor. Fire Frost has no tools to fight against Juggernauts in T3, which can be very important on large maps that allow uncontested tech ups.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8) </span><span style="color:#fcf7ee;">Pure Fire vs Pure Shadow </span></strong><span style="color:#fcf7ee;">(↓) </span>
</p>

<p>
	<span style="color:#fcf7ee;">This is mostly a retrospective rating adjustment and not the result of any actual changes. We moved pure Shadow into the section of difficult matchups as we agreed that pure Shadow is just way easier to execute in this particular matchup. Burning spears might prevent a Harvester from turning games on its head, but you still can’t just sit back and wait for the Shadow player to make the first move. You are on a timer as removing Harvester power efficiently is not very likely. T3 is pretty hopeless either because Voidstorm can hard counter Juggernaut and even Netherwarp can stop stampede from destroying your base. This leads to a position where you need to create a substantial advantage at the T2 stage. You need to move out of your base and break the defender's advantage. With proper execution this is possible because of your superior trading tools, but any misstep might result in your opponent stabilizing until the first Harvester can be played. An approach to shut this concept down is to set up a Rallying Banner attack next to the enemy's base without committing entirely. You need to hover around the enemy’s base with a Firedancer, forcing the Shadow player to respond and push her away from his well. You can then summon Enforcers to protect your position and bait out further reinforcements. Your enemy either binds power into many units that can be countered by a Lava Field at some point or has to leave his base, losing the defender's advantage of spamming undazed Shadowmages safely around the power well. In both situations Harvester timings get delayed, which is good for you. Once you win a trade, you can just add pressure until you can steamroll with an Enforcer spam. A very useful micro trick here is using the Enforcers to dodge Shadow Mage attacks. During the charge animation they can outrun a shot consistently (try practicing this one in the Forge). If you dodge the first shot, your charge goes through allowing the Enforcer to win the 1v1 against the shadow mage without taking any damage.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9)</span><span style="color:#fcf7ee;"> Pure Fire vs Pure Frost </span>(-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Even though this matchup is listed as the most difficult one for a reason, the level of pure Frost’s dominance is greatly overestimated in this matchup. Pure Fire has a very clear win condition in T3 and by making good use of tempo and defender’s advantage in T2 it is possible to reach this stage uncontested more often than you might think. If you carry Global Warming in your deck, your chances are even better. Overall it is important to play very defensively in T2 and avoid playing units that do not help you contest air control. Try to use Skyfire Drake against War Eagle and Gladiatrix against Skyelf Templar. Everything else is micro dependent. Your units are weaker in direct combat, but more mobile and you have more tools to retreat and reinforce around your own structures. After acquiring multiple units, always try to split your Skyfire Drakes against crowd control. Eruption can be used to add some extra burst, but don’t get baited into an Area Ice Shield. Try to keep as much distance from your opponent as possible as pure Frost is significantly weaker on open fields. Do not take any close wells and do not take risks like taking more power wells after winning a small trade. This will mitigate the pressure across this critical game stage. If you manage to outtrade your opponent heavily it’s better to counterattack and apply pressure by adding a Firedancer to your units mix. She can keep her distance from War Eagles and is easily protected by your army unlike the other melee units in your T2. If the Frost player starts switching to heavy ground unit support, you can always add a Rallying Banner later and run them down with Enforcers. If you trade well enough, you might get a shot of beating your opponent at late T2 or simply enable a T3 transition, where Juggernaut can take over. Considering you often want to take T3 before your opponent, Backlash can be extremely helpful whenever the Frost player decides to play extended T2 vs T3.</span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> PURE NATURE </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="ManaWing_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="10977" data-ratio="20.80" data-unique="mzbaabigg" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/ManaWing_smallest.jpg.bede70fc528777be5de11b3a438c9d0e.jpg"></span><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Nature might be the most skill expressive faction in the game as it has an endless amount of tools you can make use for micro and macro oriented playstyles. The deck has very strong crowd control and trading tools. With Energy Parasite there is a unique mechanic of generating resource advantages without setting up siege attacks in the first place. This leads to a fairly unique playstyle none of the other factions can offer. On the downside you lack defensive capabilities since nature does have limited access to defend its power wells, especially from a power deficit. High tempo attacks will always end up problematic. In T3 you have decent scaling since Parasite Swarm scales super well into the higher tech stage. Creative deck building can also be rewarded. With various tools like Mumbo Jumbo, Tunnel, Rootnetwork or even Enlightenment you can quickly adjust the deck to your personal playstyle and surprise opponents.  </span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15256" href="https://forum.skylords.eu/uploads/monthly_2023_02/na_na.png.6c30a107e6ef34ddcc9d719a30e3dfe9.png" rel=""><img alt="na_na.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15256" data-ratio="27.60" data-unique="1m8zrwl31" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/na_na.thumb.png.3e994cb37da0db6cc31f59e78c67049e.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Easy matchups:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(1) </strong></span><span style="color:#fcf7ee;"><strong>Pure Nature vs Fire Frost </strong></span><strong>(</strong><span style="color:#fcf7ee;">↑</span><strong>)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup is solid for you. Pure Nature is a soft counter to Fire Frost, since it's able to trade well into its units during the early stage of the game and in addition to that Parasite Swarm is a huge threat for the buffed 100+ power cost units. Fire Frost needs to establish good trades by using Stormsinger and Icefang Raptor (which got better after it received a mobility buff), which is something you can shut down especially after Ghostspears received stat buffs. Energy Parasite can always cause some trouble even though you probably won't get to use the ability too often against Skyfire Drakes, but you can slow down the tempo to safely scale up to the later game stage where Deep Ones are available, which guarantees successful trades. With Parasite against unsupported Skyfiredrakes there is more room to play out the game from ahead. In T3 you can close games fairly well even against Timeless One defense as pure nature has access to strong game finishing tools.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Skill matchups:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(2) </strong></span><span style="color:#fcf7ee;"><strong>Pure Nature vs Amii </strong>(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Nature gained a lot of power in this particular matchup. Nightguard dropped down in priority and as she used to shut down Deep One entirely, this is a blessing for pure Nature. With increased cost and Parasite as a strong tool to target her, you can overcome the strong early phase of the Shadow Nature deck and outscale comfortably. You need to respect the strong Amii tempo play on low energy count (Motivated Burrowers, Darkelf Assassins/Amii Phantom + CC), but with Energy Parasites pressure and even stronger crowd control tools you can stabilize more often than not. Creeping Paralysis will buy enough time to keep your Spirit Hunters safe and establish Deep Ones on the board. With more energy income nature will win out on trading and reach a position for a strong counter attack. Attacking on low unit counts is not advised as Tranquility is extremely powerful on low energy levels. On T3 the decks are rather evenly matched with a slight edge to Amii, but this also depends on deck building. That said this matchup usually ends beforehand, because both decks are good at applying pressure and none of them is built to ensure late game scaling.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(3)</strong></span><span style="color:#fcf7ee;"><strong> Pure Nature vs pure Shadow </strong>(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">After recent changes Parasite Swarm reduced Harvester pressure, making Rogan Kayle less mandatory for this single matchup (full duration oink -&gt; rogan kayle ability -&gt; full duration oink still works though). This opens up more freedom in your slot distribution and you can build the deck more towards your preferred choices. The shadow matchup doesn’t change dramatically as a result, but you will get more consistent results against other decks. For Shadow in particular Deep Ones are still solid, but with buffs to Knight of Chaos and nerfs to Nightguard it is less snowbally. Energy Parasite needs to be used carefully since Shadow Mage can one shot them, but on the other hand you can force mage spawns far away from map relevant positions and abuse the fact that they are much slower than your Energy Parasites. Your trading tools are solid and Creeping Paralysis can be very strong against the slow Shadow Mages. Root + Parasite can be useful against unitstacking. But you need to outmaneuver the Shadow player at some point in T2, because Voidstorm scaling is really powerful. T3 definitely goes in favor of pure Shadow and puts you on a timer. You could play a T3 with Abyssal Warder here as a niche soft counter to Voidstorm, but he would be less effective in other matchups.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(4) </strong></span><span style="color:#fcf7ee;"><strong>Pure Nature vs Lost Souls </strong></span><strong>(-)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Nature does pretty well against Shadow Frost in T2. If you don't lose tempo during the T1 the odds should be in your favor generally speaking. Energy Parasites can generate a huge amount of pressure and if you micro them very well you are in full control of the game pace. Ghost Spears &amp; Spirit Hunters beat the core trading units in Souls, but make sure you don’t get picked off by Frostbite. After acquiring a power lead you can use Deep One &amp; Burrowers to attack the enemies economy. Nightguard is no problem anymore since her costs have been increased and the recently buffed Parasite can remove her reliably. Try to split up your army and attack multiple areas to play around Aura of Corruption. Surge of Light is your main tool to keep up pressure for an extended time and will give you a change to overload building protections. It is very powerful, but keep in mind you immediately run out of steam once Surge of Light charges are gone. There are different gameplay options in T3, but against Lost Souls building around Mutating Maniac and Nightshade Plant can really help. Without an appropriate XL counter Lost Grigori might cause you trouble.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(5)</strong></span><span style="color:#fcf7ee;"><strong> Pure Nature vs Pure Frost </strong></span><strong>(</strong><span style="color:#fcf7ee;">↓</span><strong>)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">The dynamic between pure Nature and pure Frost has changed to some extent. War Eagle dependency in T2 is much lower nowadays, because Frost received more tools to trade. This reduced Parasite Swarm’s hard counter function within pure Nature. Unpunished Frost Mage spam can be hard to deflect in the early game even though T2 + Creeping Paralysis is offering a newly buffed tool here. You need to neutralize this strategy by playing a very aggressive early game with your Swift unit, which is snowballed by a Shaman spam. The constant free healing will be a major threat as frost lacks burst early on. Use your mobility advantage to confine the enemy in his base. To contest Shaman healing other units than Frost Mage will be required, allowing you to delay the critical Frost Mage stacking as long as you keep up the pressure. In an ideal scenario your opponent over invests into mages and loses the game right here. But keep in mind that stacking T1 M units in this matchup might be heavily punished if your opponent finds an opportunity to take T2 and clear your army with War Eagles. In T2 you have to make use of Energy Parasites to force Stormsinger spawns far away from any potential fighting area. Frost is much better at trading around its own structures with various counters to everything your T2 has to offer (White Rangers, Mountain Rowdy, Stormsinger, Lightblade etc.). Use the terrain to get a mobility advantage and also sync up your Energy Parasite movements with the rest of your army. This forces a choice where your enemy either trades with less energy or allows the Energy Parasite to use its super powerful ability. Ideally your opponent gets mentally overstrained and messes up on both ends. Against War Eagle Parasite Swarm still works very well. Try to hover around cliffs as flying units will be immune to any sorts of Gravity Surge at those areas. Deep One spam is weaker than before, but still very potent. in T3 you can use Nightshade Plant to break through Timeless One defense, making high energy games less concerning especially considering the extra value Parasite Swarm generates against T3. Just keep in mind that you are not allowed to waste too many healing charges early on as your T3 heavily depends on Surge of Light.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6)</span></strong><span style="color:#fcf7ee;"><strong> Pure Nature vs Bandits </strong>(↑↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">While listed as the worst matchup previously, the T2 interactions changed drastically. Deep One is not a beast anymore giving nature a much more reliable counter to Bandit Stalkers. Ghostspears and Spirit Hunters have been fairly vulnerable to Bandit Minefield in the past, but Deep One can easily move out of the radius and pull one of his enemies away from your wells negating the zoning effect entirely. Energy Parasites can apply constant pressure, especially if you prevent your enemy from getting the map center, to slow down Bandit Sniper. If you make good use of nature's skill-expressive tools you should be slightly favored in T2, because Creeping Paralysis &amp; Hurricane are an excellent way to shut down Rallying Banner + Darkelf Assassins. Strong AoE damage tools like Thunderstorm or Mutating Maniac can stop heavy Bandit Lancer/Cultist Master spam. If your deck can handle the pressure from Soulhunter, you are set up to win. While nature favored on perfect execution, Bandits late T2 pressure can still be extremely difficult to deal with and always needs to be respected.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(7)</strong></span><span style="color:#fcf7ee;"><strong> Pure Nature vs Pure Fire </strong>(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">While still challenging, pure Fire can be dealt with nowadays. Parasite is a new tool in your kit to attack Skyfire Drake spam at power limit and Creeping Paralysis can be used frequently to catch Firedancers and Enforcers off guard. You need to focus on trading well through the early game, because you are not allowed to fall behind ever. Fire can take down your wells very quickly, but as long as you get to diminish the pressure from Fire’s strong Air control you will be able to scale. Deep One + Spirit Hunters is a very strong trading combo, because Deep One can draw a lot of attention, enabling Spirit Hunters poisoning all the counter units constantly. Don’t tunnel on power wells, because the damage from Burning Spears &amp; Wildfire can’t be ignored. Try healing up your Deep One right before it drops below 300 hp unless you know your enemy already reached his power limit. You might bait greedy enemies into wasting an Eruption. Don’t spam too many units at one area to avoid Lavafield value and use excess energy for spell support, split attacks or Energy Parasite distraction. Another option of winning this matchup would be a successful Parasite Swarm swap. You can’t rely on it, but getting an unbound Skyfire Drake is close to game over. In T3 Fathom Lords can be really solid trading tools, but they can not outpace Juggernaut so do avoid T3 if possible. You can make use of another trick here though and add Mumbo Jumbo to your deck. Juggernaut often walks alone and the spell can take his ground presence away, making it impossible to disenchant any cc spells.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(8) </strong></span><span style="color:#fcf7ee;"><strong>Pure Nature vs Stonekin </strong>(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin slowly outscales pure Nature during t2 as Stormsinger stacking is more effective compared to other Frost splash matchups since Stonekin has the nature cc sources to support them against Ghostspears, Spirit Hunters or Deep One. With Crystal Fiend support this used to be unbeatable, but you can potentially remove the unit with Parasite nowadays. Burrower spam also is less of a problem unless you are behind considering Creeping Paralysis can buy time with its long cc duration. Even if it’s dodged the spell can force Burrowers to move away from power wells making them susceptible to Ensnaring Roots. But as you won’t win through normal unit trading it all comes down to Energy parasite micro to generate power leads. Deep One pressure, Parasite Swarm swaps, cc chains etc. can work, but only if you get ahead. In T3 Mutating Maniac can be a game changer as the poison cloud is a lot cheaper than before, which allows you to counter heavy unit stacking more efficiently. Overall the matchup is still stonekin favored, but only to a lesser extent.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Difficult matchups:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(9) </strong></span><span style="color:#fcf7ee;"><strong>Pure Nature vs Fire Nature </strong></span><strong>(</strong><span style="color:#fcf7ee;">↓</span><strong>)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup got more difficult than before. Deep One lost some of its hp as a compensation for the buffs Nature received across the board and Fire Nature benefits the most from that power shift as the faction has solid counterplay to Pure Nature's newly buffed tools. Burrower/Twilight Crawler + Skyfire is the most mobile set up to create pressure on the map and Creeping Paralysis gets outmaneuvered. Parasite can be helpful against Skyfire Drake, but with Disenchant you can’t guarantee a removal, because unlike in the pure Fire matchup Fire Nature usually saves up power for spells instead of investing everything into the initial unit set up. Slaver can stop Deep One in its tracks and has dangerous burst potential with the 450 damage passive that can be triggered any time. Again, Mumbo Jumbo is a potential gamesaver. As Fire Nature often doesn’t invest too much power into units during an attack you often face 1x Burrower + 1x Skyfire attacks. This can be countered by Parasite Swarm + Mumbo Jumbo on the Burrower denying ground presence for a Hurricane. Your opponent has to sacrifice the Skyfire or even allow the swap, which  would be a game changing trade with how powerful unbound units are. T3 is extremely risky, because Fire Nature has more flexible options in terms of summoning the Nightshade Plant. </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> SHADOW NATURE / AMII </font><span style="color:#dbb057;">]</span></span></strong><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="10974" href="https://forum.skylords.eu/uploads/monthly_2021_12/amii_paladin_small.png.621ebb9bc23fec885df71082e5b59dd2.png" rel=""><span style="color:#fcf7ee;"><img alt="amii_paladin_small.png" class="ipsImage ipsImage_thumbnailed" data-fileid="10974" data-ratio="19.50" data-unique="sg45scjcf" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/amii_paladin_small.thumb.png.369d4eb21878f57e6caa7a67ed728f31.png"></span></a><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Shadow Nature is my personal favourite deck. It rewards proactive and aggressive gameplay during the early game and it's playstyle is really fast paced. You've got no L-unit to rely on in offense, neither do you have any building protects or high defensive capabilities. Your strength lies within strong split attacks and aggressive open field skirmishing by combining the powerful shadow splash units with the cheap nature crowd control. At later T2 stages the deck doesn't offer as much as most decks, but you can still rely on a very solid T3 to close out your games once you managed to get ahead.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15257" href="https://forum.skylords.eu/uploads/monthly_2023_02/sh_na.png.b390281e45e9db6893e4125ed1ef13af.png" rel=""><img alt="sh_na.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15257" data-ratio="27.60" data-unique="m46vmzw9t" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/sh_na.thumb.png.f77b826530665ed4ebe1c1b4df0ca4fe.png"></a>
</p>

<p>
	<span style="color:#dbb057;"><span style="font-size:16px;"><strong>Alternative deck</strong></span></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15258" href="https://forum.skylords.eu/uploads/monthly_2023_02/na_sh.png.b325e2c6f05f30568ff237ca1e644384.png" rel=""><img alt="na_sh.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15258" data-ratio="27.60" data-unique="fsagton36" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/na_sh.thumb.png.44d8bff41ff0d456b03026b9e7952856.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">[Reminder: Amii Paladins just got released, so some of these matchup impressions might change a little bit based on how well the unit performs - I will update the overview during the process]</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Favorable matchups</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(1) </span></strong><span style="color:#fcf7ee;"><strong>Amii vs Lost Souls </strong>(-) </span>
</p>

<p>
	<span style="color:#fcf7ee;">Amii has been known as a specific counter for Lost Souls for a long time and this functionality has not changed. Whereas both factions have almost the same set of core units, Amii has much more effective crowd control. This leads to distinctive advantages in trades. Your early T2 is clearly superior and you can set up constant pressure to a point where your opponent gets overwhelmed. The best way to snowball an advantage would be to activate frenzy on multiple Nightcrawlers at different bases and overload building protects with a well timed Motivate. Ideally you look for a timing where Coldsnap is on cooldown. In mid T2 Shadow Phoenix can also be a very powerful finisher against well clusters that synergizes extremely well with the cheap nature cc to secure strong dives. Lost Reaver + Live Weaving is the most powerful tool for counter attacking you need to respect, make sure to cycle through Nature cc and Tranquility to keep him busy. Darkelf Assassins and Amii Phantom can be used to kite and deal significant damage, even without a direct L counter. Even though the matchup is Amii favored, the main downside is the high micro requirement for execution pressure all the time. The Souls player has the luxury of scaling, he can play defensively fishing for a good Nasty, Aura etc. in order to scale up to T3. At this stage Amii ends up losing so you need to be proactive and put your units into much more dangerous territory. But if you practice this matchup enough and constantly force these beneficial T2 unit trades, you can toss any Lost Souls player around like a puppet.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skill matchups</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(2) </span><span style="color:#fcf7ee;">Amii vs Pure Shadow </span></strong><span style="color:#fcf7ee;">(↑) </span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Shadow is easier to play against nowadays. As Tranquility allows you to kite Harvesters into infinity you don’t really sit on an early timer to get something done. Shadowmage might deflect your early attacks effectively, but as long as you play on an open field and use your cc well, you should be fine. Shadow Phoenix provides a great AoE damage tool against low pure Shadow units and Ensnaring Roots can counter Netherwarp dodge attempts. Amii Phantom is very strong in this matchup too as she leverages tempo lead very well. Against Harvester you need to play chain cc. Do not play Aura of Corruption carelessly as buffs or Skeleton Summons might counter this. From a leading position an Amii Phantom spam is able to stop a Shadowmagespam since you can use an oink to set up an engagement. With their melee mode they can disable ranged attacks, which allows them to win a duel against both Shadowmage or a squad of Darkelf Assassins. Nightcrawlers are a big threat, but for that you can switch some of your units into ranged mode and kite well due to the slow effect. Amii Paladins can be useful to trade into M oriented compositions as well, while also granting the setup for a strong nasty surprise. But at some point you need to make your move as T3 is difficult to play. Voidstorm/Aura of Corruption/Netherwarp are way too good at shutting down any aggression Shadow Nature has to offer in the late game.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><span style="color:#fcf7ee;">Amii vs Fire Frost </span></strong><span style="color:#fcf7ee;">(-) </span>
</p>

<p>
	<span style="color:#fcf7ee;">Fire Frost is another faction you need to beat down in the early game. Fortunately Amii has the tools to do so, but you need to make sure you don’t mess up. One massive Freeze or Lavafield might shut down early aggression which is something you want to avoid. Fire Frost is rather weak against S units. Therefore, you want to rely on Darkelf Assassins and Amii Paladins to get ahead. Icefang Raptor always needs to be respected and Amii Phantom can help kiting the unit. Amii has a pretty clear advantage in the early T2 stage. Nightguard is still an option in this matchup to deal with expensive shielded units despite the nerfs. Fire Frost usually needs a lot of time and resources to set up their unit mix, which grants your Nightguard enough safety. If the game goes to a higher void level you need to solidify a strong power lead as Lavafield can be used more frequently and you do not have the tools to match that outside of micro intensive split attacks. Your units don't have a very large hp pool which makes them vulnerable. Fortunately you can still close out games by reaching T3 as Cultist Master + CC is absurdly strong when ahead, but you should never underestimate the potential scaling options of a frost splash deck.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Amii vs Pure Frost </span></strong><span style="color:#fcf7ee;">(↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Frost used to be a very easy matchup for Amii considering Nightguard + cc used to shut down any attempt of pure Frost staying in this game. But as Nightguard got a tremendous nerf and Mountain Rowdy ends up being extremely good against ground unit stacking the matchup dynamic changed. Tranquility is a worthy replacement and the new card can help you with low energy skirmishing, but Frost will try to stall out the early T2. With the ability to scale by defending around their own base, this sets up Frost to win in this matchup. You need to break this set up, because even though you can prevent War Eagle pushes with Aura of Corruption, Frost's late T2 scaling is clearly superior. You need to make use of your cc tools, stack Darkelf Assassins and build up leads through high pace gameplay. Use Amii Paladins to circumvent Area Ice Shield with their reflection ability if necessary. A small trick that can turn the tides in this matchup is the green Dryad. Her passive negates the unholy trance downside from Darkelf Assassins and allows them to attack for 20 seconds. On top of that the aura can block poison/DoT effects, which is extremely powerful against Mountain Rowdy and might surprise even a very experienced opponent. If you play high paced in T2, you will most likely stay ahead on the power curve and even though your scaling might be inferior, T3 can be a very powerful weapon to close out leads as Ashbone + cc and Cultist Master split attacks can be overwhelming, even against a powerful Frost defense. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span><span style="color:#fcf7ee;">Amii vs Stonekin </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Against a player, who it not familiar with this matchup, you can probably just win this matchup by disabling some of the expensive stonekin ranged units like Stonetempest or Aggressor with Amii Phantom. She can disable half of the units and match Stormsinger equally in ranged battles. Supported with Dark Elf Assassins and crowd control you often get to overwhelm your opponent and snowball out of control. Make sure to split your Darkelfs against Hurricane (Triangle Formation) and chase down any ranged unit with one Amii Phantom. Throwing in Burrowers or Frenzied Nightcrawlers to increase pressure onto buildings is a valid strategy, but make sure to get rid of Stone Shards quickly. Against well clusters Phoenix can help to overload building protects, especially if you manage to secure a revival. T3 can be used to finish off persistent opponents as split Cultist Master or any supported XL unit can overload Stonekin T2 defense. But be careful with focussing too much on T3, because Stonekin might also play for that dependent on slot distribution. A 4 card stonekin T3 will beat your setup most likely.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6)</span><span style="color:#fcf7ee;"> Amii vs Pure Nature </span></strong><span style="color:#fcf7ee;">(↓) </span>
</p>

<p>
	<span style="color:#fcf7ee;">With pure Nature’s additional tools to punish early aggression and functional counterplay against Nightguard through Parasite, Amii is at a slight disadvantage in this particular matchup now. That said, your early trades are still powerful and especially with tranquility you can shut down the high cost trading units by surprise. The spell is very versatile and can be useful against nature across the entire game. As your trading tools are heavily outmatched by Deep One + gifted catch at higher energy levels, you need to get ahead. Burrowers can be great tools to apply pressure and outmaneuver the nature defense and leverage leads, but one misstep and a Creeping Paralysis might put an end to your push. In T3 your best chance is winning through a buffed XL unit as Cultist Master usually ends up being unable to overload the nature cc sources.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Difficult matchups:</strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7)</span><span style="color:#fcf7ee;"> Amii vs Bandits</span></strong><span style="color:#fcf7ee;"> (↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">With the introduction of Mine Field it became difficult to utilize the Darkelf Assassin spam in order to break through the enemy's base. With Bandit Stalker being a strong counter to both Nightcrawler and Burrower this matchup get really tough. Fortunately it is not as oppressive as before, because both of these troublesome cards received nerfs. Amii Paladins can be an interesting choice as they trade well into Bandit Stalkers and even reflect Bandit Minefield damage with their ability. They might grant your Darkelf Asssassins a lot more breathing room to trade well as Amii will clearly come out on top whenever Minefield is on cooldown. Always try to split accordingly and make use of your cc advantage in order to build leads by winning trades over and over. If you outmaneuver a Bandits player once this quickly results in a destroyed powerwell as the faction neither has crowd control nor building protects. You need to avoid high void level games at all cost as Bandits is another faction that can make good use of Lavafield to outscale you. Determine the pace of the game by trading a lot. As Bandits usually tends to stack a lot of units around a Rallying Banner, it might be a great opportunity to set up a powerful phoenix + cc combo to relieve a lot of pressure. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8) </span><span style="color:#fcf7ee;">Shadow Nature vs Twilight </span></strong><span style="color:#fcf7ee;">(↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Twilight does have a certain advantage in this matchup as the efficiency of Skyfire Drake &amp; Twilight Crawlers increases tremendously due to the strong synergy with nature support spells.This strictly limits the trading advantages you have. Your best way of applying pressure is to play on a low power level. Most Twilight units are expensive and the faction is reliant on melee units. This makes Nightcrawler and Darkelf Assassins really strong in skirmishes with very limited power. In order to achieve this you want to play hyper-aggressively right from the start. Constantly look for trades, punish extra well attempts, offer base trades and don’t wait too long before taking T2. This is your best shot at winning this particular matchup, but if you don't get a substantial advantage before Lavafield spamming is an option, you will most likely lose. Burrower + Skyfire attacks are really hard to defend at some point and once multiple Vilebloods enter the field, the lack of an L counter will be noticeable. Therefore, Twilight has an easier time playing this matchup once there is a reasonable amount of power available. On T3 things will turn into your favor again as you can delay and remove Nightshade Plants fairly consistently, but you won’t reach that stage so easily when playing this matchup.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9)</span><span style="color:#fcf7ee;"> Shadow Nature vs Pure Fire </span>(↑)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup used to be one of the most one sided and brutal ones in the entire game. Pure Fire remains as the most difficult matchup, but it is less oppressive than before. Amii Paladins can be a really useful tool since it’s the only unit that does not get totally outmatched by Enforcer. They are a much more suitable M counter, that matches the raw trading power and dps pure Fire has to offer. With a well timed ability a Wildfire can be even utilized to burn down the Fire player instead. But Amii Paladins are prone to kiting especially since their powerful ability does have a long cooldown. If you lose tempo at any given point, pure Fire can always use this to immediately deal damage to your economy by taking out 1 or even 2 power wells with Firedancers. Without access to air units or a high damage nasty surprise it gets rather tough to deal with the Rallying Banner siege set ups. All of your other units are very susceptible to Enforcer + Wildfire combos, your cc is weaker against the ability to resummon undazed units at any time. Wildfire might also prevent powerwells from getting repaired. With the strong aoe damage tools to block almost any counter attack, it gets really difficult to stay relevant at higher energy levels.  If you manage to survive and reach T3 though, Brannoc + Heal + Lifeweaving can outmatch a Juggernaut in a duel. As the new Amii spell Tranquility can disable a Juggernaut more effectively, the fire player needs to decide whether he wants to get rid of the effect or removes the Life Weaving from your XL unit. Either way you will come out on top.</span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> FIRE NATURE / TWILIGHT </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="NightshadePlant_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11033" data-ratio="20.80" data-unique="9yspavadb" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/NightshadePlant_smallest.jpg.c12ffc2b8962e56bcfb542eab639db65.jpg"></span><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Fire Nature is probably known as one of the most solid decks, because it has pretty much tools for everything. You have a solid counter for all unit types and sizes, instant damage spells to remove spam based attacks, crowd control to ensure good trades, strong siege units to launch attacks and control at both ground and air department. The big variety within its T2 is Fire Natures biggest strength and makes it one of the most well rounded decks overall. That said, Fire Nature might struggle at other Tech levels due to slot issues. In order to play towards its T2 strengths most players prefer cutting slots in T1 or T3 which might hurt the deck.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15259" href="https://forum.skylords.eu/uploads/monthly_2023_02/fi_na.png.8638d8ec9c1a7a5f3d148630b05977b9.png" rel=""><img alt="fi_na.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15259" data-ratio="27.60" data-unique="mni68fh28" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fi_na.thumb.png.8814243c2f12c28979ba84b33d586518.png"></a>
</p>

<p>
	<span style="color:#dbb057;"><span style="font-size:16px;"><strong>Alternative deck</strong></span></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15261" href="https://forum.skylords.eu/uploads/monthly_2023_02/na_fi.png.4f5071345c63f0d3dd9f4a9357adb477.png" rel=""><img alt="na_fi.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15261" data-ratio="27.60" data-unique="zs6h3qa0i" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/na_fi.thumb.png.b27c4b6a627875ed1b2ba63c46a3c424.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">Favorable matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(1)</span><span style="color:#fcf7ee;"> Twilight vs Pure Shadow </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">You come out on top in the various unit trading patterns. Twilight Minions, Crawlers and Skyfire Drake combined with the damage and crowd control spells tend to win all kinds of skirmishes on open ground. Pure Shadow tends to struggle against that, especially in the mid T2 stage, because all of its low cost units are vulnerable to Lavafield, especially Shadowmage. You need to be aware of flanking units to prevent a nasty surprise against your Skyfire Drake. Your defense against Harvester is also pretty nice due to the highly efficient Root &amp; Disenchant combo. Just leave some Skyfiredrakes and a Gladiatrix behind that and they will take the Harvester down before he reaches your power well/orb. To stay relevant during mid and late T2 you can add Vileblood into your deck to increase the amount of pressure you can apply to the power wells. While this matchup is listed as one of the easy ones, keep in mind that at a really high level of play the matchup starts turning around, because Netherwarp really has an unparalleled amount of playmaking potential.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(2)</span><span style="color:#fcf7ee;"> Twilight vs Pure Nature </span></strong><span style="color:#fcf7ee;">(</span><strong>↑</strong><span style="color:#fcf7ee;">)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Your early T2 is superior due to the lack of an M/M counter in the pure Nature deck. This is something you can use to dictate the pace of the game right from the start with Burrower pressure. All you need to take care off are Energy Parasites. Defending them during the early game is your top priority, because it probably is the only way you might fall behind outside of losing in T1. Air Control usually pays off, because Skyfire Drake trades well into most units, but be careful with the newly buffed Parasite spell. With the use of crowd control you can easily prevent Parasite Swarms from controlling your units. With Burrowers and Skyfire Drake you can set up high tempo attacks, avoid high value cc spells and easily take down power wells whenever you have a little bit of tempo. Slaver is great tool against melee L-units, which deflects any attempts of Deep One pressure until mid T2. As long as you defend Energy Parasites and don't play too slow in matchup, you should be set up to win.  </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><font color="#fcf7ee">Twilight vs Amii </font></strong><span style="color:#fcf7ee;">(</span><strong>↑</strong><span style="color:#fcf7ee;">)</span>
</p>

<p>
	<span style="color:#fcf7ee;">In this matchup your defensive capabilities are straight up better, which leaves you in a very comfortable position. You have good ways to counter Nightcrawlers, Dark Elf Assassins &amp; Burrowers around your own base and in case your opponent over commits at some point you can launch insanely powerful counterattacks, that are way harder to defend in return. Fire Nature is just a little bit more well rounded in T2 and can attack Amiis weakness of being built around small and medium ground units exclusively, which increases the efficiency of Lava Field over time. Amii Paladins need to be respected here and might be a setup for some strong damage combos, but apart from that you can keep them in check with Hurricane. Vileblood is an extremely effective tool on higher power levels, because besides Tranquility there is nothing that can keep melee L units in check. T3 is all about tempo as both set ups are fast paced, but not that strong in defense. Nightshade Plant can always turn games by surprise if it’s used in a creative way, but it usually is more wisely to look for a late T2 victory.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skill matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Twilight vs Fire Frost </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">A very interesting matchup. The early game is about Twilight Minions vs Icefang Raptor. Your support is slightly better, giving you an early advantage in this matchup. To some extent the matchup feels similar to the pure Fire one play style wise. Twilight Minions + Skyfire Drake can be used to trade very efficiently early, but at the later stages of the game you might start to struggle due to the value of Frost Sorceress in multi-unit compositions. Shielded Skyfire Drakes are hard to remove and Twilight Curse might be a consideration to surprise the enemy by disrupting his unit composition. The shielded drake usually guards more vulnerable units like the Frost Sorceress or Warlock and an unexpected removal might expose the remaining army. Either way you want to keep up the pressure and try to attack the enemies units constantly before the Frost Sorceress ends up generating too much value. Nightshade Plant can be an excellent game finisher, but on the long run Fire Frost will come out on top in high energy late game battles.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5)</span><span style="color:#fcf7ee;"> Twilight vs Pure Frost </span></strong><span style="color:#fcf7ee;">(</span><strong>↑</strong><span style="color:#fcf7ee;">)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Twilight Crawlers make a major difference in this matchup. On large maps they outmaneuver War Eagles due to mobility and they easily contest White Rangers to create more space for your Skyfire Drakes. As pure Frost plays a very slow game, Breeding Grounds has to be mentioned in this particular matchup. The card is overpowered anyways and I usually don’t want to promote such things, but the mechanic is so good against low mobility scaling T2s. Otherwise pure Frost will be able to secure air control in late T2 and establish a strong set up.You want to utilize your crowd control advantage at the early T2 stage to gather a better position on the map and ideally a certain energy lead. If your opponent is too greedy and goes aggressive too early, you can outtrade with Skyfire + Minions/Crawlers + Oink. If Twilight Minions get matched by White Rangers or Ice Fang Raptor consider transforming them into a vileblood to outmatch the counter system and also put a powerful damage buff on your unit. If you keep up a high pace, pure Frost will be unable to stabilize. Otherwise Skyelf-Templar and White Rangers get to contest Air Control at some point and with War Eagles added, counteraggression starts to be a possibility. T3 is something you want to use to close out games, but shouldn’t be considered without any lead. Nightshade Plant is literally built to close out games quickly, because the Transformation spawn will allow you to play nasty mind games whenever you have a tempo lead. But if this early aggression can be stopped, Coldsnap, Lightblade and Building Protects might be problematic. Thunderstorm can be extremely good in this matchup as Frost often stacks up big armies. Especially a large T2 push against a seemingly greedy T3 can be shut down by a Thunderstorm potentially turning the tides in this matchup. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6) </span><span style="color:#fcf7ee;">Twilight vs Pure Fire </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Twilight shines during the early T2 stage with Twilight Minions + Sykfiredrake, while Pure Fire will outscale in late T2, where Scythefiends + Ravage + Wildfire take over. Since Pure Fire scales with high void power you should actually try to play your T1 accordingly to avoid this. Playing a short, but aggressive T1 is highly beneficial. Try to get a small advantage, but then don't hesitate and make your fast transition into T2, ideally on 3-4 wells. Also look out for a timing where your enemy binds too much energy into Thugs, because this unit scales poorly into T2 in particular. With a small tempo lead in T1 you can consistently snowball and finish the game. If you still struggle in this matchup consider the addition of Vileblood in your deck, because pure Fire struggles against L units, especially the ones with high dps against buildings. Burning spears need to be respected and either need to be focussed or cc’d. Twilight Brute can be a strong addition as their trading pattern against Scythe Fiends is very strong which reduces the amount of counter pressure on the long run. Avoid T3 unless you are far ahead, Juggernaut can be scary.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7)</span><span style="color:#fcf7ee;"> Twilight vs Lost Souls </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">I think this is one of the most intense matchups in the game. You have the upper hand in later stages of T2 due to the efficiency of Burrower + Skyfire Drakes during attacks, but once the game reaches T3 Shadow Frost can turn the tides and straight up outscale you with its Timeless One T3 based set up. This really puts a very high emphasis on the early stage of the game, because a small lead can determine whether the Shadow Frost player is able to hit T3 safely or not. Utilizing your crowd control to win open field trades is very important. When attacking, always consider positioning your units in a way so Coldsnap or Nasty Surprise don’t hit your entire army. Once you reach the high void T2 stage, lots of counter unit setups can be cleared with double Lava Field, because Shadow Frost doesn’t have access to air units. This can be a very efficient way to convert your high power income into pressure at later stages of the game. Shadow Frost probably does have the easier win condition, but once your micro is on point and you get to generate early tempo leads consistently you will be able to produce very good results in this particular matchup. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8)</span><span style="color:#fcf7ee;"> Twilight vs Bandits</span></strong><span style="color:#fcf7ee;"> (↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">After Bandits received changes, this particular matchup was not rated correctly. As your T2 is built around melee units you need to play around Bandit Minefields cooldowns to get something done. Especially before the Bandits nerfs this was extremely opressive combined with Bandit Stalker shutting down beast units entirely. You either had to go for split attacks or try to bait the minefield and launch a strong attack immediately afterwards while facing strong counter units. Bandit Stalker are weaker than before, but still do shut down both Twilight Crawlers and Burrowers effectively and without tempo you can't really use them well during attacks. With Darkelf Assassins being a constant threat to any of your units, you rely on good crowd control usage in order to protect your weaker trading units from running into their counters. Twilight Curse can be useful to shut down Windhunters by surprise to regain air control. It’s most effective right after the enemy buffed the Dragon as this buff would be negated through the forced Transformation. At T3 Mutating Maniac is amazing and the sole reason this matchup is listed in the even category. The unit is amazing against Bandits, because it hard counters Bandits Lancers. The 1vs1 is a stat efficient trade and once multiple ones get used, poison cloud + root straight up annihilates them. With a spammable XL counter for normal trading this directly lowers the impact Soulhunter has, granting a clear win condition. </span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Difficult matchups:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(9) </strong></span><span style="color:#fcf7ee;"><strong>Twilight vs Stonekin </strong>(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin can be extremely uncomfortable to play against as there is little to no room to attack it. Stormsinger + Spirithunter + nature cc is such a brutal combo, that easily wins trades in almost any situation. Stonekin has very powerful tools to convert early leads into victory from constant pressure to building up armies around a Breeding Grounds for infinite value. Crystal Fiends are also quite scary and always need to be removed by Skyfire Drake + Oink/Eruption. Otherwise it will just generate too much free value by applying healing auras over and over. With Burrowers around the corner your power wells are always in danger whenever you lose a trade. To strike back you usually rely on a mistake by your opponent. Fortunately your snowball tools are fairly strong whenever that happens. A well executed Burrower spam usually is your best option and really benefits from a power lead. Stonekin has no strong burst tools and investing power into building protects and cc will leave them with really low dps options, allowing you to keep up the pressure for a very long time. Another way of attacking with a power lead would be the Vileblood + Ravage set up on low energy level, because you should be able to make sure Aggressor can’t be played (or even try to bait the aggressor and cheese it with Mauler). You will get opportunities to gain full control of this matchup, but if your enemy really knows what he’s doing, the stonekin matchup is completely doomed in T2.  </span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> PURE SHADOW </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="SnapjawsPromo_smallest2.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="10978" data-ratio="20.80" data-unique="aa3uq1m4m" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/SnapjawsPromo_smallest2.jpg.2ad77e3b509e57946ac164168eddc0d4.jpg"></span><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Shadow is one of the more unique decks, because it has its own powerful faction carriers with Shadowmage &amp; Harvester in T2. This gives pure Shadow big powerspikes, that can then be utilized to create leads across many situations. You lack hard-cc in this deck, but you have the highest dps/power unit &amp; the only XL unit in the entire T2 as a trade off. While easy to learn, Pure Shadow scales extremely well with execution level and mastering it at the highest level can be extremely challenging. Shadow is a deck with a lot of playmaking potential, as most of your spells and abilities can be combined with Nether Warp in some way. One of the main weaknesses is the T2 charge limitation, since Shadow Mage got only 12 of them. In T3 you have multiple powerful options, which depend on the element of your T3 orb. Staying pure shadow gives you access to Voidstorm, a global removal tool. Satanael has also been buffed to a very powerful state for more offensive set ups. However, splashing towards Frost in T3 can set up things like Lost Grigori taunt + Nether Warp combos, which can be deadly as well.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15262" href="https://forum.skylords.eu/uploads/monthly_2023_02/sh_sh.png.8d2b1253b1db5576df426ec844dfbdd9.png" rel=""><img alt="sh_sh.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15262" data-ratio="27.60" data-unique="izov9zxmo" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/sh_sh.thumb.png.39927f46818fdba01aa6e560480be0db.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">Easy matchups</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(1) </span><span style="color:#fcf7ee;">Pure Shadow vs Pure Fire </span></strong><span style="color:#fcf7ee;">(</span><strong>↑</strong><span style="color:#fcf7ee;">)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Not too much changed about the matchup dynamic, but we rated this into the easier range considering it is easier to execute from the pure Shadow side. As already mentioned in the Pure Fire section, this matchup is all about timings. As long as you play for a Harvester spike attack there is not a lot of counterplay left for your opponent even with the addition of Burning Spears. The can not be ignored easily, but with some support spells like Nether Warp and Life Weaving is will be really difficult for your opponent to remove him without losing at least one power well. In order to reach this particular power spike Shadow Mages and Darkelf Assassins will be able to buy time in the early T2. Let your opponent come to you and invest the extra energy for a Rallying Banner, then try to warp mispositioned units into your base. This makes it much easier to keep a good unit split and avoid getting targeted by a strong lava field. Another option to take out pressure is an extended trade around the Rallying Banner finished by a well timed Corpse Explosion. If you get ahead you do not want to well up, but wait for your Harvester. Pure Shadow might be winning at T3, but in late T2 you do not stand a chance against Enforcers supported with Lavafield and Wildfire. You want to get ahead substantially before this stage hits. Using leads to set up a Harvester attack is the best way to achieve that. If that isn’t enough to win the game, try to stabilize and play for the next Harvester. If you run out on Harvester charges before the game is over (unlikely), you can still fall back to a very strong T3 as Voidstorm harcounters Juggernaut &amp; even Netherwarp could straight up cancel a Stampede. While this matchup is still winnable on both ends, it is now listed as an easy matchup for pure Shadow as a straightforward Harvester attack is much more forgiving and easier to execute.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skill matchups</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(2) </span><span style="color:#fcf7ee;">Pure Shadow vs Fire Frost </span></strong><span style="color:#fcf7ee;">(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Fire Frost shouldn't be the biggest threat to you. Shield Drakes and Icefang Raptors are not too hard to play against and as long as you respect the potential of a well placed Lavafield, Fire Frost shouldn't really give you too much trouble. Harvester can be really effective, but this depends on deck building and requires your opponent to play without Lightblade. However, most of the time you will face combinations around Stormsinger, Gladiatrix &amp; Skyfire Drake and with any tempo lead your Harvester won't be stopped anyways. Coldsnap can be countered as it has a cast animation, which is long enough time to dodge it with a Nether Warp. This can be great in trades or simply get a Harvester in a position to destroy powerwells and orbs with the enemys cc being put on cooldown. But in many games you will end up in a T3 position, where you can utilize Cultist Master for pressure and combine the dead Nightcrawlers with either Shadow Insect for strong follow up trades or Corpse Explosion to blow up the economy buildings, even against buildings protects. Always try to attack well clusters and make good use of you high AoE burst. Voidstorm can negate any counter pressure, which lowers the risk of high energy investments during your attacks even when they don't succeed immediately. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><span style="color:#fcf7ee;">Pure Shadow vs Bandits (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Shadow has clear counterplay to Bandit Minefield, which immediately reduces the pressure in this particular matchup. Whenever the spell is played you just warp away from any danger. As a result it is important to not waste Netherwarp and use this spell reactively. Most of the time you will be trade into a mix of Bandit Spearmen, Darkelf Assassins and Windhunters. Removing the air units from Bandits is a tough task and you always want to look for opportunities to either attack them with motivated Shadow mages, Nightcrawler + Nasty surprise or straight up remove them with Aura of Corruption whenever they get double or even triple buffed. Knight of Chaos (b) can always buy time against heavy Rallying Banner attacks and Corpse Explosion or Shadow Phoenix can annihilate stacked ground units effectively after any extended combat. If you defend successfully, power level will rise and Harvester or T3 become an option. While it can be tought to get something done with Harvester from an even position, because Windhunter ability and Bandit Minefield are fairly powerful tools to keep him away from wells, the card is excellent whenever you have some tempo. Bandits neither has hard cc nor can protect its buildings in any way, which is ideal for your Harvester. T3 is another reliable win condition for you as Bandit Lancers are not that impressive against Cultist Masters and Voidstorm is a hard counter for Soulhunter. If you even play something like Satanael, you will be unstoppable at this stage of the game.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Pure Shadow vs Amii </span></strong><span style="color:#fcf7ee;">(↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">The release of Tranquility gave Harvester a hard time in this matchup. As the unit can be cc'd permanentely, you need to be a little bit more creative in order to win this matchup. Shadowmage functions decently well as an all round counter, but her usage is limited by her charges. Avoid giving away too much tempo, Amii Phantom spam can be a serious threat. The unit might be more expensive than your ranged ones, but she can heavily outduel them due to the antimagic melee form, which snowballs whenever the amii player gets a significant lead. Split your units against nature cc and play for high energy skirmishes. Once more units get involved into trades, there will be more opportunities for you to make use of Corpse Explosion. More targets to hit and higher corpse counts are highly beneficial here. On the other hand you need to respect Shadow Phoenix + cc combos for the same reason. This matchup will mostly come down to some sort of outplay, may it be strategic or mechanical, as these factions are matched rather equally now. Shadow might have the upper hand at T3 due to more slots and voidstorm, but Amii's cc and healing spells scale well enough into later tech stages and definitely shouldn't be understimated.  </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span><span style="color:#fcf7ee;">Pure Shadow vs Lost Souls (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Lost Souls can be difficult to play against. Darkelf Assassins &amp; Stormsinger with Frostbite support are hard to deal with, even when using Shadowmages. Both factions like to work with higher power levels and as both factions tend to play on a lot of wells for that reason, Harvester will be usable frequently. Sometimes you even get to set up a double Harvester attack, which overloads building protects in seconds. Since you can dodge Coldsnap with Nether Warp there is absolutely no time left for the Souls player to recover unless Lightblade is available. After Nightguard got nerfed this is not the most unlikely and might have made this strategy a little bit more difficult for you. Fortunately Knight of Chaos ability cost reduction tremendously helps against Lost Reaver pressure and allows you to counter any brute force siege attempts, where the Souls player just buffs the unit constantly. You usually want to set up a close base scenario to reduce the impact of your mobility disadvantage and maximize your combat advantage (Shadowmage vs Stormsinger). Try thinking about this during your power well selection, even at T1. Close base scenarios often end up being played out very aggressively, leading to high value Corpse Explosions. Be a little bit more careful with Shadow Phoenix as the card is more foreseeable and Lost Reaver could soak up all the corpses denying the revive ability. T3 is somewhat similar, you want to play around short distances to maximize your Cultist Master efficiency, while the Souls player will try to outrun you with Silverwind Lancers and attack with Tremors if they find a good opportunity. Try to overload the protects with burst damage if you can. If you manage to take down a power well it leaves you in a great spot, because Voidstorm always allows you to reset the tempo. In such high energy level matchups Satanael scales really well and definitely should be considered. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6) </span><span style="color:#fcf7ee;">Pure Shadow vs Pure Nature </span></strong><span style="color:#fcf7ee;">(↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Any pure Nature matchup is about defending Energy Parasites appropriately. Shadow Mage seems to be an excellent counter due to her ability to oneshot the bug, but her low mobility is a concern. A good nature player will just hover from base to base forcing a lot of bound power. This will slow you down in terms of tempo, but keep in mind it’s one of your enemies most powerful win conditions. Preventing Energy Parasite abilities with a high investment is much better than ignoring them. Apart from that your early trades are fine, just keep in mind that heavy unit stacking will be punished by cc + parasite combos. Unit micro and a good unit split are crucial in the matchup. Knight of Chaos (b) is a solid tool against pure Nature as the faction is fairly reliant on melee units when it comes down to dealing damage against structures. He is even more important now after Nightguard received a hefty nerf and lost her position as a Deep One hard counter. Harvester can be strong from ahead, but with Parasite Swarm being fairly good at countering XL units now, you need to look for a good timing rather than playing the unit whenever you get to 300 power. If you want to play it safe you can always try to scale towards T3 and win this matchup there, considering pure Shadow has really powerful options at this stage and nature will not be able to keep up with that most likely.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Difficult matchups</span></strong>
</p>

<p>
	<span style="color:#dbb057;"><strong>(7)</strong></span><span style="color:#fcf7ee;"><strong> Pure Shadow vs Pure Frost </strong>(↓↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">With Nightguard being less powerful, this matchup got much more difficult to play. You can aim for strong Darkelf Assassins + Netherwarp play to catch opponents off guard, but apart from that Frost has the better trading tools in T2 and a strong defense against Harvester on top of that. Your best win condition would be a strong and aggressive early game with heavy open field trading where you contest as much map control as possible followed by a rather defensive mid T2. Attacking against Eagle/Mountain Rowdy is rather pointless with your unit set up. You try to use a better position on the map in order to endure the mid game. Use Netherwarp to dodge Coldsnap or War Eagle screams and Aura of Corruption to punish strong single area attacks. If you manage to reach T3 your chance will be better as Cultist Master generates early pressure and your late T3 scaling is exceptional with powerful options like Satanael. Another niche way to attack pure Frost in T3 would be the newly buffed Nox Carrier as the unbound Rippers can build up constant pressure which is working nicely against the Amii Ritual design.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8)</span><span style="color:#fcf7ee;"> Pure Shadow vs Fire Nature </span></strong><span style="color:#fcf7ee;">(↓)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Skyfire Drake + Twilight Crawlers in combination with cc is difficult to deal with as a pure Shadow player. There is quite a large amount of playmaking you can do around your Nether Warp to make advantageous trades, like warping out of Lavafield, catching high priority units off guard or using the spell on your Harvester to dodge Ensnaring Roots by prediction (if this works you literally win the game off that). Splitting your units against cc &amp; Lavafield is criucial. As long as your Shadowmages are well positioned you can take down the Skyfire Drakes (a motivated Mage oneshots a Skyfire Drake). Knight of Chaos can slow down heavy Vileblood attacks and upon getting a tempo lead you can transition towards very explosive attacks. Corpse Explosion usually grants many opportunities to finish off a damaged power well. That said you play a very risky matchup here as one mistake will allow Fire Nature to start a snowball you can not control anymore. If the match goes to T3 you should be in full control again regardless of your T3 color choice (Shadow or Frost). Lost Grigori + Netherwarp can shut down any attempts of ranged unit kiting (just activate the ability and port the units towards your Grigori), Nightshade Plant can be stopped by Aura + Netherwarp or Voidstorm. This matchup is quite challenging for you to play, but you've still got a very good chance to win it as long as your micro is on point.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9) </span><span style="color:#fcf7ee;">Pure Shadow vs Stonekin (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">The difficulty in this matchup is pretty much card choice depended. Stone Tempest &amp; especially Razorshard can give your Shadowmages trouble and make this matchup close to unplayable. The high mobility, extra range &amp; M-knockback of Razorshards are a real threat for your slow Shadowmages, especially in the later stages of T2. Teleport and knockback immunity also grant even more power against Netherwarp. It feels like the card was built to counter your deck. Numbers quickly add up and you need to be really good at trading to win this matchup, considering Stonekin has much more breathing room in T1 compared to the past. Removing big Stonekin attacks can be pretty annoying too, because Aura of corruption is a double edged swort in this matchup. The Stonekin player might just use the Aura for himself as protection to build up offensive Cannon towers (Corpse Explosion can be useful as a counter measure). Forcing a close well scenario in the early stages of T2 should be your best move because it makes Shadowmages much more efficient, similar to the Lost Souls matchup. It is easier to split them during an attack and you can always retreat with low hp units to heal them up quickly. On top of this you can utilize Darkelf Assassins and Nightcrawlers with their active damage abilities in a much more aggressive manner, considering you can react quicker once CC sources are on cooldown since you don't have to deal with the summoning sickness in these scenarios. Stonekin does not have strong burst tools, making the faction a little bit more vulnerable to constant pressure than others. Since Lightblade (purple) is a more and more established tool in Stonekin due to the increased popularity of pure Shadow, Harvester is not a good choice in this matchup and won't pay off, unless you are already ahead and look to close out the game. Most of the time you want to slow down the tempo in this matchup and look for an economy game leading to a T3 win, since Voidstorm can be a hard counter for T2 only decks (Stonekin often cuts T3 to play around more powerful T2 set ups) and even against a large T3 your tools are good enough to compete. </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> FIRE SHADOW / BANDITS </font><span style="color:#dbb057;">]</span></span></strong><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="10979" href="https://forum.skylords.eu/uploads/monthly_2021_12/wastelandwing_smaller.png.647b3c9aa52011b995184fcccd11aa07.png" rel=""><span style="color:#fcf7ee;"><img alt="wastelandwing_smaller.png" class="ipsImage ipsImage_thumbnailed" data-fileid="10979" data-ratio="19.50" data-unique="ilq1dj7o9" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/wastelandwing_smaller.thumb.png.ab26bc749fa87d5dd9b8c2b1bdfac5e9.png"></span></a><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Bandits is one of our top decks right now and very popular around high silver/low gold elo. The T2 is explosive with powerful rallying banner attacks and a wide arsenal of single buffs and damage spells to strenghten your attacks. On top of that the faction has an appropriate counter tool to almost any unit in the game, making it very effective in unsupported skirmishes. Major downsides are the lack of cc and building protection spells, which will make you vulnerable whenever you are behind in tempo and Minefield is cooldown. Due to its strong set of previously released core cards, there is more room for different deckbuilding options. This grants a lot of freedom to individualize the deck based on your personal playstyle.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15263" href="https://forum.skylords.eu/uploads/monthly_2023_02/fi_sh.png.d0ae322e6b9d430220641e016725f75c.png" rel=""><img alt="fi_sh.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15263" data-ratio="27.60" data-unique="pk6hoksld" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fi_sh.thumb.png.f2d91a010ee48cc3c1084a20e5019153.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">Alternative deck</span></strong></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15264" href="https://forum.skylords.eu/uploads/monthly_2023_02/sh_fi.png.c4ce9dce128f3803ef6869499d7c3fd7.png" rel=""><img alt="sh_fi.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15264" data-ratio="27.60" data-unique="kdn62fpvo" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/sh_fi.thumb.png.5a38e3cfdd1b648507044902c700efbf.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Favorable matchups:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(1) </strong></span><span style="color:#fcf7ee;"><strong>Bandits vs Fire Frost (-)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">With Windhunter you have superior air control in this matchup even when facing shielded Skyfire Drakes. Your T2 trades very well into anything besides Stormsinger and Lavafield, which probably will be your biggest threat. Minefield can zone the Stormsingers and a Bandit Sniper in the backline can always generate strong value by sniping them with the ability. Once you get a lead you should be able to snowball it quickly by setting up a Rallying banner and spam Darkelf Assassins with instant ability activation. Overall a really good matchup for you due to the strong tools for converting tempo leads and since your T3 should perform quite well too it will be easy to break through defensive setups.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(2) </span><span style="color:#fcf7ee;">Bandits vs Pure Frost (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">A Bandits favored matchup, because Windhunter contests air control, limiting the impact of War Eagles. Pure Frost might have strong defensive capabilities with Templar, Stormsinger and White Rangers, but can’t really break out from its defensive formation during any stage of T2. Whenever you get a good trade you can use this position to snowball with air superiority and extra pressure from Minefield for zoning. Adding Bandit Spearmen to the unit mix can be a good choice as they attack Stormsingers and are rather durable against any War Eagle attempt. You want to accelerate the game as much as you can. Once you have enough energy to set up a strong attack, put down a Rallying Banner, chase down the War Eagles with Windhunters and walk up to White Ranges with Darkelf Assassins making sure your opponent has no room to recover anymore. You can keep up pressure forever and even if the Frostplayer manages to survive to T3 the matchup dynamic does not change here. Pure Frost usually lacks a good M counter here, which is ideal for Bandit Lancer split attacks. The ability can cancel Timeless one Freeze and Soulhunter can seal the deal, but keep in mind he requires Disenchant support to deal with the Freeze + Lightblade cc chain. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3)</span><span style="color:#fcf7ee;"> Bandits vs Amii (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">As Amii is more reliant on small units than most factions, Bandit Minefield is absolutely cruicial to control this matchup. The cooldown nerfs had an impact as a result. Bandit Stalker shuts down Nightcrawler/Burrower pressure effectively, making this matchup fairly comfortable to play. Lavafield alone grants a scaling advantage against Amii. Getting outmicrod during low energy trades is your biggest threat, because with strong unit split and cheap cc Amii tend to win these. The Amii Paladins can be dangerous if you don't respect their active ability, the unit needs to be kited. They can reflect minefield damage and also counter your Bandit Stalkers when combined with Amii Phantoms. Windhunter can be a great addition to your unit mix even though Amii does not have any L units. The faction is fairly weak at contesting air on open field, giving you much more options to play with in trades. Diversifying your unit compositions makes it harder to counter in most situations and Bandits has a plethora of powerful units to do so. A good strategic approach in this matchup is a rather passive and prolonged early game (T1) with many power wells. Great energy income will be highly beneficial for your faction. Once you get to spam your spells, it will get incredibly difficult for Amii to keep up through unit micro. Due to the nature of this matchup it will rarely go to T3, which should be slightly in favor of Amii due to cc scaling and a fairly similar pool of meta units.  </span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Skill matchups:</strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Bandits vs Twilight (</span>↑</strong><strong><span style="color:#fcf7ee;">)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Due to the previous lack of playdata the matchup wasn’t very well rated on our previous list. We had predicted this matchup to be rather even, but Bandits used to be a strong counter to Twilight the last time we updated the guide. A T2 faction reliant on expensive melee units got shut down by the area control Bandit Minefield established. With a double beast target (burrower + scythe fiends) for the Bandit Stalker it was quite an oppressive combo. With Minefield and Bandit Stalker receiving small sized nerfs and Twilight Minions +Twilight Crawlers being cheaper options than old Ghostspears + Scythe Fiends, the matchup is less oppressive than before. You can quickly break the map wide open by attacking multiple locations at once to reduce the impact of cc. Darkelf Assassins can deal fairly well with Twilight Minions. With Twilight Transformations being stronger now, Twilight Brute might also show up, which is a strong response to Bandit Stalker. Windhunter should beat Skyfire Drake and limit the pressure from any Vileblood attempt. Gladiatrix doesn’t really contest the air matchup as she loses horribly against Bandit Sniper. Be careful with double buffing Windhunters as Twilight Curse counters that otherwise. Avoid T3 at all cost, because Mutating Maniac + cc can turn this matchup on its head. Try to win this matchup at T2 by setting up powerful Rallying Banner attacks whenever you get ahead and only use T3 as a game finisher from ahead.  </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span><span style="color:#fcf7ee;">Bandits vs pure Fire (</span>-</strong><strong><span style="color:#fcf7ee;">)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">With Windhunter you can straight up reduce the zoning presence of Skyfire Drakes. As a result you will face a very ground unit oriented unit composition most of the time, which is an ideal set up for your AoE damage spells like Lavafield or Minefield. With Bandit Spearmen as a main trading unit you have a very strong tool to match the Enforcer and with Windhunter in the mix you also keep yourself safe from getting burned down by a really efficient Wildfire. The melee bonus damage is also useful against Burning Spears, that can not be ignored due to their ramp up damage. You can add Darkelf Assassin to counter them properly. Making good use of Ravage and Live Weaving to support your units against the high dps from Fire cards is crucial. You can keep up the pressure in T2, but this is a necessity in order to win. Even though you have the upper hand in T2, your units are straight up outmatched against Juggernaut. The XL counter is a threat for Soulhunter, Bandit Lancers get knocked around and you lack tools to protect you from Stampede. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6) </span><span style="color:#fcf7ee;">Bandits vs pure Nature (↓↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup used to be one of the most brutal ones last patch. With recent changes to Deep One you are much more reliant on playing around Windhunters to gain control over the map. Playing around nature's strong poison and DoT effects here is crucial. Bandit Minefield is good against Ghostspears and Spirit Hunters, but fairly weak against Deep One. He can keep distance and take one of your units with him negating the zoning effect and limiting usage during siege. Bandit Stalker doesn’t counter Deep One anymore and Rallying Banner attacks are weak against Creeping Paralysis. In order to win the matchup you need to fall back to a much more dynamic approach by winning open field trades with a good unit split and utilizing your wide pool of units with strong combat power. Whenever you get ahead you can still make a strong transition towards a powerful Rallying Banner siege attempt. You can get a better position on the map most of the time, which can ultimately give you small advantages for trading. But always track the opposing Energy Parasites as they easily negate your tempo if you don't pay close attention to them. Zone them as effectively as possible and accumulate small advantages rather than brute forcing too early. Nature's defensive capabilities should not be underrestimated and if you lose a Windhunter to a Parasite Swarm, you will be in trouble. Late T2 is in your favor, but avoiding T3 should be a wise choice. Pure Nature could make use of Mutating Maniac, which is a big threat to your entire T3 (see Twilight matchup). Cultist Master is also less of an option against pure Nature with how many crowd control tools are available within the faction. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7) </span><span style="color:#fcf7ee;">Bandits vs pure Shadow (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Trading into pure Shadow can be tough, Minefield can help to force the use of Nether Warp and put pure Shadow’s most powerful spell on cooldown. Bandit Minefield can also be used as a tool to defend your power wells against the Harvester attempt, so the spell has great value here to buy time. Your trading units are solid and Lavafield is another precious AoE spell that pure Shadow often struggles against. Their smaller units usually lack high hp or reliable sustain options. Attacking against well splitted Shadow Mages can be difficult and pure Shadow has many ways to force them into good trading positions across the game, so this probably ends up being one of the more difficult matchups. Minefield nerfs might hurt your Harvester defense, but you can still fall back to Aura of Corruption for zoning in this matchup as buffs can just be removed. T3 will be very dangerous, because Voidstorm easily deals with Soulhunter and Cultistmaster gives Bandit Lancer a hard time. Pure Shadow can easily opt into T3s with 5 or even more cards, which will be hard to match with 2-3 T3 cards at best.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8)</span><span style="color:#fcf7ee;"> Bandits vs Lost Souls (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">You do have a lot of tools to neutralize Lost Souls in T2. Bandit Sniper can deal with Stormsinger heavy compositions, Bandit Stalker out-trades Nightcrawler and the Minefield performs well against heavy Darkelf Assassin compositions. Attacking souls in T2 can be tough on the other hand even though Bandits are really good at it in most matchups. Rallying Banner attacks often get deflected by a strong Nasty surprise and without a strong siege unit you might be unable to punish a Souls player taking more and more power wells throught the game. To break through the Souls defense the early T3 stage has a high priority. Bandit Lancer will be a key factor to win this matchup, because even though Shadow Frost has an amazing T3, the faction lacks a proper M counter. Therefore you can put up insane amounts of pressure in T3 by spamming them at multiple locations. Use their ability to block Timeless One from activating the ability. Rallying Banner attacks can also be supported with Cultist Master spam to overload Timeless One defenses. Don't let the void level rise that much, you really need to put up the pressure to win. Soulhunter can help to finish games, but ideally requires good setup since Shield Building can delay attacks forever. If Grigori tries to disintegrate your Soulhunter, cancel the channel with your Bandit Lancers. Never let the Souls player stabilize, because he will win an extended fight in T3 due to charges and limited answers to Tremor attacks.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Difficult matchups:</strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9) </span><span style="color:#fcf7ee;">Bandits vs Stonekin (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">In T2 you will have problems to stand a chance against a good Stonekin player. Stormsinger stacking + Heal/CC can be really difficult to trade into and with its high tempo stonekin has some really brutal options to snowball from winning initial trades. Utilizing your Bandit Sniper well will be a key factor to survive this matchup and avoid being overwhelmed by a Stormsinger spam. Fortunately proper Stormsinger spam execution is not that easy when playing Stonekin and any other unit compositions in Stonekin end up being significantly weaker. This makes this matchup a little bit more playable outside of upper echelons of play. Minefield shuts down small and immobile units fairly well. Once you get ahead you can set up pressure by Rallying attacks, because Stonekin lacks AoE burst damage options to counter heavy single area attacks. The knockback and cc tools still need to be respected here and might shut everything down. As long as you split a little bit against crowd control you can keep up the pressure. Your scaling with high energy level is good and winning through T3 can work as well, but Lancers can be stopped by extended T2 + Stormsinger spam, so you rely on fully buffed Soulhunters to break through. This works against T2 heavy decks, but can also backfire when facing Stone Warrior + Timeless One T3. Always keep an eye on the amount of different cards your opponent uses during the game to assess whether you play against T3 scaling or full T2 decks. The effectiveness of some units rises drastically dependent on card choice (i.e. Windhunter priority increases dramatically if Aggressor isn't used). </span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> FIRE FROST </font><span style="color:#dbb057;">]</span></span></strong><br>
	<img alt="fiends_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11106" data-ratio="20.80" data-unique="wnqjil72o" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/fiends_smallest.jpg.3003ea74e2673f29a487d6d197e51562.jpg"><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Fire Frost despite having no own faction cards so far is a very unique deck, that lives around its interesting synergy between Frost Sorceress and Skyfire Drake. It has received some buffs towards its current playstyle, which can be really rewarding once you get to play around the bigger shield setups, but with additional improvements to other deck still seems to be on the weaker end as it lacks a little bit of siege potential in T2. Warlock purple received a change to its buff mechanic and now increases damage against Frozen targets, which ends up being a good scaling tool, which synergizes well up to the T3 stage, where Timeless One might take over. Overall Fire Frost is a very unique deck and also has some specific matchups, where it performs exceptionally well making it worth to play.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15265" href="https://forum.skylords.eu/uploads/monthly_2023_02/fi_fr.png.5eb7be192f5c431cd3d33259ad02d507.png" rel=""><img alt="fi_fr.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15265" data-ratio="27.60" data-unique="ese8upgaq" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fi_fr.thumb.png.e3302e3257deb3431a17289709f9a184.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">Alternative deck</span></strong></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15266" href="https://forum.skylords.eu/uploads/monthly_2023_02/fr_fi.png.e6bc893cfbbdc7055cf517d54cee3e4f.png" rel=""><img alt="fr_fi.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15266" data-ratio="27.60" data-unique="i96qepugw" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fr_fi.thumb.png.3662c81f2dfe6703b2f66e7ffdbcc6c9.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span><span style="color:#fcf7ee;"> </span>
</p>

<p>
	<strong><span style="color:#dbb057;">Easy matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(1) </span><span style="color:#fcf7ee;">Fire Frost vs pure Fire (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">A really valuable strength in Fire Frost is its excellent matchup against pure Fire. Shielded Skyfiredrake grants superior air control and you have a really strong mid T2 power spike, whereas pure Fire doesn't have the units to react properly. Stormsinger adds some safety to the matchup, because you can kite Enforcer in the early T2. Stormsinger hit + Frostbite + Eruption also is a good way of bursting Skyfire Drakes. Burning Spears can be hard to remove and Mountaineer lost priority in this matchup as a result, but as long as you win the air battle you are set up to win in T2. It is very important to stay proactive to avoid getting outscaled, because once pure Fire starts turning the pressure onto you it can be rough. You might get forced to trade before your units can receive their shield, so you either lose them to the opposing Skyfire Drake or your Frost Sorceress gets overrun by Enforcers. Losing Skyfire Drakes charges or a T3 (Juggernaut) are turning points in this matchup, so don’t lay back and allow your opponent to play towards his win conditions. A good rule of thumb is to avoid exceeding a well count of 6 as inflated energy income makes it harder to play a methodical and controlled mid game.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skillmatchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(2)</span><span style="color:#fcf7ee;"> Fire Frost vs Amii </span></strong><span style="color:#fcf7ee;">(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Fire Frost has solid tools to match Amii on higher power levels as Lavafield provides an inherent scaling advantage over small and medium sized ground unit stacking. The most critical part is the early T2 where you can not win open field fights. Amii Paladins can be fearsome opponents and you have to kite their reflect ability at all cost, keep it mind it circumvents any ice shield. Icefang Raptor is a very valuable defensive unit to zone the Shadow Nature army from your powerwells and keep up with Amii Paladins + Darkelf Assassin combos. At a certain unit count you can always look for a moment, where the hostile army is not well positioned, allowing you to catch them with a coldsnap. Warlock can be a strong reinforcement to hold your ground at this point. Amii Phantom can be matched with Stormsinger, but you should only engage combat proactively if you have enough power for Lavafield support. Try to use your Lavafield combined with unit damage to make small burst combos on a target. This removes potential Surge of Light counterplay. If you hit multiple targets and remove at least one of them, Lavafield is almost guaranteed to generate value. At a higher void level you can also add your Frost Sorc + Skyfire Drake combo to apply a lot of pressure. As long as you don’t run into a strong cc + aura combo you have good chances to take down some power wells. In T3 you need to make sure that you keep your distance to the enemy's base. Cultist Master is very powerful on close well scenarios and applies an enormous amount of pressure. Frost Shard can be a niche counter to Cultist Master stacking as Amii loves to play for that particular win condition due to the strong synergy with cc and healing. Removing 2 Cultist Masters with a single Frost Shard can be worth it even though it’s not energy efficient. The same applies for Backlash, but this one requires roughly 500+ void to function properly. If you manage to drag out the game, you are most likely favored as the standard Amii T3 quickly burns out of steam from charge issues. That said Amii T3 can function extremely well on low energy levels, which is why you should avoid very early T3 transitions.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><span style="color:#fcf7ee;">Fire Frost vs Pure Frost </span></strong><span style="color:#fcf7ee;">(↑)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Frost needs to be respected because of the powerful air control, but with Frost Sorceress you can match this with your shielded Skyfiredrakes most of the time. On the other hand Warlock + Freeze can push off almost any attack pure Frost might throw at you. Try to utilize cliffs during combat if possible to make sure your Skyfire Drake doesn’t get targeted by any type of Gravity Surge (Spell or Stormsinger ability). Defenders or White Rangers can be dangerous too as they help contest air control and you need to target them with Icefang Raptors if possible. If you get ahead Frost Sorc shield supply with 2-3 units (i.e. Skyfire + Stormsinger + Icefang Raptor) can be very powerful. On higher energy levels you want to add more Skyfire Drakes, but keeping up shields on many units is fairly micro demanding. In many cases Frost vs Fire Frost ends up being played on high void leading to T3 on both ends. Timeless One + Silverind Lancers + Coredredge has seen lots of success in this particular matchup mainly due to the strong Warlock synergy creating overwhelming trading advantages long term. But at this rate you might find yourself in trouble due to slot issues dependent on your choices across other gamestages. Finding a well balanced allrounder Fire Frost deck can be tough and you often find yourself in a matchup that would be much better under the right circumstances.  </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Fire Frost vs Twilight (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Twilight Minions can give you a hard time in the early game, but with Icefang Raptors or Lyrish Knight you should be able to stabilize more often than not. Fire Nature can play a strong mid game around the newly buffed transformation tools (buffed vileblood+skyfire combos) combined with the cheap nature crowd control spells. Stormsinger will be essential to trade well and keep Burrowers away from your base, but be careful with trading on an open field. Shielded Skyfire Drakes + Stormsinger can be essential to secure air control in the mid game and after winning trades your Shield value will allow you to set up strong counter attacks. Twilight Curse might slow down pushes by transforming Shield Drakes, but with Frost Sorc in the backline you should be able to protect the unbound bug and build up even more pressure with your next push. T3 should be primarily used as a game finisher and help you close games from favorable positions. Tremor spam is your best option here, because Fire Nature has the damage to stop Giant Slayers even from T2 (Skyfire Drake + Root).</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span><span style="color:#fcf7ee;">Fire Frost vs Pure Shadow (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Shield Drakes with Lavafield support are rather decent against pure Shadow, but with severe scaling issues and lacking siege damage it can be rough to apply enough pressure to destroy power wells before you end up getting outscaled by a superior T3. Harvester can be a serious threat to deal with, but as long as you carry either Disenchant, Lyrish Knight or Lightblade in your deck you should be good to go. Also make sure you don't waste your Coldsnap for a Nether Warp dodge. Wait until the Harvester gets close to your powerwell so the Shadow player is forced to warp away from your base. You generate additional time and ideally follow up with another Frostbite to restrict movement further. Skyfire Drake can also be used to counter Harvester, because they are faster and also transition well into counterattack after a successful defense. With Lavafield and Frost Sorceress you can put up some solid support for them to break the enemies defense and turn this matchup. This is fairly essential as in T3 your chances are significantly lower due the high variety of options pure Shadow has. Voidstorm can clear out the map, Satanael + Bloodhealing creates insane high energy scaling, Cultist Master and Shadow Insect can be used for tempo and Corpse Explosion adds a permanent threat of burst to negate the value of building protects. It is not unwinnable on perfect execution, but the amount of threats alone and the potential map reset that voidstorm provides is very threatening. As the void level itself raises as a result, Backlash can be used as a strong counter in this particular matchup to withstand the strong pure Shadow attacks.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Difficult matchups:</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(6) </strong></span><span style="color:#fcf7ee;"><strong>Fire Frost vs Lost Souls </strong>(-)</span>
</p>

<p>
	<span style="color:#fcf7ee;">Lost Souls usually doesn't feel that hard to play against during T2, but its scaling is vastly superior leading to a very uncomfortable position, where you end up being forced to attack your opponent at some point even without an advantage. With nerfs to Mountaineer you need to rely much more on shield synergies to get ahead despite the Nightguard nerfs. The constant micro load around shielding up units while allocating resources ideally is a very tough task. Stormsinger &amp; Darkelfassassins are really strong in a defensive position, because they trade well against the Skyfire drake. Icefang Raptor can help here to deal with Darkelf Assassins, but even if you get ahead you always need to respect strong damage tools of Nasty surprise and Aura of Corruption. In T3 Souls usually has access to better synergies as a lot of the lower tier cards scale better compared to the Fire cards. Nasty Surprise &amp; Life Weaving are exceptional when combined with high hp Frost units. On top of that, Lost Souls usually offers more room to put additional slots into T3, building up to this powerful late game setup without opening up weaknesses in T2. Warlock can help to counteract to a certain degree, but isn't enough to turn the current matchup dynamic entirely.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7) </span><span style="color:#fcf7ee;">Fire Frost vs Bandits (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Bandits are very hard to play against, especially in T2 as Windhunter can contest air control even against shielded Skyfire Drakes. Stormsinger + Lavafield is your best setup to keep up trading wise, but you mostly have to find an answer to Bandit Spearmen as they can trade up against Icefang Raptors on an even power level. With no unit that trades up against Bandit Spears it is really dangerous to give up tempo against Bandits at any given point. You can stop Rallying Banner + Darkelf Assassin spam from even power by using Icefang/Lyrish Knight, but if you fall behind the endless spawns and immediate unholy trance activations can be extremely annoying to deal with. You need to play a really slow and controlled mid game and kite units with Frostbite to accumulate small advantages over time. For counterpressure try to play around your mobile units as they can outmaneuver the Bandit Minefield. T3 scaling usually isn't a win condition, because a well executed Bandit Lancer split attack can be overwhelming, but if you manage to stabilize at T3, you might have a reasonable chance to strike back. Frost Shard can be very strong to stop Rallying Banner + Cultist master pushes entirely and Shield Building or Lightblade can buy an enormous amount of time against Soulhunter. Try to play for late T3, because your enemy will most likely run out of charges first.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8) </span><span style="color:#fcf7ee;">Fire Frost vs Stonekin (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin is a very tough matchup as Stormsinger supported by Stoneshards and Spirit Hunters are really hard to trade into. The faction has better tools to trade and you main advantages lie around shield Drakes and defensive Warlock + Coldsnap set ups to potentially scale towards T3. But if Stonekin manages to acquire power leads, they will be snowballed by Burrowers, Stoneshard spam or even a Stonetempest. The variety of tools stonekin has in order to generate advantages is really wide and it’s hard to be prepared against each of them. Which stonekin version you end up facing solely depends on the deck choice your opponent made. Therefore, identifying the deck structure during the match is a key factor to determine your win condition, because you either might deal with additional trading and siege tools in T2 or a large T3 built around Timeless One and Stone Warrior. Stonekin won’t be able to provide everything at once. A T2 heavy stonekin deck can be beaten by a passive scaling approach, where you use defender’s advantage to trade better until you can get to T3. If you face a multi-slot T3 you should be better off by playing aggressive during T2 as the potential lack of important cards like an Aggressor i.e. could amplify Shield Drake value. Making the right call here is tough and it still doesn't guarantee success, but once you get to know your opponent you might be able to guess what he wants to do depending on his playstyle.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9)</span><span style="color:#fcf7ee;"> Fire Frost vs pure Nature (↓) </span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Nature was already hard to deal with and now received buffs on top of this. Trading into Ghostspears is extremely difficult as they are more stat efficient than Icefang Raptor, Deep One + Spirit Hunters is a strong combo on its own and with Parasite and Parasite Swarm your air units aren’t safe either. You usually have less siege options compared to other Firesplashes when it comes to taking down power wells early. This is problematic as you will get outscaled rather often. You can deal well with Energy Parasites, because with Stormsinger and Skyfire Drake you do have two counter tools granting a little bit of flexibility, but trading well into Deep Ones at the later stages of T2 is problematic anyways. Your best way of staying in the game is a strong defense against Energy Parasites, a ranged unit heavy composition to avoid high value cc and shield support for your air units whenever you attempt to attack. Try to kite the melee units and focus priority targets like Deep One or Spirit Hunters with Frostbite. If you get pushed back you can always try to look for a strong Coldnsap + Warlock combination that helps to keep up with nature’s scaling for some time. T3 is not your best option either, because Parasite Swarm can take care of your L units (you might consider adding Gravity Surge as an extra tool to prevent this, but deck slot issues arise again) and Mutating Maniac/Fathom Lord are powerful answers to any XL unit based strategy. In order to win this matchup you most likely need to acquire a lead by outmicroing your opponent at some point.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> NATURE FROST / STONEKIN </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="Rageflame_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="10980" data-ratio="20.80" data-unique="wf6qtva2q" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/Rageflame_smallest.jpg.8ba47acccb92890d58aca0e7e2fd8021.jpg"></span><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin probably has been the biggest winner out of all balancing changes, since Frost and Nature T1 are both playable by now. Playstyle wise you have great units and spells to win trades and accumulate small advantages by building up large and powerful armies to the point where you can overwhelm your opponent entirely. It arguably has the most powerful T2 in the game and the combination of crowd control and building protects leaves you with insanely defensive options. You only lack burst damage to quickly break free from large attacks when being down in tempo, but that should be the only true weakness I can think off. Anyone who likes to experiment with deckbuilding will find find a lot of options, because stonekin probably has the most amount of viable cards you can play. Also playstyle wise you can do almost anything from micro based snowbally gameplay to super slow cannon tower stacking decks, that will throw opponents into despair.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15267" href="https://forum.skylords.eu/uploads/monthly_2023_02/na_fr.png.be32bed650f32d95f2312db79f83c0bd.png" rel=""><img alt="na_fr.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15267" data-ratio="27.60" data-unique="2f5o5aow8" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/na_fr.thumb.png.fdb0bf9a6d87808be4af01670edf9020.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">Alternative deck</span></strong></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15268" href="https://forum.skylords.eu/uploads/monthly_2023_02/fr_na.png.5a90cc4257a1f45b7f600ab2b8becac8.png" rel=""><img alt="fr_na.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15268" data-ratio="27.60" data-unique="2rihcruq4" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fr_na.thumb.png.bf78b4b57020b81f442f91d5610948ca.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">2. Matchup discussion</span></strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">Easy matchups:</span></strong>
</p>

<p>
	<span style="color:#dbb057;"><strong>(1)</strong></span><span style="color:#fcf7ee;"><strong> Stonekin vs pure Shadow (↑)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">With Lightblade (purple) being more and more of a standard pick in Stonekin your matchup against pure Shadow has gotten better and better with every patch. Due to its basic design Razorshard still is an amazing tool to face off against pure Shadow. It is immune against Netherwarp in its ranged stance, counters unit stacking due to the strong AoE, can outrange Shadowmage &amp; Darkelf Assassins and also ends up being immune against knockback. Since Shadowmage is not as mobile as the Stormsinger it can't outrun the Razorshard attacks really quickly. This also makes the matchup simple to play from a strategic pattern. stack Razorshards, add stormsingers against Nightcrawlers and intercept Harvester with Lightblade (purple). At this rate you only have to play around the enemies AoE spells (Aura of Corruption, Corpse Explosion, Nasty Surprise) and accumulate advantages up to the point where power wells start dropping. Due to Nightguard nerfs Stonetempest and Crystal Fiend are strong snowball options in this matchup again. You usually get a time window to attack the enemies base once all 12 Shadowmage charges are depleted, because the power level of pure Shadow T2 drops significantly at this rate with void level being too low to take a T3 successfully. It’s best to play around choke points and small areas to increase the efficiency of cc spells and Razorshard AoE. If you get ahead you should always consider blocking T3 positions if possible (use Ice Barrier when starting Frost T1), because Voidstorm will be really annoying to play against in the later stages of the game.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(2) </strong></span><span style="color:#fcf7ee;"><strong>Stonekin vs Fire Frost (-)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">This is a great matchup for Stonekin after your T1 options got buffed to secure an even early game. Stoneshards and Spirithunters can support your Stormsingers in this matchup to outtrade the Fire Frost player in any situation. You need to respect shielded Scythe Fiends, but with Aggressor this shouldn’t be a major threat. Stoneshards trade well into any ground unit besides Icefang Raptor, which gets attacked by Stormsinger. Your setup to find good open field trades is excellent and once you find them you can start leveraging your tempo leads by including L units into your composition. Stonetempest is a great option in this matchup due to its powerful M-knockback. Due to the stonekin passive + surge of Light synergy Tempest can also outlast extended trades against shielded Skyfire Drakes to overwhelm your opponent on the long run. Aggressor would be another great tool in multi unit compositions because the L knockback is just amazing against Skyfire Drakes and as long as there are enough damage sources you even get value from his knockback without any L units around. Once Skyfire Drakes are out of the way you can also add an uncontested Crystal Fiend. This should help overwhelming your opponent by outtrading him at his own base and countering the entire Fire Frost kit on the long run. Once your enemy can’t use his unit spell combos to burst your units, the Crystal Fiend healing will generate endless value over time. Playing for T3 is also a possibility, but keep in mind that Timeless One mirror scaling might favor Fire Frost due to the access to Warlock.</span> 
</p>

<p>
	<strong><span style="color:#dbb057;">(3) </span><span style="color:#fcf7ee;">Stonekin vs Bandits (</span></strong><span style="color:#fcf7ee;"><strong>-)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">The most valuable advice we can give in this matchup is to play the correct units. Bandits has great tools against Stoneshards, Spirit Hunters and Stone Tempest, but absolutely no answer to Stormsinger + CC support. Playing around this simple pattern is the most reliable way of generating an advantage against Bandits. Bandit Stalker and Spearmen can be kited, Darkelf Assassins can’t be stacked due to Hurricane and Minefield is way too slow to catch Stormsingers in time. Leveraging tempoleads from this trading advantage should be easy by adding Burrowers considering Bandit Stalker can be zoned off by your Stormsinger army. Bandit Sniper always needs to be pressured considering the ability can oneshot Stormsinger if left uncontested. This shouldn’t be a major concern due to your mobility and strong cc options. Your only enemy in T2 will be  energy scaling. If the void level rises, high tempo execution gets more and more difficult over time, whereas Bandits have amazing tools to dump energy without losing significant value. Rallying Banner spam attacks are incredibly strong on higher energy counts and with more units to take care of across the map it is much more likely to walk into a Minefield or get caught by an Aura of Corruption. If constant spell weaving allows Bandits to trade towards a stage where T3 is a possibility, the matchup also starts to be much closer again. Bandit Lancer split attacks are very powerful and can only partially be matched by using your M-knockback tools from T2. Combined with the threat of facing a double buffed Soulhunter this can be really tough to deal with. Timeless One + Stone Warrior would be the best response here. Overall it might not be the easiest matchup in terms of execution, but you can dominate it with some practice.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span><span style="color:#fcf7ee;">Stonekin vs Twilight (-) </span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Twilight is a melee unit heavy T2 faction which is countered by Stormsinger stacking with CC support. This will be the core feature of your unit army, apart from that you can just adapt based on your enemies unit choices. Try to split well in order to avoid getting hit by Lavafield or CC and stack up advantages by using your own spells. Spirit Hunters &amp; Frostbite can provide some extra dps against ravaged units and with either Lightblade or Aggressor you have solid counters for Vileblood. You usually struggle the most when falling behind in the early T2 stage, because Siege attacks might force you to invest all your power into crowd control and building protects, so you can't really start stacking units to generate value. Once there is 1 Vileblood or 2 burrowers the dps often is high enough to outvalue your defensive capabilities. Avoid taking risks in T1 to avoid such scenarios. You need to be proactive and win on T2, because at T3 Nightshade Plant mind games might be very dangerous to play against.</span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Skill matchups</strong></span>
</p>

<p>
	<span style="color:#dbb057;"><strong>(5) </strong></span><span style="color:#fcf7ee;"><strong>Stonekin vs Pure Nature </strong></span><strong><span style="color:#fcf7ee;">(↓) </span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Stormsinger stacking is a great tool to deal with nature, because the unit is immune to most of its crowd control sources. Nature often has to rely on Deep One (+ability) to get any good trades done, which rarely ends up being power efficient if you kite well. Zoning Energy Parasites with Stormsingers is the highest priority, because you will need some time until you have a critical mass that can push the nature player back into his base and threaten power wells. Blocking Energy Parasites from getting their ability off needs to be prioritized as it’s the only option for pure nature to come out ahead. Crystal Fiend can be a great addition to the unit mix, because pure nature does lack burst damage leading to much higher healing values. But playing the card early is very risky because it dies to a single Parasite spell after the card received some buffs. It requires Surge of Light support in return to stay alive. As Nature often relies on Deep One scaling to stay relevant, Lightblade can be really useful on higher unit count. In T3 the player with more slots usually ends up being favored, but Parasite Swarm can be annoying if you play without XL units, so finishing the game in T2 usually is preferred. On a side note: Even though you might start in a mirror matchup in T1, Stonekin T2 is much better at dealing with larger T1 armies than pure nature T2, making it much more flexible and forgiving in the early game.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6)</span><span style="color:#fcf7ee;"> Stonekin vs Shadow Frost (-) </span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup favors you on T2. Considering most trading patterns consist of Stormsinger versus Stormsinger it ends up being beneficial, because you have superior crowd control. Using this to build up small leads by constant trading you can accumulate these small wins and increase the pressure constantly. Once you get to remove all units from your opponent you can start adding Burrowers for increased Siege potential to finish the game. Shadow Frost often tries to play defensive and utilize undazed Darkelf Assassin spawns as well as Nasty Surprise. Playing with tempo is extremely important, because if you fall behind heavy use of Lost Reaver + Stormsinger can be difficult to deal with. You often lack dps to remove the Reaver in time when utilizing the Aggressor against tempo deficits. Aura of Corruption needs to be respected, but when playing around mobile units you can avoid it, offensive Cannon Tower might be a niche counter too. Don’t let the game go to 6+ wells quickly, because Souls T3 usually ends up being problematic to deal with unless you invest at least 4-5 deck slots into your own T3. But even then you aren't favored, so opting for a win at T2 usually produces the best results. Force open field trades by contesting T3 spots and put pressure on your opponent if he tries to well up. If you get ahead try to take map control and stay close to your opponent. A greedy T3 attempt is a great opportunity for you to close a game with a Burrower spam.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7) </span><span style="color:#fcf7ee;">Stonekin vs Amii </span>(↑)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">This matchup often results in a traditional Stormsinger vs Amii Phantom micro war. The M/M ranged unit management really determines the outcome of this matchup and if Shadow Nature gets ahead the deck can be an overwhelming force rather quickly. But as long as you play very controlled, split your Stormsingers against cc and don’t make major mistakes you will be able to win in later stages of T2. First of all Stormsinger does have more charges than Amii Phantom and on top of that a few extra Razorshards get really strong at later stages once many Stormsingers are on the board. The extra range on Razorshard allows you to root down Darkelf Assassins and Amii Phantoms and with heavy unit stack it is so difficult to dodge the AoE damage and M-knockback leading to great trades. With enough Stormsingers to protect them from Amii Phantom’s melee disable mode this usually leads to an overwhelming force that ultimately wins you the game. After Nightguard received a nerf you also can consider playing Crystal Fiend in this matchup now, which works incredibly well during such extended trades. Do not get baited into Stonetempest as Amii Phantom still hard counters it. Amii Paladins are not a big threat to you as long as you play around the ability cooldown. T3 should be avoided as Shadow Nature has various options to apply strong pressure from split pressure to fully buffed XL unit. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">(8) </span><span style="color:#fcf7ee;">Stonekin vs Pure Frost (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Usually the T2 is played in a very slow manner, which is good for you to establish very powerful unit setups, but also problematic as you might struggle punishing well stacking to a point, where T3 becomes a realistic option. Frost usually has more slots available to build a powerful T3, therefore wins these types of scaling games. Winning T2 is very important due to that and requires very aggressive gameplay at some point, where you ideally contest T3 positions or cut off map control by attacking Frost’s mobility restrictions. Stormsinger + Spirit Hunters usually do trade very well on low energy count, but get outscaled by War Eagles. Once you get ahead or establish map control, Aggressor or Stone Tempest might be valuable additions to deal with War Eagles, especially when you get to force the enemy to trade with you. Crystal Fiend is a great tool in this matchup to leverage leads, because Frost doesn’t have very reliable tools to burst it down. Avoid close bases at all cost, because it strengthens War Eagle gameplay and also supports White Rangers. Burrowers are not an option during T2, but can be strong at punishing both a long T1 and an early T3 giving you an edge during transitions. T3 will be difficult to play unless you invest little slots into T2, Thunderstorm is very useful for such strategies as it enables faster T3 timings. The high AoE damage can remove T2 pushes easily and effectiveness is even amplified due to War Eagles being too slow to outmaneuver it. </span>
</p>

<p>
	<span style="color:#dbb057;"><strong>Difficult matchups</strong></span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9)</span><span style="color:#fcf7ee;"> Stonekin vs pure Fire </span>(↓↓)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">The introduction of Burning Spears highly changed the dynamic of this matchup as pure Fire now has an entirely new option for early game trading. This makes it much harder to establish leads and snowballing with low dps L-units is not an option either. Stoneshards remain as your best trading tools in this matchup as they outvalue Scythe Fiends and counter Enforcer, but to beat pure Fire entirely you will need ranged and spell support. If pure Fire manages to survive the early gamestage by utilizing defenders advantage the matchup dynamic quickly turns around, because the traditional s-sized melee units lose their value at higher power counts due to limited focus fire options upon being spammed and their weakness against zoning dps spells like Wildfire. At some point you may collapse to the relentless aggression pure Fire can throw at you. To prevent this from happening you need to be proactive during T2 and constantly acquire advantages by trading around your powerful cc tools. With many small wins you might be able to opt for a power well focus as long as you avoid high value wildfire or Lavafield. Your decision making and micro needs to be on point here as your Siege damage in this matchup is rather low, Burrowers against Enforcer is definitely not advised. In T3 you need to stabilize around Stone Warrior and try to match the Juggernaut pressure by playing around the Disenchant cooldown to utilize the Shatter Lance ability. This can work, but isn’t a guaranteed success, because one misplay around the Stampede ability is game over.</span>
</p>

<p>
	 
</p>

<p>
	<strong style=""><span style="font-size: 22px;"><font color="#dbb057">[</font><font color="#fcf7ee"> SHADOW FROST / LOST SOULS </font><span style="color:#dbb057;">]</span></span></strong><br>
	<span style="color:#fcf7ee;"><img alt="lostdancer_smallest.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="11032" data-ratio="20.80" data-unique="8ucvl6sr8" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/lostdancer_smallest.jpg.3d158797807246f51fc9a293411d25c1.jpg"></span><br>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="r2wwmq3ft" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">1. Deck description</span></strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Lost Souls was one of the most played decks in PvP... for a good reason! The deck is the most solid one with no big weakness and an outstanding defence. A wide pool of units allows you to adept to any situation. With a fantastic T3 as backup you can play a very controlled game, whenever you get ahead in a match. You can constantly stay ahead in powerwells (the +1 game) up to a point where you can afford to switch into the T3 stage, where you'll most likely win.</span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15269" href="https://forum.skylords.eu/uploads/monthly_2023_02/sh_fr.png.c60a5fb69ed20b1540e357079bcf00bb.png" rel=""><img alt="sh_fr.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15269" data-ratio="27.60" data-unique="xrm1it8l7" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/sh_fr.thumb.png.588ebb3112a7a3e75c2005e1e90d70e7.png"></a>
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#dbb057;">Alternative deck</span></strong></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="15270" href="https://forum.skylords.eu/uploads/monthly_2023_02/fr_sh.png.655aeaaac23228f605901649dff5a409.png" rel=""><img alt="fr_sh.png" class="ipsImage ipsImage_thumbnailed" data-fileid="15270" data-ratio="27.60" data-unique="dwdjlq6gu" width="1000" src="https://forum.skylords.eu/uploads/monthly_2023_02/fr_sh.thumb.png.7aaa964e8a8c32a1b460e7528ea33d68.png"></a>
</p>

<p>
	<strong><span style="color:#dbb057;">2. Matchup discussion</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">Easy matchups:</span></strong>
</p>

<p>
	<span style="color:#dbb057;"><strong>(1) </strong></span><span style="color:#fcf7ee;"><strong>Lost Souls vs Fire Frost (-)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">Fire Frost is rather easy to play for you, because you aren't forced to make proactive decisions in T2. You just need to defend incoming attacks and scale into your superior T3. As long as you stay even in T2 there is nothing you need to fear in T3. In T2 you can defend Scythe Fiends &amp; Skyfire drakes easily with a combination of Darkelf Assassins and Stormsinger with Frostbite support. Try to split well against Lavafield at later T2 stages and try to target Frost Sorcs during skirmishes. This will heavily limit the amount of pressure Fire Frost gets to apply on the long run. Try to utilize your spells for burst oriented trades (Frostbite, Nasty Surprise) rather than extended ones (Coldsnap) to avoid maximized shield synergy and Warlock value. If you get ahead during trades, you can try to utilize Lost Reavers to launch powerful counter attacks. T3 will be in your favor as you have better units, more slots and superior spell synergies. </span>
</p>

<p>
	<strong><span style="color:#dbb057;">Skillmatchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(2)</span><span style="color:#fcf7ee;"> </span></strong><span style="color:#fcf7ee;"><strong>Lost Souls</strong></span><strong><span style="color:#fcf7ee;"> vs Twilight (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">You can defend Burrower attacks with a very high efficiency in the early game and establish a very solid lead, that can be used to transition into a T3, where Fire Nature doesn't stand a real chance. If you get strong leads you can either opt for split attacks or Lost Reaver to apply pressure. The latter one might struggle against Slaver though, who is powerful against melee L units specifically. The most dangerous game stage is late T2, where double Burrower + Skyfire attacks with massive nature cc support are powerful enough to overload your building protects. Make sure to respect their mobility and try to take down Skyfire Drakes as early as possible. Try to split your units well when defending because once the void level gets really high, double Lavafield is a dangerous tool to remove all your small units (Stormsinger, Nightcrawler and Darkelf Assassins die to it). Try to find a good time window in order to tech up to T3 as this is your main win condition in this matchup. On a sufficient energy level Timeless one can withstand a massive Burrower push, if the Fire Nature player decides to rush you at that point. At T3 Mutating Maniac and Nightshade Plant both need to be respected but your T3 trading is superior and you will come out ahead in the long run.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#dbb057;"><strong>(3) </strong></span><span style="color:#fcf7ee;"><strong>Lost Souls vs Pure Nature (-)</strong></span>
</p>

<p>
	<span style="color:#fcf7ee;">You are slightly favored in T3, but at a disadvantage in T2. Therefore, it is important to play towards your win condition in order to come out ahead. Deep One is really hard to deal, especially with Parasite being a cost effective counter to Nightguard. On top of that you always need to zone Energy Parasites with Stormsinger. This has to be your number one priority before you start thinking about anything else. If you want to attack nature you need to make sure to either split attack or surround your enemy. A good unit split will allow you to catch the more expensive nature units by using Frostbite without running into a cc spell with your entire army. This concept is extremely helpful to get rid of Spirit Hunters quickly. A strong split attack is the best setup for any Motivate -&gt; wellfocus plays. L units aren't a reliable option against Parasite Swarm or Deep One, so generally try to stay away from Lost Reaver when facing pure Nature. T3 remains in your favor, but be careful whenever your opponent splashes towards Fire here. Mutating Maniac, Parasite Swarm, Disenchant is not as easy to beat and Nightshade Plant can overload your building protects. Apart from that Timeless One dominates the field and buffed Lost Grigori is very strong at taking out structures. Always track how much Surge of Light got used during T3 as this heavily impacts your chances of winning T3. You win the game whenever Surge of Light charges are depleted.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(4) </span></strong><span style="color:#fcf7ee;"><strong>Lost Souls</strong></span><strong><span style="color:#fcf7ee;"> vs Bandits </span>(↑)</strong>
</p>

<p>
	<span style="color:#fcf7ee;">Bandits are fairly challenging to play against nowadays. You can't really utilize Nightcrawler against Bandit Stalker, Windhunter + Minefield limits the impact of Lost Reaver, Stormsinger always runs into the danger of getting targeted by the Bandit Sniper and Darkelf Assassins might struggle with the Minefield. Getting ahead against this setup is really difficult, but if you manage to do so the lack of cc and building protects will allow you to take down power wells very quickly. In return your defensive tools are fairly solid. Bandits do not have access to Siege units and Rallying Banner attacks are not as threatening due to Nasty Surprise, especially when combined with any high hp targets (lyrish knight, phalanx, lost reaver). Even though your T2 is a little bit more stable overall, T3 is very scary to play. Bandit Lancer spam can be really annoying to trade into, because you usually don't have a very powerful M counter in T3 and the active ability can prevent Timeless Ones from using theirs. Pressure only gets amplified if your enemy plays Motivate or Rallying Banner + Cultist Master. As all of these units are rather low hp ones, Frost Shard could be a strong addition to limit the early game pressure and enable scaling towards the later T3 stages. Bandits will run out of charges way before Lost Souls and Soulhunter is only a real threat whenever your opponent is far ahead. On the other hand Tremor can always build up pressure against Bandits even despite being matched by strong L counters. </span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">(5) </span></strong><span style="color:#fcf7ee;"><strong>Lost Souls</strong></span><strong><span style="color:#fcf7ee;"> vs Pure Shadow (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">You do have solid tools to deal with pure Shadow, especially when playing Lyrish Knight. He is a great target for Nasty Surprise, an XL counter for the Harvester and also withstands the M-knockback of Shadowmages due to being steadfast. Darkelf Assassins + Frostbite are always good at trading and in combination with Stormsinger you can defend against most attacks. Once you get ahead, Lost Reaver is a strong option for attacking. Try to play him with Stormsingers, because pure Shadow likes to use the Knight of Chaos as an L-counter and protect the Lost Reaver with Liveweaving from incoming burst damage sources like Shadowmages or activated Darkelf Asssassins. Harvester needs to be respected, but its effectiveness is limited, unless the Shadow player has a lead beforehand. Frost Bite is really valuable against him and a combination of buildings protects and Coldsnap usually can buy enough time. If you have problems countering Harvester you can always add Lightblade (purple) to your deck. You ultimately want to build up towards 6 wells and a T3, but avoid having a power well close to the enemy's base. In close well scenarios pure Shadow is heavily favored because Shadowmage reaches its maximum potential at these kinds of fights. On top of that, close well fights end up getting really bloody increasing the risk of running into a super high value Corpse explosion. As the damage aoe damage cap is extremely high, it often pays off to avoid building full well clusters and expand at different positions. Your T3 usually is a little bit better, this pays off the most on large maps, whenever Cultist Master value is reduced. If you expect a Voidstorm to be played either try to save some power or force counter units beforehand if possible so you avoid a huge negative trade allowing you to apply pressure with your Tremors once the Voidstorm is on cooldown. Keep in mind Voidstorm only has 4 charges and spell cooldown is vastly increased afterwards.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(6) </span><span style="color:#fcf7ee;">Lost Souls vs Pure Frost (↓)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Nightguard nerfs were very strict nerfs to Lost Souls in this particular matchups. You mainly need to rely on Darkelf Assassins and Frostbite when trading against War Eagles, but it will require further support whenever you want to break throught the strong Frost defence. Avoid cliff areas to make War Eagles more vulnerable overall and be careful with activating the unholy trance ability from Darkelf Assassins when near your opponents base, because the immobility can be heavily punished by White Rangers. After accumulating unit advantages you can throw in Lost Reaver to build up pressure, but without Stormsinger support he won’t perform well against Mountain Rowdy and Lightblade. Overall beating pure Frost at T2 is difficult, but as Frost T1 will be unable to contest map control, you can stall games to T3 more often than not. Aura of Corruption is a basic tool to punish the slow War Eagles. You can also make use of Nasty Surprise defenses when comboing the spell with Lost Reaver. Phalanx + Nasty is even more effective at one-shotting up to 3 War Eagles, which is a niche combo worth considering in this matchup. This matchup has a very defensive play pattern at T2 because both factions do have severe advantages when playing around their own power wells. On open field trades you usually do have the upper hand, which can be used to establish a good position on the map. Combined with the higher mobility in T1 you might be able to block all T3 positions from your enemy. If the game goes to T3 vs T3, you mostly need to respond to Tremor attacks by using Timeless One + counter units and protecting your buildings with spells. Lost Grigori can shine in this matchup as he beats Tremor, Lancers, Timeless One combos with his taunt and also hard counters any cheese attempts around Avatar of Frost. Nasty Surprise tends to scale very well in this matchup, because it often adds the needed extra burst to take down power wells.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(7) </span><span style="color:#fcf7ee;">Shadow Frost vs Stonekin (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Stonekin can be a really uncomfortable matchup, because its defensive capabilities match yours in T2 and with superior cc their Stormsingers usually are better on open field. Avoiding these types of trades is really important for that reason. Utilize defenders' advantage to adapt based on the enemies unit composition and set up some efficient trades by surprising your opponent with a good Nasty Surprise. If you get to achieve this you can well up as quickly as possible. You want the energy level to rise as quickly as possible considering you win at T3 most likely and attacking in T2 is not an option. Nightcrawlers get hard countered by Stoneshards and Reaver attacks only end up being an option when your opponent takes a greedy power well. In T3 your odds of winning are most likely higher considering Stonekin suffers from slot restrictions. But don’t tunnel into passive scaling whenever your opponent allows you to do so as stonekin could also play a large T3 and sacrifice deck strength elsewhere. But most people cut their T3 in Stonekin to have a more powerful and flexible T2. Whenever you play T3 vs full T2 Silverwindlancer + Nasty is a very important burst combo and will grant you incredible value.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">Difficult matchups:</span></strong>
</p>

<p>
	<strong><span style="color:#dbb057;">(8)</span><span style="color:#fcf7ee;"> Shadow Frost vs Pure Fire (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Pure Fire is really difficult to deal with, especially when you end up falling behind in this matchup. Enforcer is superior to Nightcrawler and Stormsinger which allows the Fire player to protect a Firedancer who constantly throws fireballs at your power well. This forces you to spend many resources into protecting your buildings. If you don’t break free by finding a good nasty, this leads to very inefficient trading patterns. In case the Firedancer is able to use a cliff as protection you are in serious trouble so avoid taking any of these positions when facing a pure Fire player. Your best chance of getting good trades is a powerful nasty surprise and good use of Frostbite during trades. If you get ahead you can try utilizing your Lost Reaver to destroy a powerwell. It is ideally paired with Darkelf Assassins as they can help deal with Burning Spears without getting hard countered by Enforcer like most M units. Lifeweaving will help against Wildfire, especially when you are aware that your opponent has not enough energy to follow up with an immediate disenchant. In addition to that Juggernaut is insanely strong, even strong enough to break through a Timeless One T3. Tremors do not keep up in tempo and whereas Aura might be enough to remove one Juggernaut, experienced Fire players will fully commit once they have two. Double Juggernaut can not be matched unless you are very far ahead to counter them with the Lost Grigoris disintegration spell (not reliable due to significantly higher upfront costs.</span>
</p>

<p>
	<strong><span style="color:#dbb057;">(9)</span><span style="color:#fcf7ee;"> Shadow Frost vs Amii (-)</span></strong>
</p>

<p>
	<span style="color:#fcf7ee;">Amii has a distinctive advantage in the early T2. The faction has similar units (Nighcrawler + Darkelf Assassins + Amii Phantom vs Night Crawler + Darkelf Assassins + Stormsinger) and superior cc which allows your opponent to set up better trades all the time. This leads to a survival game, because low hp unit spam can be removed through AoE tools (Nasty Surprise, Aura of Corruption) and split Lost Reaver attacks get more value over time. Try to spawn him very close to the enemies base, because Shadow Nature likes to play Darkelf Assassins or Amii Phantom + Root against them. Do not send your Reaver alone as Tranquility might lead to constant cc rotations which are really hard to break otherwise. Your main goal isn't necessarily kicking power wells, it is more about relieving pressure and buying time. T3 stage is highly beneficial for you as Timeless One can minimize the impact of Cultist Master attacks unless you play a close base scenario and Amii straight up collapses to Tremor spam whenever you get to set up a counter attack. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:24px;"><span style="color:#dbb057;"><strong>Conclusion</strong></span></span>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="11076" href="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.png.f3fdd2328f2474d84b25eee197d166b7.png" rel=""><img alt="community_splitter.png" class="ipsImage ipsImage_thumbnailed" data-fileid="11076" data-ratio="3.50" data-unique="efqgexbz9" width="1000" src="https://forum.skylords.eu/uploads/monthly_2021_12/community_splitter.thumb.png.ca92ad4820d6ba7e41e6ffbe061ca792.png"></a>
</p>

<p>
	<span style="color:#fcf7ee;">This overview is getting longer with every overhaul. I hope this wall of text is not too intimidating (&gt;27.000 words) and provides helpful information to you!</span><br>
	 
</p>

<p>
	<strong><span style="color:#dbb057;">What to expect in the future and last words:</span></strong><br>
	<span style="color:#fcf7ee;">We will keep this guide updated every few patch cycles (tier list at the start will be adjusted more frequently). We all know PvP is difficult to get into, but we will try our best to lower some of the barriers whenever possible. If you have any questions feel free to ask us in this thread or on one of the skylords discord servers. If you are entirely new to PvP, test some of the free PvP decks, look for a deck you like to play and adjust it until you find your own playstyle. External ressources (guides, videos etc.) can help a lot to understand the basics quicker and get to the point where PvP starts to be the fantastic and enjoyable game mode, that kept us playing for so many years. Hope you enjoyed reading, let's keep the PvP community active and see you in the Forge!</span>
</p>

<p>
	<span style="color:#fcf7ee;">Best regards,<br>
	Hirooo &amp; RadicalX</span>
</p>
]]></description><guid isPermaLink="false">8607</guid><pubDate>Mon, 13 Dec 2021 15:01:10 +0000</pubDate></item><item><title>Epic replay between me and Dorukking</title><link>https://forum.skylords.eu/index.php?/topic/9925-epic-replay-between-me-and-dorukking/</link><description><![CDATA[<p>
	Enjoy^^
</p>
<p>
<a class="ipsAttachLink" href="https://forum.skylords.eu/applications/core/interface/file/attachment.php?id=16114" data-fileExt='pmv' data-fileid='16114'>2023-08-07_15-52-08_Yrmia_diff2_s46492_Hollwie_Dorukking2_time_0_07_16.0_v262.pmv</a></p>]]></description><guid isPermaLink="false">9925</guid><pubDate>Mon, 07 Aug 2023 14:05:12 +0000</pubDate></item><item><title><![CDATA[Pure Nature vs Pure Fire -> playing t2]]></title><link>https://forum.skylords.eu/index.php?/topic/7259-pure-nature-vs-pure-fire-playing-t2/</link><description><![CDATA[<p>
	Hi! I'm learning pure nature (used to play pure fire) and find it ridiculously hard to play against pure fire in the early t2 stage. My games usally have an early skirmish for mapcontrol, then both grab 1 or 2 wells each and tech, And when both hit t2 it feels that i lose despite what im doing. Attacking is pretty easily fended of by Fiends agianst S, Enforcer agianst M and Gladiatrix against L while mixing in wildfire and spitfiredrake. Defending is definitly not an option since firedancers give to much value when attacking. So: how to approch this matchup in early t2? Is it maybe best to skirmish in the middle of the map where fire has to build a rallying banner? I mean at the moment i lose every game and we are on the same powerlevel
</p>
]]></description><guid isPermaLink="false">7259</guid><pubDate>Fri, 25 Dec 2020 16:27:16 +0000</pubDate></item><item><title>pvp balancing</title><link>https://forum.skylords.eu/index.php?/topic/9806-pvp-balancing/</link><description><![CDATA[<p>
	like in the title said, in my feeling pvp is much worse balanced than in earlier times. but anyways... i hope that in some years the changing of all cards will end. perhaps in that years i will try to learn the new game. <span><span class="ipsEmoji">😞</span></span>
</p>
]]></description><guid isPermaLink="false">9806</guid><pubDate>Sat, 27 May 2023 20:16:52 +0000</pubDate></item><item><title>UI: Show if players are ingame or searching for a match</title><link>https://forum.skylords.eu/index.php?/topic/8794-ui-show-if-players-are-ingame-or-searching-for-a-match/</link><description><![CDATA[<p>
	Hi, I think it would be nice to see how many players that are in the pvp-channel are actually searching for a game. A small Icon next to the player-name on the top-right would be nice.
</p>
]]></description><guid isPermaLink="false">8794</guid><pubDate>Wed, 09 Feb 2022 13:19:14 +0000</pubDate></item><item><title>Bejingguy pure nature deck</title><link>https://forum.skylords.eu/index.php?/topic/8831-bejingguy-pure-nature-deck/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	if anyone remembers - Bejingguy was a really cool nature player, he used werebeasts, living towers, spikeroots, primal defenders etc.
</p>

<p>
	any1 happens to know what his deck was? did he run no t3?
</p>
]]></description><guid isPermaLink="false">8831</guid><pubDate>Fri, 25 Feb 2022 10:02:23 +0000</pubDate></item><item><title>Pure Fire vs Pure Frost</title><link>https://forum.skylords.eu/index.php?/topic/8802-pure-fire-vs-pure-frost/</link><description><![CDATA[<p>
	Hi. 
</p>

<p>
	I've been playing almost every element (besides shadows mix and pure shadow) in pvp and one matchup I couldn't work no matter how hard I tried is pure fire vs pure frost.
</p>

<p>
	I genuinely think this issue needs to be addressed. I wouldn't mind a hard matchup, as this is part of the game, but I honestly feel like this is hardly playable.
</p>

<p>
	As long as you don't get some massive t1 lead (map dependant - can't always scavy rush, and even if you do the frost player can defend it), on T2 you get destroyed in any point of the game. 
</p>

<p>
	Defending is next to impossible because fire doesn't have building protect spells, so even if you kill the units a well probably will drop. 
</p>

<p>
	frost has stormsinger + abillity, area ice shield, skyelf, cc (coldsnap) and homesoil and you have drakes. can't even play gladi for the skyelf cause they'll get destroyed by an eagle so
</p>

<p>
	you're force to spam drakes which doesn't work cause you can only cast ravage on one of them.
</p>

<p>
	Carrying Global warming (which is not effective AT ALL in any other matchup) is a bit dumb, cause it's only for frost matchups (and maybe fire frost).
</p>

<p>
	Rushing T3 doesn't fit fire playstyle mostly and it is not that effective since frost players can easily counter juggernaut stamepede, even if you manage to get one.
</p>

<p>
	 
</p>

<p>
	Would love to get some insight, and/or suggestions. I couldn't think of anything, because pure frost isn't as strong as pure fire in PVP in general and nerfing frost is definietly not the right call.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8802</guid><pubDate>Sun, 13 Feb 2022 18:09:24 +0000</pubDate></item><item><title>Replays center?</title><link>https://forum.skylords.eu/index.php?/topic/8791-replays-center/</link><description><![CDATA[<p>
	 
</p>

<p>
	Hey,
</p>

<p>
	i remember back in the day, battleforge.gr existed to share replays of good matches. anything like that exist? 
</p>

<p>
	i think it'll make pvp more popular which is needed since there are like 5 players ranking anytime i log in.
</p>

<p>
	would love to share some replays ive saved and get tips :)
</p>
]]></description><guid isPermaLink="false">8791</guid><pubDate>Tue, 08 Feb 2022 08:52:07 +0000</pubDate></item><item><title>Is there a way to balance 2v2/3v3?</title><link>https://forum.skylords.eu/index.php?/topic/8580-is-there-a-way-to-balance-2v23v3/</link><description><![CDATA[<p>
	I've started playing pvp fairly recently and everytime im in the 2v2/3v3 maps i face new kind of cheese every time <span><span class="ipsEmoji">🙂</span></span>
</p>

<p>
	<span>if its sunderer with life weaving in t1 or war eagles with disenchant and shields/lost shades with dryad (B)+ heals in t2 or even church of negation in t3 or a random t4 unit it feels like who ever runs the most op combo wins.</span>
</p>

<p>
	<span>ofcourse you can argue this things can be countered by other cards but it always feels like who ever runs the most broken combo wins.</span>
</p>

<p>
	<span>i could be wrong about this because i dont have allot of pvp knowladge but it feels to me that 2v2/3v3 is broken in a fun way dont get me wrong but still very unbalanced</span>
</p>
]]></description><guid isPermaLink="false">8580</guid><pubDate>Tue, 30 Nov 2021 07:52:50 +0000</pubDate></item><item><title>shadow mage</title><link>https://forum.skylords.eu/index.php?/topic/8457-shadow-mage/</link><description><![CDATA[<p>
	for real, shadow mage that costs over 50 energy is just not fair in pvp - not balanced, with harvester its the only reason why u would go for double shadow and making it cost even more energy is just bad imo... interested about your thoughts
</p>
]]></description><guid isPermaLink="false">8457</guid><pubDate>Tue, 05 Oct 2021 20:43:38 +0000</pubDate></item><item><title>How to make PvP more attractive (Discussion)</title><link>https://forum.skylords.eu/index.php?/topic/6476-how-to-make-pvp-more-attractive-discussion/</link><description><![CDATA[<p>
	I am fully convinced, that PvP in Battleforge is a fantastic gamemode, but has certain flaws, that we might need to adress in order to make the game mode more attractive, especially for newer people. I want to make a longer post to get a discussion going about what we can do to get a more attractive gamemode and a larger playerbase, especially post reset. I'm following the current thread, where new player experience got discussed, which mainly focussed onto reward system, so I will move away from that in this thread, trying to adress some other problems and possible solutions. If you are looking for the discussion it is linked below. 
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed8282351759" scrolling="no" src="https://forum.skylords.eu/index.php?/topic/6381-the-new-player-experience-observations-suggestions/&amp;do=embed" style="height:224px;max-width:500px;"></iframe>

<p>
	 
</p>

<p>
	<strong>Balancing</strong>
</p>

<p>
	While there was alot of dicussion in the seperate balancing discord, we haven't seen any progress for a while, because access to the testserver has benn denied. In terms of PvP balancing we somewhat got to a consensus about what needs to be adressed, but it was hard to find a solution that really fixes the problem. We really need access to the testserver in order to make a progression, so we can implement changes, that make the majority of players happy 
</p>

<p>
	 
</p>

<p>
	What I'd like to talk about the most is the T1 diversity. With Nature and Frost being very underwhelming, alot of deck variety gets shut downed, especially for 1v1s. With only Shadow and Fire T1 being consistently viable at a high level, the amount of T1 matchups we can watch, consists of:
</p>

<p>
	Fire vs Fire - Shadow vs Fire - Shadow vs Shadow
</p>

<p>
	This is only a small part of what would be possible. If all T1's would achieve a "viable state" we could see 7 additional T1 matchups:
</p>

<p>
	Nature vs Nature -Nature vs Shadow -Nature vs Fire  - Frost vs Frost - Frost vs Nature - Frost vs Shadow - Frost vs Fire  
</p>

<p>
	In order to win with Frost or Nature you either have to play much better than your opponent or abuse the enemies inexperience with the matchup, which just is not a consistent win condition, especially if you want these factions to be played more frequently. With a static gamestate alot of people get frustrated about the current balancing situation. 
</p>

<p>
	In addition to that, there are 3 T2s (pure Nature, stonekin, pure Frost), that completely get shut downed by this deficit. Their T2 strength is actually decent, but you just don't want to play that frost or nature T1. 
</p>

<p>
	 
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed3610438308" scrolling="no" src="https://forum.skylords.eu/index.php?/topic/5537-balancing-discussion-the-t1-imbalance-in-pvp/&amp;do=embed" style="height:224px;max-width:500px;"></iframe>

<p>
	Back then I really advocated nerfs to mortar and Phasetower and I'm still fully supporting this idea. It is not possible to make healthy balancing changes around these two cards with their current stat cost efficiency and an almost nonexisting building counter system in the early stages of the game. That said, in order to fix the entire T1 issues, we need to adress more than just these two cards (but that would make a good first step). 
</p>

<p>
	Nature is too weak at defending a +1 well situation. Even after taking a lead in initial fights, you won't be able to well up as split attacks are just destroying the faction, that can't fight on low unit number with these units being super expensive. Similar issues occur once you get into a T1 vs T2 situation with more bound power than your opponent. The dps/power against M and L units is just way to low in order to allow healthy defences. 
</p>

<p>
	Frost got gutted through Homesoil getting nerfed and the faction can't fight on open ground effectively. You always need a power well close to your unit in order to contest. Against Mortar and Phasetower you can't even win these close well situations making things alot worse.
</p>

<p>
	 
</p>

<p>
	Current proposals from the skylords balancing discord:
</p>

<p>
	Phasetower: 
</p>

<p>
	Nerf idea 1: Decrease the damage by roughly 20% 
</p>

<p>
	Nerf idea 2: Increase the cost per Tower by 10  
</p>

<p>
	 
</p>

<p>
	Mortar:
</p>

<p>
	Nerf idea 1: Increased costs by roughly 15 power 
</p>

<p>
	Nerf idea 2: Cooldown increase 
</p>

<p>
	Nerf idea 3: Adding an initial cooldown to weaken the card against high tempo. 
</p>

<p>
	 
</p>

<p>
	These are different single nerf ideas and NOT a single combined proposal!  
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>Maps</strong>
</p>

<p>
	I've seen many players (especially newer ones) complaining about the map pool and also some people seem to dislike map X for various reasons. Just to give some examples. 
</p>

<p>
	-&gt; Lajesh has Walls close to the main base. Once you make a mistake and give one up to the opponent, he might win the game of that, especially in lower elos. 
</p>

<p>
	-&gt; Some people seem to dislke Yrmia for making some matchups very difficult to play
</p>

<p>
	-&gt; Alot of people dislike Whazai as you can cliff onto the main base.  
</p>

<p>
	While there is the issues of generated maps not being included to the ranked pool for some reason, I think it might be a good thing to just widen the map pool rather than reworking the existing PvP maps. I think we could work out some more balanced, fun and interactive maps to get less repetitive games. High ranked players could work around some balanced maps and we've got really good map creators, who could easily create those maps if they're willing to work with us here. After some testing you could consider which new maps might be introduced into the new ranked pool, which would give us some fresh, new content. 
</p>

<p>
	 
</p>

<p>
	What does a good map need? 
</p>

<p>
	I think we need some different maps, that adress different kind of win conditions to give different decks and playstyles small advantages or disadvantages. Battleforge has very low RNG based components in the game, so games might feel repetitive on the same map, if you play the same matchup or player many times in a row. 
</p>

<p>
	 
</p>

<p>
	1) The amount of Monuments 
</p>

<p>
	I think having a range from 7-8 is the best number for orbs on 1v1 maps. 
</p>

<p>
	2) Orb placement
</p>

<p>
	I think T2 should be easily achiveable for both parties. Maps like Uro do have this poor condition, where Frost doesn't get to T2 without contesting it, which is really bad. T2 should be uncontestable, for T3 the case can be different. Lajesh for example has good orb placements in my opinion. If the map is played without offensive wall action, it can provide strategically interesting gameplay. 
</p>

<p>
	3) Well distance
</p>

<p>
	Needs to be carefully selected as there are alot of components, that make matchups either toxic or snowbally 
</p>

<p>
	4) Center of the map
</p>

<p>
	Can grant a strategic advantage due to shorter attack paths, but shouldn't be a win condition itself as some colors simply can't contest in these early fights. The center on Simai is a good example for a healthy  center positioning.
</p>

<p>
	5) Terrain/Cliffing
</p>

<p>
	Choke points are very important to increase the value of cc and AoE, while open space allows more micro management based fighting. In addition to that, important well &amp; orb positions shouldn't be accessable by cliffs to avoid long range Sieges without proper counterplay. 
</p>

<p>
	 
</p>

<p>
	There are more important aspects, but this could be discussed internally with the people, that are willing to work on these kind of map creations. In the end there could be community votings, if a finished map should be included into the ranked PvP pool. Maybe there could be specific tournaments to promote and test these maps beforehand.    
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>Activity requirements</strong>
</p>

<p>
	I think they are straight up too high. 1 match per day is way too much for a game like Battleforge in order to stay relevant in the leaderboards. Right now alot of players are inactive and aren't motivated to play 30 ranked games with long que times, lower game quility compared to current sparring matches &amp; the low comparability based off your current rank. There are probably about 
</p>

<p>
	Suggestion: Lower the acitivy requirements to about 10 games per month. This makes the leaderboards alot more interesting and meaningful, because you can compare yourself to a much larger playerbase as base elo is the much more relevant stat. Since we are a rather small community I feel like this is important to keep people motivated after dropping inactive.
</p>

<p>
	 
</p>

<p>
	<strong>Player Base</strong>
</p>

<p>
	We need a higher amount of players to enable fairer matchmaking. There are large skill gaps in and they lead to very snowball based games. Top 5 base elo beats Top 20 base elo with 90%+ wr, Top 20 base elo beats Top 50 base elo with 90%+ wr etc. leading to very frustrating game experiences between stomping and getting stomped. Games are very fast and you don't really get to enjoy the game, especially when you haven't experienced the great games of PvP, that happen upon facing an enemy on a similar skill level. 
</p>

<p>
	Ideas for improvements: 
</p>

<p>
	-&gt; Increased game promotion to attract newer players 
</p>

<p>
	-&gt; Support the current Tournaments like the Stress Test Open 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Overall it would be nice to collect some ideas on what we could do, to give people a better experience while playing PvP, especially post reset. So let me know your ideas, so I can implement them into this thread.
</p>

<p>
	 
</p>

<p>
	TL DR;
</p>

<p>
	-&gt; Balancing changes are important: Getting a testserver to evaluate proposals would be huge to make progress
</p>

<p>
	-&gt; Adding more maps would be nice, maybe someone of the community map creators could work with PvP players on this
</p>

<p>
	-&gt; Activity requirements are too high, especially when there is a rather low ranked participation
</p>

<p>
	-&gt; We need to build up a solid player base after the reset (attract new players, keep the current ones)
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Best regards, 
</p>

<p>
	RadicalX
</p>
]]></description><guid isPermaLink="false">6476</guid><pubDate>Wed, 27 Nov 2019 12:29:13 +0000</pubDate></item><item><title>2 VS 2</title><link>https://forum.skylords.eu/index.php?/topic/7901-2-vs-2/</link><description><![CDATA[<p>
	Hello peoples,
</p>

<p>
	since official release an issue emerges, more clearly every week. <img alt=":o" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_ohmy.png" srcset="https://forum.skylords.eu/uploads/emoticons/ohmy@2x.png 2x" title=":o" width="20" />
</p>

<p>
	2v2 appears to be almost unplayable. Not because of any issues with the game itself... No, its just not enough teams, searching for matchups at the same time. If you're lucky, there are 1-2 other Teams, which results in maybe 3-5 games. But that's it basically, like I said, if you're lucky.
</p>

<p>
	Since 2v2 is my favourite gamemode, maybe even the reason why I play Skylords Reborn at all, I'm quite frustrated about this issue.
</p>

<p>
	So, I have a proposal! <img alt="^_^" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_happy.png" srcset="https://forum.skylords.eu/uploads/emoticons/happy@2x.png 2x" title="^_^" width="20" />
</p>

<p>
	All people who like to play 2v2 ranked come together on maybe 1-2 days a week, at certain timeframes, so that there are at least enough teams for consecutive matchups. 
</p>

<p>
	My first suggestion would be:
</p>

<p>
	 
</p>

<p>
	<strong>Every Saturday 16:00 - 20:00 (UTC +1/ MEZ)</strong>
</p>

<p>
	 
</p>

<p>
	What do you think? 
</p>

<p>
	 
</p>

<p>
	Kind regards!
</p>

<p>
	LordJay
</p>

<p>
	<br />
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">7901</guid><pubDate>Sat, 20 Mar 2021 13:05:19 +0000</pubDate></item><item><title>New Player looking to get into PvP</title><link>https://forum.skylords.eu/index.php?/topic/7733-new-player-looking-to-get-into-pvp/</link><description><![CDATA[<p>
	Hello fellow Skylords,
</p>

<p>
	Im a new player who first heard about this game 3 weeks ago and been hooked ever since. Im lookin to get into PvP and decided to start with pure fire as first Deck to learn because I like to play proactive. I have played around 20 ranked PvP matches by now, my last opponment recommended farrockbfs youtube channel to me to get a general feel for tactics and the rock/papee/scissor system. 
</p>

<p>
	I feel like I have the right ideas what to do most of the time (other times i think its safe to take a well only to get rushed into oblivion but thats a different   story :-p) but my execution is flat out terrible. 
</p>

<p>
	Im lookin for PvP newbies like me who want to train on a regular basis or more experienced players that are willing to drop a gem or two. I struggle the most against frost sorceress, nasty surprise spam and nature cc spam. I dont mind loosing at all, so even if you are a skilled player already feel free to hit me up. 
</p>

<p>
	To me: my native language is german, but my english should be good enough. Im online almost everyday after work, around 19-20 pm european time.
</p>

<p>
	Looking forward to join your PvP community and compete for top 100 in the future! <span>:-D</span>
</p>
]]></description><guid isPermaLink="false">7733</guid><pubDate>Mon, 08 Feb 2021 10:50:01 +0000</pubDate></item><item><title>The Instant T2 Button in PvP</title><link>https://forum.skylords.eu/index.php?/topic/7670-the-instant-t2-button-in-pvp/</link><description><![CDATA[<p>
	Hello fellow Skylords,
</p>

<p>
	I didn't know where to put this since it should suit more in the balancing section but is not a card problem. 
</p>

<p>
	I have played quite a bit in the last week and something that feels like hasn't happened that often before is occuring almost every game now. The Instant T2 in PvP to avoid a possible early loss or abuse a certain T2 scenario seems to be around quite a lot. I know it might be because I started playing nature recently and people are scared of dazed fights against nature. 
</p>

<p>
	But...
</p>

<p>
	for the record. After facing an uncountable number of Instant T2's this week, it reached it's peak with 13 (!) Instant T2's in about 2 and a half hours of play today. So this is definately a rage Post <span><img alt=":)" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_smile.png" srcset="https://forum.skylords.eu/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" /> </span>
</p>

<p>
	So what's the problem with that?
</p>

<p>
	1.  T2 Matchup abuse. Matchups like Pure Nature vs Fire/Nature, Bandits vs Burrowerspam, Pure Fire vs Pure Frost, are historically very onesided and even an advatage in T2 is rarely enough to overcome those matchups. By skipping the more balanced and skill reliant T1 which can at least overcome certain matchups by very good micro, it becomes a rock/paper/scissor from the start which is often unavoidable.
</p>

<p>
	2. T2 Map abuse. I am talking about possible cliff spots at the starting base for cards like Mountaineer, Firedancer... on Wazhai, Simai or Maps were taking those positions is very liekly needed. But I am also talking about center map abusing like on Elyon or other generated Maps. 
</p>

<p>
	This is in my oppinion the reason behind Frost and Nature T1 still being overlooked and outclassed by shadow and Fire T1. They are very flexible and swift in controlling the positions early and can therefore possibly punish an Instant T2 more reliabily than the other factions while also abusing that control against them. For example playing a frost or Nature T1 on Elyon against an Instant T2 Fire or Shadow Player will always result in a loss of Mapcontrol and that control is a huge advantage on some Maps. You can rush lower ranked players but the higher the ELO the less likely your success until it becomes unneccessary to even try.
</p>

<p>
	Of course I have my bias towards T1 since I enjoy playing it, because it requires more precision and mistakes have bigger impacts. But wouldn't you agree that the only time a certain T2 Matchup has a good chance on winning is the T1? 
</p>

<p>
	I would suggest something like a 2-3min Delay on the first Monument in PvP (stole that from Ultrakool^^) or an increased power cost to 180 overall.
</p>

<p>
	But my favourite would be to make scorched earth a neutral card <span><img alt=":)" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_smile.png" srcset="https://forum.skylords.eu/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
</p>

<p>
	What is your oppinion on that Topic?
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">7670</guid><pubDate>Thu, 28 Jan 2021 00:24:43 +0000</pubDate></item><item><title>Looking for competitive 1v1 replays in order to do gameplay commentary</title><link>https://forum.skylords.eu/index.php?/topic/7024-looking-for-competitive-1v1-replays-in-order-to-do-gameplay-commentary/</link><description><![CDATA[<p>
	Hey Skylords! 
</p>

<p>
	I have a little (less than 300 subscribers) YouTube account where I mostly do competitive gameplay commentaries. I don't think I'm really anything special, but I do have fun with it. Right now I'm mostly doing Grey Goo, Universe at War, and C&amp;C Remastered Collection matches, though C&amp;C Remaster is wearing a bit thin and I'm not really getting Grey Goo replays anymore. In thinking about branching out, I thought it might be fun to try to do some Skylords Reborn/Battleforge replays. I liked the game back in the day, and am trying to get back into it now via Skylords Reborn.
</p>

<p>
	I'm not sure where to find replays, so I thought soliciting on this forum would maybe help? 
</p>

<p>
	Here's my channel if you're interested: <a href="https://www.youtube.com/channel/UCX7gt-iHfOMtVI1XqmYYBKA/" rel="external nofollow">https://www.youtube.com/channel/UCX7gt-iHfOMtVI1XqmYYBKA/</a> 
</p>

<p>
	Thanks in advance, either way.
</p>
]]></description><guid isPermaLink="false">7024</guid><pubDate>Thu, 15 Oct 2020 14:04:22 +0000</pubDate></item><item><title>PVP Nature T1 vs Shadow T1</title><link>https://forum.skylords.eu/index.php?/topic/7681-pvp-nature-t1-vs-shadow-t1/</link><description><![CDATA[<p>
	Hey,
</p>

<p>
	 
</p>

<p>
	i'am playing nature and doing pretty well in PVP (currently rank 17). I would say i'am pretty experienced but still have to struggle in high rank pvp.
</p>

<p>
	Most of my ranked 1v1 are balanced, sometimes i win, sometimes i loose.
</p>

<p>
	But then there is shadow t1. I can not win. It is completly impossible for me to win a t1 fight. If i cant go t2 fast enugh, i will loose.
</p>

<p>
	 
</p>

<p>
	How do i (try) to counter Shadow T1 rush:
</p>

<p>
	Windweavers against Nox.
</p>

<p>
	Swiftclaw  or Windweavers + root against horses
</p>

<p>
	It works, but not goog enugh, i need way more energy than my opponent.
</p>

<p>
	If shadow builds a phase tower, its gg for me.
</p>

<p>
	 
</p>

<p>
	I will loose 9 out of 10 matches.
</p>

<p>
	Any tips how to stand any chance?
</p>
]]></description><guid isPermaLink="false">7681</guid><pubDate>Fri, 29 Jan 2021 14:06:16 +0000</pubDate></item><item><title>Frost T1 PvP Guide by RadicalX</title><link>https://forum.skylords.eu/index.php?/topic/2823-frost-t1-pvp-guide-by-radicalx/</link><description><![CDATA[<p>
	<img alt="7Ep1aGV.png" class="ipsImage" src="http://i.imgur.com/7Ep1aGV.png">                                                          <span style="color:#1abc9c;"><span style="font-size:26px;"><u><em><strong>How to play Frost T1</strong></em></u></span></span><br><strong>a PvP Guide by RadicalX</strong>
</p>

<p>
	<span style="font-size:16px;"><strong><u>- General talk -</u></strong></span>
</p>

<p>
	<br>
	Hey everyone, apparently I didn't plan on releasing this guide so early, but since I have this finished guide lying around for such a long time I'll just post it now. This time I will talk about Frost T1. I'll try to do pretty much the same I did with my shadow guide: I'll try to provide some basic informations for new players combined with some deeper analysis of matchups and tips for more experienced players too.<br>
	The stuff I wrote refers only to 1v1, because 2v2 is different in many ways (I said the same stuff in the other guide).
</p>

<p>
	<u>General question: Why should I play Frost T1?</u><br>
	Let's start with an essential question here. Why would somebody consider playing Frost T1? Because Frost T1 isn't as reliable as Shadow or Fire T1, since Frost has got 2 major weaknesses:<br>
	1. no access to a T1 swift unit<br>
	2. Frost does very poorly in open fights without a near power well<br>
	Those two weaknesses combined make Frost very inconsistent in a way, because the difficulty of your game depends primary on the map you are playing on and not the opponents deck-color like in other matchups. Alot of people consider Frost T1 as too risky and that is a big reason why next to no high ranked players used it (only nature T1 was actually even less common). But lets take a look at the upsides of Frost T1. <br>
	First of all Frost Units are the strongest T1 units in the game in terms of combat stats. Their cost efficency is amazing and they have such an incredible amount of hp which makes aoe damage useless unless your opponent is already T2. Frost may be weak if you can't get a close well situation, but when you manage to take a favourable power well you can smash your opponent from that point on. Frost T1 is unbeatable in a close well fight as long as your opponents doesn't build turrets or is T2 and even then it's possible to win due to the incredible stat efficency of Ice Guardians next to buildings. In addition to that Frost T1 offers a very strong late T1. There is pretty much  no colour that stands a chance against you at the late-T1 stage (not even nature as some people may think). Your units already have got an incredible amount of health and homesoil adds another scaling effect in terms of damage which lets you outscale your opponent easily. <br>
	I guess you can describe Frost T1 like this: "High risk, high reward"
</p>

<p>
	 <span style="font-size:16px;"><u><strong>- the Deck -</strong></u></span>
</p>

<p>
	<br>
	This list is going to be short like the one for my Shadow Guide. It just gives a slight overview about the cards to show what was essential/viable/trash.
</p>

<p>
	Group 1 - The "must have" Units (You would suffer alot if you decide to play without them):
</p>

<p>
	<br>
	Master Archers<br>
	Frost Mage<br>
	Ice Guardian<br>
	Ice Barrier<br>
	Home soil<br>
	Glacier Shell
</p>

<p>
	Group 2 - Very strong additional cards, which provide safety for some matchups:
</p>

<p>
	<br>
	Lightblade (purple)<br>
	Frost Bite (purple)<br>
	Ice Shield tower<br>
	Glyph of Frost
</p>

<p>
	Group 3 - Cards that are only useful for higher Tier combinations:
</p>

<p>
	<br>
	Frost Bite (red)<br>
	Frost Sorceress
</p>

<p>
	Group 4 - Cards that are only useful in a single certain scenario (usually not viable):
</p>

<p>
	<br>
	Imperials<br>
	Lightblade (red)<br>
	Wardens Sigil (both affinities)<br>
	Northern Keep (blue)<br>
	Glaciation (blue)<br>
	Wintertide (both affinities)
</p>

<p>
	Group 5 - Trash
</p>

<p>
	<br>
	Northern Keep (red)<br>
	Northguards<br>
	Glaciation (red)<br>
	Construction Hut<br>
	Defense Tower
</p>

<p>
	 
</p>

<p>
	Some of you may noticed the surprising fact, that I included Wintertide in group 4 despite the fact that the card used to be pretty popular. I want to talk about it a little bit more in detail, because alot of players rated it pretty highly even tho it was a very unnecessary card and pretty much a wasted deckslot. And this is the reason for it:<br>
	The only unit, that has any kind of synergy with Wintertide are the Master Archers. The other M Units, don't get anything from the knockback immunity and even if you can give your units insane amount of effective hp for a good amount of time, it wont make a difference due to its self-root. Wintertide + Masterarcher spam is not useful against any deck and there is always a better option for Frost T1. <br>
	-&gt; Master Archer spam + Wintertide loses against Dreadcharger spam if the shadow-player stops every movement command so he doesn't kill his own units with the reflect damage through stomp and it is not really hard to execute that. Motivate makes it even worse in this matchup.<br>
	-&gt; Master Archer spam + Wintertide is useless against nature, because you wont have enough burst to kill units effectively. Hurricane will at least do a single knockback before you can react unless you are a master at predicting the enemies actions and even tho it seems like hurricane does no damage at all it can deal up to 500 damage in total against a massive unit spam (10 damage that gets applied 5 times against up to 10 units). That is at least a respective amount for 50 power. <br>
	-&gt; If you try Master Archer spam against Frostmagespam you are going to have a bad time. A very bad time. Frostmages will just demolish you, because it's an S-counter and has a constant knockback. This means you have 0 damage without the use of wintertide and still less damage when you decide to use it and this is just bad.<br>
	-&gt; In the matchup against Fire Scavenger is just a better version of Dreadcharger, because there is no stomp-effect, which makes it even more reliable (Therefore the blue affinity of Wintertide would be actually better in this matchup). Apart from Firesworn there is no real knockback (Sunderer doesn't count) that makes Wintertide useful in any way.  <br>
	You may think Wintertide helps you to scale better into the late T1 stages since you get a higher efficency the more units you affect with a buff, but honestly ... you already outscale every deck in the late T1 stage due to homesoil, which is the superior buff in every perspective. Wintertide just doesn't have any kind of synergy that makes it worth a slot for a 1v1 deck. I consider Wintertide a 2v2-only card and this is why I would recommend to take this card out of your Frost deck.
</p>

<p>
	<u><strong><span style="font-size:16px;">- The maps -</span></strong></u>
</p>

<p>
	<br>
	I want to mention the maps right away, because they are super important as a Frost player. I want to give you a little overview about the strength of Frost T1 on each map, because  in case your opponent plays shadow or fire as his T1 (which happens probably around 80% of the time) he will try to prevent you from getting map control and close wells. Against nature things are much different, but I'll talk about that a little bit later. 
</p>

<p>
	Haladur: It alawys felt a little bit weird to play on this map. The middle of the map was pretty much perfect for you, because the power wells were pretty close to each other and it was not possible to get zoned from the first power well. Sounds great at the first look, but there was a massive downside. The main base was super far away from the middle position. This allows swift unit spam for the shadow/fire player and this is pretty nasty to deal with. Your opponent attacks your power well in the middle, but if you try to play units to defend he can just run down to your main base and leave your slow units on the other part of the map. You have to spend your power very carefully on this map, otherwise you'll end up with a massive amount of bound power, that does litereally nothing for you.
</p>

<p>
	Uro: This Map is your worst enemy. If your opponent starts immediatly with his swift unit he can block every spot on the map. You are pretty much forced into a dazed fight, which isn't favourable for you at all. Many Frost-players tried to start with 2 units immediatly and sent them to different positions to aquire at least some sort of mapcontrol, but that only works as long as your enemy doesn't pay attention. If you are in a tournament and your opponent picks this map you should consider playing something apart from Frost T1. 
</p>

<p>
	Lajesh (standard version): You had a wellcluster next to your main base which is easy to defend. But on the other hand it's very hard to apply pressure due to the walls. Your T3 spot could get blocked pretty fast, but if your opponent takes the position himself it opened up opportunities for you to launch a strong attack. 
</p>

<p>
	Lajesh (without walls): If both player agree to play without walls this map got just so much more interesting. When the power rises you can take an aggressive power well and force your opponent into a close well situation. Even though you had to spend 100 power into the power well  you will come out on top. But take care of mortar &amp; phasetower!
</p>

<p>
	Yrmia: I loved playing Frost T1 on Yrmia. The well distance is very short and the map in general is very small, which helps you alot to defend yourself against early aggression. If you get yourself into a safe position you will be able to launch super powerful attacks in no time. In my opinion this is the best map you can get as a Frost T1 player.
</p>

<p>
	Simai: A very passive map. It is very easy to defend yourself against aggression and you can take alot of power wells on your side of the map without losing to much map control. On the other hand it was very difficult to attack your enemy if he decides to stay on his side of the map. Pretty much an antifun map, but pretty favourable because it allows you to scale. 
</p>

<p>
	Elyon: This map causes alot of problems, because it's small and mid centered. Since you wont be able to win dazed fights against fire or shadow you would lose the control about the mid position which means you would lose the entire map control. You have next to no available power wells &amp; no T3 spot which causes serious issues. At least your T2 spot was very save, so it's not as bad as Uro.
</p>

<p>
	Whazai: It always felt a little bit weird to play on this map. You have no control about the middle of the map in the early stage of the game and your opponent has the pressure advantage. That said, Whazai isn't that bad for you. The map is small and that increases the power of your Ice Guardians (you can spawn dazed IG's with active shield over the cliff at your starting wells). If your opponent gets a little bit too greedy and takes a power well in the middle you can punish him for that. By way of conclusion I want to remark that Phasetower is broken on Whazai.
</p>

<p>
	Generated maps (small): The small maps were very threatening, because they are super mid-centered. The player who controls the mid position (usually 1 orb + 4 wells) controls the entire game, sometimes you could even deny T3 spots. In most cases you had at least a save well spot with a T2 orb, but you lost so much map control and you had to fight really well if you try to reclaim it.
</p>

<p>
	Generated maps (big): These maps are just bad designed. You need 2 entire minutes to walk up to the enemy. At least the maps were favourable for you, because no early aggression means you can take safe wells and scale into a T3 which should be not too bad for you since Frost T1 allows you to play a timeless one T3 regardless of your T2 colour. Still not the most enjoyable type of maps ...
</p>

<p>
	Frost may be very map dependend which makes the T1 a little bit unreliable for your casual ladder games, but just imagine how strong it can get in tournaments. There were a good amount of players, who used to play only pure fire. In a best of 5 you would get at least 2 free wins by picking a good map for Frost T1, because Pure Frost naturally beats Fire in T2. Mastering frost T1 can help you alot in these situations and can make yourself a way more threatening player even for opponents with superior micromanagement and decisionmaking when they aren't flexible in their deck choice.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><u><strong>- Matchups -</strong></u></span>
</p>

<p>
	<br><span style="color:#2980b9;"><span style="font-size:18px;"><u><em><strong>Frost</strong></em></u></span>  </span><span style="font-size:18px;">vs</span><span style="color:#8e44ad;"> <u><em><strong><span style="font-size:18px;">Shadow</span></strong></em></u></span>
</p>

<p>
	<br>
	Time to take a look at the specific matchups. I'll just start again with a short look at the core cards in this matchup:<br>
	Frost:<br>
	1. Master Archers 2. Ice Guardian 3. Ice Barrier 4. Homesoil<br>
	Shadow: <br>
	1. Dreadcharger 2. Nox Trooper 3. Motivate
</p>

<p>
	<u>Core Strategy:</u><br>
	There are 3 possible scenarios that can happen in this matchup and I'll descirbe all of them.
</p>

<p>
	<br><u>First scenario: You don't get a powerwell</u><br>
	If your opponent get's the opportunity to deny you a powerwell and forces you to go into a dazed fight you will just lose. Master archer spam is the best thing you can do here, but you need at least 10-11 units with homesoil to stand a chance, because the Dreadcharger just demolishes Master Archers due to its bonus damage against S units. Ice guardians on an open field won't help you, because they have no iceshield and that leaves them as super squishy units. Lighblade costs too much &amp; even a well placed Glyph of Frost won't save you, because there is just not enough dps early into the game to make good use of it. The shadow player motivates the focussed Dreadcharger and destroys you when he gets out of the cc.<br>
	This is why you want to avoid this situation at every cost! Even if you have to give up alot of mapcontrol, getting a power well is the first very important step to keep yourself in the game.
</p>

<p>
	<br><u>Second scenario: You get a powerwell and your opponent attacks you immediatly.</u><br>
	This is the most common situation in high ranked. The shadow player has a 100 power advantage and alot of strong players will attack immediatly at this point because this is a very micro intensive fight. The Shadow player tries to pick off your units immediatly, because your units are more cost efficient and if he waits to long or doesn't get his picks you outscale him, defend the well with glacier shell and get a massive advantage. This is why you have to micro your units as well as possible to survive up to the point where you can fight back. <br>
	The units you need to play are Master Archers and Ice-Guardians. How much of each kind is decided by the units your opponent plays. If he plays many Dreadchargers, Ice Guardians are your way to go, Master Archers perform better against Nox Troopers on the other hand. Be careful with the use of spells at that point.Only use Glacier shell if your well drops really low. Otherwise your enemy can just switch his focus back onto your units immediatly and you wasted 50 power which could be invested into another unit. Only use Frost bite if you are 100% sure to finish off the unit &amp; don't use home soil on just 2-3 units. It's better to get more units into the battle and micro them to build up a huge army. If you defend this attack successfully, the game is nearly won.
</p>

<p>
	<br><u>Third scenario: You get a powerwell and your opponent takes one too</u><br>
	Unless you are a really high ranked player this will be the most common scenario. And luckily this one favours you. If both players just take a well you are pretty much save due to the high cost efficiency of your units around your power wells. Just don't let your units die for free and wait a little bit up to a point where alot of power is in the game. Because at that point you can take another power well without any risk. Your opponent lost his momentum and can't attack you at a high power level even with his advantage due to the strong stats of your Frost units. <br>
	This often results in a situation where your opponent decides to take a power well himself. And this is how you can take advantage of this: Try to take your wells in a way to close the gap  between yourself and your opponent. If you reach a point where you just have to build 2-3 Ice barriers for your Ice Guardians so they can walk up to the enemies well without losing their shield to crush your opponent. Your unit composition should consist of 2-3 Ice Guardians + Master Archer spam. The Ice Guardians are a big threat to the Dreadcharger and Master Archers naturally outscale a nox trooper spam espcially since Nox Trooper needs so many extra hits to take down an entire Master Archer squad. The last missing piece is the homesoil that gives you the needed boost to wipe out the entire shadow army. In smaller skirmishes it's important to use Frostbite to pick off units and prevent yourself from getting outmicroed by swiftunits. 
</p>

<p>
	 
</p>

<p>
	<u>Tips &amp; cards to watch out for:</u><br>
	Starting unit: Always start with Master Archers and don't get baited into the Lightblade start. Yes, the card allows you to skirmish well due to the taunt ability if both players take a well, but if the shadow player attacks immediatly, the card is useless, because it gets demolished by nox troopers while binding more power than other units, that would be more useful in combat. This will make a rush much easier for your opponent. 
</p>

<p>
	<br>
	Phasetower: This card can stop your aggression entirely, so try to figure out if your opponent plays it or not. Phasetower is strong enough to allow Shadow fighting in close well positions, therefore even at a mid/late T1 stage it can be risky going too aggressive against it, especially when the Shadow-player can make good use of terrain to protect the turrets from your Ice Guardians. But as long as you make sure to avoid being overaggressive there is not too much to worry about, because your units are strong enough to deal with Phastowers when the port ability gets used.
</p>

<p>
	<br>
	Motivate: Not every Shadow player uses it, because Nature &amp; Frost were sort of underplayed! If your opponent doesn't use it you will reach your power spike earlier to punish your opponent harder. So always be aware if your opponent uses motivate in the first skirmishes or not.  
</p>

<p>
	 
</p>

<p>
	<u>Replays:</u><br><strong>- coming soon -</strong>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><em><span style="color:#2980b9;"><u><strong>Frost</strong></u> </span></em>vs <u><strong><span style="color:#27ae60;"><em>Nature</em></span></strong></u></span>
</p>

<p>
	<br>
	Core cards:<br>
	Frost:<br>
	1. Frostmage 2. Ice Barrier 3. Home Soil<br>
	Nature:<br>
	1. Swiftclaw 2. Surge of Light 3. Dryad
</p>

<p>
	<u>Core Strategy:</u><br>
	This matchup is pretty easy to describe. Spam Frostmages ... and win. Honestly, that's pretty much everything about this matchup. Frost mages negate Windweavers &amp; Spearmen entirely, outdamage Shamans &amp; Dryads by a wide margin and outrange Swiftclaws, who are the only real threat to you. In the early game Swiftclaws do a massive amount of damage to M units and therefore you need to keep Distance from your opponent up to the point where you get enough Mages to oneshot the Swiftclaws in one attackrotation (you need around 8 Frostmages with homesoil support to do so -&gt; 930 damage per rotation, which is enough to kill a swiftclaw even with the dryad damagereduction). <br>
	The most dangerous thing for you is an early T2 from your opponent. Therefore you always have to be in a good position, where you can threaten a T2 rush while being in a safe distance to be not caught out by an early swiftclaw spam. The most popular decks with nature T1 were pure nature &amp; stonekin (nobody played shadow nature or fire nature with nature T1). Executing a rush against pure Nature is pretty easy, because it lacks an M/M counter in T2 and as long as you split up your Frostmages against Curse of Oink there is nothing that can stop you (kiting Deep One with Frostbite is an easy task). Against Stonekin it gets a little bit more difficult, dependend on the cards you are playing against. Stonetempest for example can perma cc 3-4 mages, but Lightblade hard counters him, so try to play one if you see your opponent switching into T2. Razorshard got nerfed, which makes it easier to outmicro them, Stormsinger doesn't have enough dps to stop you and the other cards are also S units, so as long as your micro is on point you can rush against stonekin aswell even with alle the cc &amp; building protects.
</p>

<p>
	 
</p>

<p>
	<u>Tips and cards to watch out for:</u><br>
	Treespirit: The honorable nature players wont use him, but you will still encounter this card due its ridiculous strength. But the good thing for you is the fact, that your Frostmagespam can't get caught out by treespirit, because you can build up Ice Barriers pretty fast to block their entire damage. It's a little bit more difficult to build them in an offensive position, but if you manage to do so it isn't a big deal to win a fight against them. 
</p>

<p>
	<br>
	Primal Defender: Never underistimate the influence turrets can have on the game in this particular matchup. While bound power is usually a really bad thing, Primal defender can create a huge zoning are &amp; on some maps (Haladur for an instance) your main base is super far away which allows to to stop any type of aggression. Your opponent can switch into T2 safely, which allows him to stay in the game. Primal Defender &amp; Mark of the Keeper map have a big influence on this matchup, so keep that in mind. You probably won't play against Mark of the Keeper, because it's useless against Shadow (outranged by Phasetower), but people definitely used Primal Defender! But if your opponent doesn't use any buildings be confident try to finish your games in T1! Pure Nature does pretty well against frost splashes in T2 and you really want to avoid that unfavourable gamestage.
</p>

<p>
	<br>
	Tip: Keep your Frostmages at one spot in T1 and don't split them up! You want all of them shooting at the same time at the same target (The damage can be bodyblocked by other units otherwise &amp; having delays between the attacks allows your opponent to time more efficient heals betweeen the attacks)
</p>

<p>
	<u>Replays:</u><br><strong> -coming soon-</strong>
</p>

<p>
	<br><span style="color:#2980b9;"><u><em><strong><span style="font-size:18px;">Frost </span></strong></em></u></span><span style="font-size:18px;">vs</span><strong><span style="font-size:18px;"> </span></strong><span style="color:#c0392b;"><u><em><strong><span style="font-size:18px;">Fire</span></strong></em></u></span>
</p>

<p>
	<br>
	Core cards: <br>
	Frost:<br>
	1. Ice Guardian 2. Master Archers 3. Lightblade 4. Ice Barrier 5. Home Soil<br>
	Fire:<br>
	1. Scavenger 2. Sunstriders 3. Mortar
</p>

<p>
	<u>Core strategy:</u><br>
	To play against Fire T1 you need to follow one golden rule, that will bring you alot of success:<br><span style="color:#2980b9;"><em>Don't get Greedy!</em></span><br>
	It sounds a little bit silly, but it's really important to handle a pure Fire player and I will explain this in detail now. Like in every other matchup you will be in an defensive position right from the start. If you survive the first attacks against fire you will gain a massive advantage and be able to apply alot of pressure or force your opponent into an early T2. So let's take a look at the different type of attacks a fire player may launch at you and how to defend them properly. 
</p>

<p>
	How to defend a scavenger rush? <br>
	I mentioned this scenario already a little bit earlier. It is a really dangerous strategy to play against when the distance between your power wells is really high. So I will choose Haladur to explain how to play in this situation, this map is a prime example due to the high distance between the main base &amp; the middle. <br>
	What's my starting unit?<br>
	You have 2 viable starting units: Master Archers &amp; Lightblade. Theses units will be needed in the defense. Lightblade allows you to make easy picks &amp; is super tanky against the Scavengers. But I personally prefer to use master archers as my starting unit, because they are more reliable in the other scenarios against fire and if you see your opponent goes for the scavenger spam anyway you can still play the lightblade (pretty much as a surpise spawn to get a free taunt). 
</p>

<p>
	<br><em>- Do I even take a power well in the middle? -</em><br>
	Yes, definitely. You stand no chance winning a dazed fight and you have to get access to at least 1 spot in the middle. Take the closest well next to your base (don't worry to much about map control, if your opponent takes the aggressive well on Haladur he puts himself into a close well situation which forces him to either bind power into a defensive mortar or he will just straight up lose the game from that point on). 
</p>

<p>
	<em>- My opponent started spamming scavenger, what shall I do? -</em><br>
	Don't panic! You got less power, but way more efficient units, try to taunt one scavenger with your Lightblade! If your opponent runs away you got a very efficient trade, if he tries to attack, play maybe one additional Ice Guardian. Don't play more than 3 units immediatly! And DON'T use homesoil. If your opponent goes for the powerwell and it drops to 66% health start playing more units, only use glacier shell if it drops below 600hp! Your power management is the most important thing here. While it's usually good to play at your power limit it is important to keep some energy in you backpocket, so you will be able to react when the scavengers start moving down to your main base. Don't get too greedy and spend all your power at one spot, your other base will be left entirely helpless. Keep this in mind: If you play your defense perfectly you can ALWAYS defend a Scavenger spam, so stay calm!
</p>

<p>
	<u>Second possible scenario:</u><br>
	While the scavengerspam is just one possible scenario there is also one big threat, that is really dangerous to you, when you decide to take an overaggressive powerwell. I'm talking about the mortarrush. The threat of an offensive mortar is really big and forces you to make bad trades, which allows the fire player to snowball. Scavengers will rip Masterarchers apart while Sunstriders are a big threat to Ice Guardians. I finally found a great replay to showcase why this is the most dangerous thing you can encounter in this matchup:
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/ayILjL-A5K8?feature=oembed" width="459"></iframe>
	</div>
</div>

<p>
	<br><u>How to play this scenario properly:</u><br>
	Sometimes you need to give up map control as a Frost T1 player due to bad map conditions. Even though you put yourself at a small disadvantage by taking a defensive power well, beeing too greedy may cost you the game against a top tier player and this just isn't worth the risk. 
</p>

<p>
	<u>Third possible scenario:</u><br>
	You can also be lucky and get into a close well position, where your opponent has next to no chance of winning. But be careful at some positions. If the position is protected by terrain your opponent may try to build up a mortar, which can be really annoying to deal with. It's usually wise to have a well distance around 70-80m, which allows you to spam Ice-Guardians &amp; Master Archers (their stats are faaaaar superior to Scavenger &amp; Sunstrider) from a save distance. In later T1 stages you don't even have to worry about that. It is possible to beat out Fire even with a Mortar, your units have a great health pool and don't die immediatly, and with homesoil you can destroy the Mortar in about 3 seconds. Afterwards feel free to kill every unit around you. 
</p>

<p>
	<u>Tips &amp; cards to watch out for</u>
</p>

<p>
	Wrecker: This card is also used from time to time in a rush due to high dps &amp; the rallying ability. But your Ice Guardian are stronger in theory, so keep in mind that you can take a well against a wrecker spam, but if you lose 1 or 2 units in addition for that things may snowball really damn fast. <br>
	Firesworn: I didn't mention the card at all so far, but the S knockback can be a problem for your Master archers, so don't rely too much on them!  <br>
	Mine: Some people may try to protect their offensive mortar turrets with some sneaky mines for zone control. It's usually  not worth it, because it's easily dodgeable (for the majority of people atleast) but always try to think about it so you don't get caught off guard! 
</p>

<p>
	<u>Replays:</u>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/KpwpJutNLpQ?feature=oembed" width="459"></iframe>
	</div>
</div>

<p>
	-&gt; another mortar rush by Obesity vs freemka<br><strong>- coming soon-</strong>
</p>

<p>
	<br><span style="font-size:18px;"><span style="color:#2980b9;"><u><em><strong>Frost </strong></em></u></span>vs <span style="color:#2980b9;"><u><em><strong>Frost</strong></em></u></span></span>
</p>

<p>
	<br><u>Core cards:</u><br>
	1. Ice Guardian 2.Frost Mage 3. Homesoil 4. Ice Barrier 
</p>

<p>
	This matchup is pretty simple in terms of explanation, but pretty difficult when it comes to execution. First of all I recommend starting with frost mage (I know it's pretty uncommon, but that is pretty much because there were next to no experienced frost players around the high ranked ladder, since everyone played shadow &amp; fire due to the high reliabilty). Master Archers don't have any particular use (there are no unitsquads to finish off and also no S units in general) and they get permacc'd by Frost mage. Lightblade isn't too bad, but it's just really useful against careless opponents who let their units get to close to their opponent before the true fight starts. Otherwise the Lightblade is just too expensive (with the taunt ability nearly as expensive as 2 Iceguardians, who have far superior combat stats).  Apart from that there are 2 types of possible fights.
</p>

<p>
	<u>1. Ice Guardians vs Ice Guardians</u><br>
	This occurs on small maps with close well positions. The winner of this matchup is going to be the player who has better micro management. So make sure to always keep track on your Ice Shields and move your units properly. In addition to that it's important to play at your absolute power limit, otherwise you will ultimately lose out due to lower dps. Try to have homesoil constantly active in combat (An Ice Guardian spam usually involves more than enough units to make it worth is), but don't get baited into using it too early at the start of the fight, otherwise your opponent may be able to retreat without losing any units and that would be a pretty huge loss for you. 
</p>

<p>
	<br><u>2. Magespam</u><br>
	This is why starting with Frostmage is so damn important and valuable. On maps without proper wellpositions to fight at, the Frostmagespam outscales Ice Guardians pretty fast. The amount of mages you need is higher than against nature so don't even think about attacking too early, but after 10+ Frostmages you will be able to oneshot Ice Guardians with a single attack rotation (75*10*1,55= 1163 single target burst damage). If you face a magespam with your magespam make sure to get off the first damage rotation. That's enough to win fight, because at some point your opponents counterattack won't deal enough burst damage to kill mages and your additonal splash damage also adds up over time. So make sure to get a clean &amp; fast damage rotation at the start. 
</p>

<p>
	<u>Tips &amp; cards to watch out for:</u><br>
	Glyph of Frost: Just make sure to respect its threat and you should be able to dodge it. But if you walk into it with your entire army, it can be pretty dangerous, because the enemies dps is really high in such a big spam and getting hit by a good Frost-Glyph can possibly cost you the game. Also be careful when playing a magespam, because you will have all of them pretty close to each other since you need to do this for better focusfire. This may lead to a full 7 unit freeze, which is pretty dangerous. So just dodge it &amp; take the free 50 power advantage.<br>
	 T2 timings: Dependend on your T2 colour you should chose your T2 timing wisely. As a pure Frost player you can negate even a big disadvantage by just going T2, if there is at least some void power in your pool. War Eagles demolishe entire M unit armies. 
</p>

<p>
	<u>Replays:</u>
</p>

<p>
	<strong>-coming soon-</strong><br>
	 
</p>

<p>
	<span style="font-size:18px;"><span style="color:#2980b9;"><u><em><strong>Frost T1 </strong></em></u></span>vs <u><em><strong>T2</strong></em></u></span><br>
	This section will be added for Frost T1 specificly, because it's one Frosts biggest advantages over every other T1. It has enough power to even beat some T2's in a close well situation and I'm not talking about just defending with an extra well, I'm talking about straight up aggression. Here are the decks Frost beats in a T1 vs T2 scenario.
</p>

<p>
	<u>1. Pure Nature:</u> I mentioned this already, Magespam can't be stopped by a pure Nature player. Ghost Spears &amp; Spirit Hunter are useless against the S knockback, Deep one will end up getting kited with Frost bite, and pure Nature doesn't have any other swift units. You don't need a close well to do this, but Ice Guardians will also do the job pretty well combined with the additional mages. <br>
	Careful: Dependend on your opponents deck you may have to play a lightblade to counter a potential Spikeroot. This is especially important against people who used Tresspirit, because it's often an indicator for root decks. 
</p>

<p>
	<u>2. Stonekin:</u> Pretty similar scenario. The Frost Mages will do a great job against stonekin and Ice Guardians  are almost impossible to kill (Stonekin lacks high dps units, which leaves the deck with no option to kill any units, while beeing forced to spend more and more power for cc and building protects). Having a Lightblade as a hard counter for Stonetempest can be valuable too (even though Stonetempest isn't too popular anymore). Just make sure to split your units as well as possible against cc and aoe knockups (razorshard).
</p>

<p>
	<u>3. Pure Fire:</u> If the pure Fire player goes T2 early into the game you can punish him by taking a close well. Your Ice Guardians have a great hp pool to survive initial Enforcer charges. Pure Fire has no cc and therefore has to rely on a combination out of units &amp; wildfire to defend attacks properly. On a low power level you can just play either units or spells and that lets the efficency decrease by alot. In later game stages you shouldn't rush Pur Fire players because their defense gets much stronger and you don't want to allow the fire player to scale into the late game (Especially when you are playing pure Frost, T2 is such a great opportunity for you to win the game).
</p>

<p>
	<u>4. Fire Nature:</u> This also works really well, because Lavafield doesn't do enough damage to deal with the hp pool of Ice Guardians. Try to split your Master Archers against Hurricane and focus single Skyfire drakes with Frost bite. The lack of cheap &amp; spammable T2 units will allow you to apply alot of pressure in the close well situation. 
</p>

<p>
	<u>5. Bandits:</u> Well Bandits has no cc, the aoe spells don't do enough damage and this makes it alot easier for you. But Bandits has spammable high dps units (Nightcrawler &amp; Darkelf assassins), who can punish you really hard if you micro poorly, so try to kite nightcrawlers with Frost bite and play a Frostmage to deal with the Darkelf assassins. 
</p>

<p>
	<u>6. Fire Frost:</u> The success against Fire Frost was really dependend on the situation. Most of the time you should look for a close well against a wellcluster to reduce the efficency of Glacier Shell. Otherwise Coldsnap &amp; Building protects may stall the game up to a point with enough room for Skyfiredrakes and Scythe Fiends. Fire Frost has pretty expensive units though, which means you got a big advantage in the early fights. 
</p>

<p>
	The other decks had some cards that were to strong to allow a favourable close well situation unless you've got a tremendous lead. <br>
	-&gt; Shadow Nature has the cheapest cc and the cheapest high dps units<br>
	-&gt; Pure Frost has War Eagle (The Ability is too damn powerful)<br>
	-&gt; pure Shadow has Shadow Mages<br>
	-&gt; Shadow Frost has Lyrish Nasty, cheap high dps units &amp; building protects
</p>

<p>
	Overall playing pure Frost was always a great experience for me and I hope we see at least some Frost T1 players in the game, when everyone is able to play again. So I hope you like the guide and I hope it will be useful for some of you in the future. I'll update it with replays, when I found some good ones, currently there are sadly no impressive Frost matches on youtube. If you are interested in more content about playing T1 check out my Shadow T1 guide aswell! <img alt=":)" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_smile.png" srcset="https://forum.skylords.eu/uploads/emoticons/smile@2x.png 2x" title=":)" width="20"></p>
<iframe data-embedcontent="" frameborder="0" src="https://forum.skylords.eu/index.php?/topic/1821-shadow-t1-pvp-guide-by-radicalx/&amp;do=embed"></iframe>

<p>
	 I guess that's about it, thanks for reading and have a nice day!
</p>

<p>
	<br>
	Best regards,
</p>

<p>
	<br>
	RadicalX <img alt=":bf:" data-emoticon="" src="https://forum.skylords.eu/uploads/emoticons/bficon.png" title=":bf:"></p>
]]></description><guid isPermaLink="false">2823</guid><pubDate>Fri, 10 Feb 2017 01:20:14 +0000</pubDate></item><item><title>PvP Replays Site</title><link>https://forum.skylords.eu/index.php?/topic/7212-pvp-replays-site/</link><description><![CDATA[<p>
	Do we currently have an active site for posting PvP replays like old bfreplays.info? Watching high-level play through replays was the primary way I improved in the original game.
</p>

<p>
	If not would we be able to make a connected site to the forum or potentially even in-game?
</p>
]]></description><guid isPermaLink="false">7212</guid><pubDate>Tue, 22 Dec 2020 07:50:17 +0000</pubDate></item><item><title>How to Build a (PvP) Deck [Guide]</title><link>https://forum.skylords.eu/index.php?/topic/917-how-to-build-a-pvp-deck-guide/</link><description><![CDATA[<p align="center" style="text-align:center;">
	<span style="font-size:20pt;line-height:150%;">How to Build a (PvP) Deck</span></p><p></p>


<p align="center" style="text-align:center;">
	<span style="line-height:150%;color:#FF0000;">A Battleforge Guide by Eirias</span><span style="line-height:150%;"></span></p><p></p>


<p align="center" style="text-align:center;">
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Last update: 6/3/16</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">This guide is primarily for players new to Player vs Player (PvP) matches. Perhaps an experienced player could gain some information playing an unfamiliar faction, although I would assume he knows the basics already. I will attempt to explain the reasons behind why certain cards are included and why certain cards are not included. In addition, I will provide examples from my own deck illustrating my rise from noobdom to pro (perhaps that was an exaggeration. I was roughly in the top 30 at my best and my PvP rank was usually around Hero. I could complain about my handicaps, but that is neither here nor there).</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	I am totally new to this game. Should I start PvP or will I get stomped and ragequit?</p><p></p>


<p>
	<span style="line-height:150%;">Most people will advise you to start PvE (these are the storyline maps, or the random maps that generate enemies). I will do no such thing! Although people love this game for a myriad of reasons, I think it’s the PvP aspect that is the best.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Yes, you will get stomped immediately. I’d recommend reading Circadia’s guide before you start, as that is the most prominent one up at the time of writing. Of course, if I write my own, I’ll direct you there instead. </span><span style="line-height:150%;font-family:Wingdings;"><span>J</span></span><span style="line-height:150%;"></span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">If you don’t know any of the following terms, go read a guide explaining basic gameplay: orb, well, void pool, unit size, unit counters, power pool, bound power, siege, PPD (permanent power disadvantage), t1, t2, t3, BFP, cc. Elendil and Kaldra wrote a pretty good one explaining the basic mechanics of Battleforge.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Now answer the following question: What wins matches? If your answer is “skill,” keep reading. If you think cards win matches, correct your misconception and read this anyway. Cards do not win matches—they are the <i>medium </i>from which matches are won, but they don’t do it themselves. Many players hold that one can make Legend with only the tutorial deck. I think that’s hogwash, but you can certainly get somewhere between destroyer and annihilator (14 and 20) with it.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Also, you will almost definitely get stomped your first few matches. I shall do my best to prevent that, but if you have a tendency to ragequit, start in the sparring grounds or start with PvE.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Why do you keep mentioning these really technical aspects of cards like I’m not a beginner who has no idea what half the cards are?</p><p></p>


<p>
	<span style="line-height:150%;">Simply put, I’m lazy and this guide is long enough. I’m doing my best to be beginner-friendly and I’m barely using any abbreviations (and when I do, I make sure they’re clear), but this is a guide to explain the usefulness and synergy of each card in a particular deck, not an explanation of the card itself. I’d highly recommend using this site as your companion: </span><a href="http://allcards.bfreborn.com/" rel="external nofollow"><span style="line-height:150%;">http://allcards.bfreborn.com/</span></a><span style="line-height:150%;">.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">If you don’t know a card, look it up there. This is much better than having to sit through another 50 pages of me explaining that a particular card cost 70 power and requires 1 nature and 1 neutral orb and has swift and can do an acid spit that attacks walls. Just look it up. If there’s still something that’s not clear, comment on it and I’ll add a clarification note on the guide.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	I’m playing with the F2P deck (starter cards) and Nomads/Frost mage/ Firesworn/other lame card is an insta-win. If I save up to get that card, will I make it to the top 20?</p><p></p>


<p>
	<span style="line-height:150%;">Not a chance. You will jump a bunch of ranks, but then you will get shut down. When I was a noob I always got stomped by nomads (get it </span><span style="line-height:150%;font-family:Wingdings;"><span>J</span></span><span style="line-height:150%;">). Nomads were the first card I bought when I had money. I just rushed everyone and won a bunch of games. Then I was paired with someone half-decent (maybe rank 11 or so) and I got shut down hard. I’ll discuss lamer counters later in the guide.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Suffice it to say for now that no cards are broken, especially in t1. T1 is <i>very</i> well balanced. As long as you do the balancing yourself. So sit tight and pay careful attention to my section on t1.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	I have no BFP. Does that mean your advice doesn’t apply to me?</p><p></p>


<p>
	<span style="line-height:150%;">Actually, no. My advice should be especially helpful to you. Unlike other guides, I won’t just hand you a grocery list of cards you need (I’ll actually do my best to avoid that). I’ll be illustrating guiding principles. Obviously some techniques will be better than others, and better techniques usually arise from better cards, but most decks work just fine with about 15 “free” cards.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">I’m also a particularly good person to be writing a guide for those with little BFP, because I was completely P4F in the old game. I got no handouts from other players and spent no money in the game. In BFReborn, there will never be another player as destitute as I was. However, I can imagine that many of you will not have earned enough BFP for a list of “ideal” cards yet, so I’ll provide what advice I can so you can keep playing until you can come back and revise your deck with the more expensive, optimal options.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	So I heard that nobody plays t4 in PvP. T4 is awesome and I’m going to play it anyway!</p><p></p>


<p>
	<span style="line-height:150%;">Power to you! Just please don’t rage when you lose. I’m all for people ignoring my advice and doing whatever the really want to do! I’m not here to force you to do anything, only to offer my advice and experience so you can accelerate your learning process. Not using t4 is probably something you would have figured out at some point (even <i>I </i>figured that one out on my own), because it’s really, really obvious when it comes down to it.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">T4 requires 300 power, and a waiting period. Do you have any idea how fast I can murder someone with 300 power laying around in t3? Your monument that’s about to get built won’t stand a chance if we’re even, and if you’re winning so much that you can safely go t4, why don’t you just finish the game already? Even worse, that 300 power is not eco-friendly. It’s bound, which means it doesn’t get recycled. If it drops that’s a huge chunk of power gone, although it’s still permanently gone even if it doesn’t drop. Additionally, many maps don’t have enough orbs to allow you to t4 safely. Spending 300 power just invites such a massive counterattack that you have no hope of defending it—even if you bring Amii Ritual. And somehow have the power to play it. In fact, you’ll probably lose merely because you’re holding on to 300 power in your pool. Imagine you are building up power for t4 and I cast 2 soulshatters, or a sandstorm, or I just summon a Grigori and nasty it. If that doesn’t kill you (which it totally will, but maybe I was being dumb), I will still get more power than you. That sudden loss of 300 power will bring back somewhere between 100 and 200 by the time your monument gets up. Even then, I’ll be getting power faster than you because my void will have 300 power more than yours.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">So if you think you have what it takes to play t4 in PvP, go for it. Just don’t hold me responsible for sending you out into the world uneducated.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	About now I scrolled down to see when the actual guide starts. Then I realized this thing is borderline superlatively HUGE! What’s up with this?</p><p></p>


<p>
	<span style="line-height:150%;">Fear not! An actual guide <i>does</i> exist in here, I’m just trying to get the preliminary questions that I anticipate noobs asking out of the way. This guide is so long because I am trying to be thorough and show you guys how to build a deck. I want to give you tools to do it yourself so you can custom-make your own decks and be original. Please don’t take anything I say as absolute law (although you will probably come around eventually, if you disagree with me). I also include a lot of personal comments and stories, because I’d like you guys to learn from my mistakes. I also feel they illustrate points better.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">If you don’t have time to read this whole thing, here is what I suggest: Take a look at my section on the metagame and figure out which deck fits your play style. Read my fire-nature section for an in-depth analysis of how to build a deck from scratch, then go to the section you want to actually play. You will learn more about all the decks—and especially get a better idea of what to expect when you play against them—if you read the entire thing, but I understand that is too large of a time commitment for some people.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Do you have any biases?</p><p></p>


<p>
	<span style="line-height:150%;">Absolutely! Due to only being a P4F player, I only played one deck seriously: Fire-Nature. That said, I did have some other “fun” decks that I messed around in the sparring grounds. I played t1 fire almost exclusively, although I also tried my hand at frost. I never bothered to acquire the necessary t1 for nature or shadow, although I’ve played with lots of players who had. So my comments regarding other factions will be from my perspective as a fire-nature player.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">I also played 2v2 extensively with several very good shadow-frost players, so all together I have strong personal experience with all of the factions. That said, if any other veterans want to chime in with advice or things I missed in this guide, I’ll happily add them in and credit you.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Now, on to the meat of the guide.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	How does the metagame work?</p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Fire</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Your biggest advantage is fire dancers. You are the most aggressive faction, and your primary goal is to set up fire dancer camps; even better if you can do so from behind a wall or cliff. Your strategy is very simple and one dimensional, but highly effective. Rally banner to fire dancers. Enforcers and skyfire drake to defend the dancers. This faction is the most map-dependent faction. Additionally pure fire has an excellent t3 in juggernaut, which is probably the best t3 unit in the game. You will typically struggle more in t2 than t1 or t3 because of your inability to defend: you have no heals, repairs, or cc’s. You live by the adage that the best defense is a good offense, but that is the extent of your defense. If your attack fails, it is often not recoverable. Pure fire is notably bad at preventing its opponent from converting temporary advantages into permanent ones—although it is quite good at the conversion itself. Fire is often fun to play because of its simplicity and sheer power, but many players feel the “cliffdancing” is lame and avoid pure fire because of it. Pure fire has very good matchups against pure nature and pure shadow, but very poor matchups against pure frost and stonekin.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Fire-Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Your biggest advantage is the synergy of fire spells and nature spells. Another quite popular deck, fire-nature is known for its hard hitters. This deck has slightly worse offense than pure fire, but better defense. This deck is the best at “brute force” attacks. With enough power, you can spam heals and cc tank through to the well. A massed fire-nature army is particularly dangerous, although it only occurs rarely because of how much power the units cost. Cc can be used for defense as well as offense, and while most player prefer to use it offensively, you need to be careful about expending too much power in an attack. It is often possible to spend an immense amount of power to guarantee a well drops, but the backlash from the defending army will often overwhelm you completely. This deck is fairly good at preventing temporary advantages from converting to permanent ones through judicious use of cc and mortar camping. This deck is too volatile to try accumulating small advantages—just rush. Defending requires a good deal of proactivity, and the most successful defense is usually to counterattack instead of defending. This deck is probably the best deck to have a lot of power at t2, but it is one of the worst to have lots of power at t3. Since the nerf of sun reaver, fire-nature has easily the worst t3 of any faction. Because of the nature of fire-nature t3, it’s often impossible to prevent an orb from dropping in t3. For this reason, it is <i>highly</i> recommended to play the t3 orb the same color as your starting orb. Often the best outcome of a t3 fight is for both of you to lose your orb—if your t3 and t1 are the same color, you will only drop to t2 when this happens, instead of t0. This deck has perfected the strategy of attacking multiple places at once, but is ironically highly susceptible to the same tactic: with equal power, fire nature can defend any t2 attack in one place, but it often requires just a little more power to defend than the attacker needs to attack. The deficit piles up very quickly when many small attacks are initiated. Fire nature is especially good for you if you like long, creative, perilous t2 battles. There are no t2 matchups that are particularly terrible for fire-nature, but the drawback is that it has no particular advantages over any other faction. Stonekin, and fire-frost will probably give you the most trouble, especially stonekin.</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Fire-Shadow</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">You are aggressive and depend on buffs. You’re particularly good at turning an insignificant threat into a serious one. Cc’s are the bane of your existence, but you also possess the tools to strike in many areas at once, mitigating the effect of cc. You can just as easily spam 4 nightcrawlers to 4 different bases buffed 4 different ways as you can put all your energy into one attack with a rallying banner and darkelf assasins, nightcrawlers, rageclaws, or shadow phoenixes. Matches tend to be one-sided: either you dominate, or you get dominated. T1 control is often critical to play a good bandits deck. Your t3 is one of the best, with nigh unstoppable options such as giant slayers, ashbone pyros, sandstorm, soulhunter, and cultist master. Having lots of power in t3 benefits you more than almost any faction. Most players consider bandits to be the weakest faction, but you ignore the opinions of the unenlightened because they don’t understand the meaning of “style.”</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Fire-Frost</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">You are the deck of contradictions. You have the high attack of fire combined with the defense of frost. You abuse ice shields even more than pure frost, because your normally squishy fire units can do absurd damage when they’re not worried about dying. You are the deck of building shenanigans—if anyone is going to pull some mischief with termite hill, it will be you, with your building repairs, cc, and warden sigil. There are quite a lot of interesting building combos at your disposal, but most are just too impractical. Nonetheless, you consider yourself to be the most creative faction, testing ideas that everyone else has written off. You need to be attentive and demonstrate excellent micro to play this deck. Additionally, your t3 is not the strongest because you must pick between giant slayers and tremors. Fire-frost has no particularly good or weak matchups, and is a good deck for preventing random losses. It is probably the most difficult deck to master, as well as being extremely expensive—mountaineer is fairly essential for fire-frost. @Hirrooo disagrees with me here; he states that fire-frost can get almost as much mileage out of rageclaws and that fire-frost is quite viable on a budget. He’s better than me, so you should believe him</span><span style="line-height:150%;font-family:Wingdings;"><span>J</span></span><span style="line-height:150%;">. @YaBro0 mentions that this deck can be played very creatively, or not at all (mountaineer and stormsinger spam).</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Shadow</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Oh, the combos! You love being needlessly complicated. You have an interesting dichotomy—on one hand you have sheer shadow mage aggression; on the other, you have the tactic of building up power for a harvester. You can choose to take the initiative with cheap units, or you can play passively, conserving power for a harvester. This deck is very good at punishing mistakes, and if you like slowly accruing a power advantage, the harvester allows an easily convertible reward for having all that power. This is the ultimate risk/reward deck, and has many options for combos based on corpse collecting. Your t3 is phenomenal, especially if you go frost t3. Pure shadow is very strong against non-frost splashes, but struggles against frost splashes and pure fire.</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Shadow-Frost</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">You want to win at any cost. Let them call you a lamer! At the end of the day you’ll have the higher ELO. This deck is notorious for its laming ability, but it’s a strong deck even when played like a gentleman. Frost and shadow combo well together, with the high health of frost boosting sacrificial damage from shadow. You have all the bases covered with cc and building repairs. Lost souls has the largest variety of viable t2 units—there are so many good options, it’s hard to choose! You have one of the best t3, and it’s definitely possible to get away with a light t2 to carry a large t3 army. This is the deck that can spare slots for curse well or church of negation. This deck is the best for camping t3, but you can just as viably go aggressive t2 instead of saving those spots for the long t3. Lost souls has the best average matchups of any deck. It has a slight edge against many decks, and a large edge over a few. Stonekin or pure nature is probably its hardest matchup, but this deck has so many strong options that you can easily change it to accommodate if you have trouble against a particular deck. Pure fire is also pretty good against shadow-frost (one of the reasons many top players played pure fire).</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Shadow-Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This deck is all about those M units. Burrower and nightcrawler are your right and left hands. You are the evil twin to fire-nature, lagging slightly in defense but making up for it in offense. You must rely on a multitude of units because you have no strong solo unit. You excel at keeping your units alive during an attack because of your buffs, heals, and cc. You are great at getting a unit advantage and then keeping it. This is one of the most balanced decks. Stonekin is your worst nightmare because your 2 main attack units (nightcrawler and burrower) get countered by stoneshards and knockback, while hurricane takes out your darkelf assassins. Pure fire will also give you a lot of trouble because you lean heavily on burrowers and nightcrawlers, which are both M units that die to enforcers. You also don’t have building defense. @Hirrooo considers shadow-nature to be the strongest against frost because ghostspears and nightguard are difficult for the frost player to deal with.</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Frost</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Your biggest advantage is war eagle. Arguably the best t2 unit in the game, your entire strategy hinges on it. This deck epitomizes the “one-hit wonder.” Your goal is to keep your war eagles alive and support it while it kills everything else. The deck is very defensive, but doesn’t launch quick attacks very well. While the war eagle can solo, especially against t1, it moves slowly. You can defend one attack very well because war eagle kills everything and your building repairs take care of the rest, but multiple attacks are hard to fend off because of the cost of war eagle. Often the pure frost battles are determined by who controls the sky. As such you have very good matchups against pure fire and very poor ones against pure nature. Overall it’s a fairly balanced deck with no outstanding weaknesses.</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Frost-Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This deck is all about standing army control. Attacks are slow, but you definitely have the option to do some t2 rushing with burrowers. They probably won’t succeed because you don’t have offensive spells to assist, but you definitely have the means to add pressure. In general though, you will win by passively accumulating a standing army and then strangling your opponent to death. You have both heals and building repairs, your units take less damage, and many of your units are knockback based. These factors combine to make you the ultimate survivor. Add in the fact that you have OP S/M beast counters and razorshards, and it’s easy to see why nobody likes to play against this deck. Many feel that it takes the fun out of Battleforge because of how long stonekin matches take. Andre Philidor revolutionized chess to show that slow, positional play beats fast-paced tactical aggression, and stonekin player seek to do the same in Battleforge. As far as I’m aware, this deck has no bad matchups (although it does have some unfavorable ones that depend on individual decks—for instance, some players pack mauler explicitly for stonekin matchups), and it does have some very good ones against pure fire, pure shadow, and bandits. Pure nature is probably stonekin’s hardest matchup.</span></p><p></p>


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	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This deck is all about power manipulation. You have energy parasites and shrine of memory. Deep ones are also quite powerful, but the truth is that you just use them as a distraction to set up your power manipulation. You have Deep Ones and Burrowers to go strong on the offensive, but with no attack spells you are unlikely to make a successful offensive without a power advantage. Your parasite swarms are also a tad overpowered, but they’re difficult to use because they cost a lot (this is a theme with pure nature). Pure nature is unique in that it can be played in two <i>completely</i> different ways—it’s almost as if root decks are a separate faction. Root decks rely on cards comboing with a root nexus to build a large standing army and maintain it. This style of playing is most similar to stonekin. Pure nature has a particularly easy time against pure frost because of energy parasite, but a very hard time against pure fire because of its lack of building repairs or unit damaging options.</span></p><p></p>


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<p>
	What do I need for t1?</p><p></p>


<p>
	<span style="line-height:150%;">The t1 metagame is pretty advanced, but it’s very balanced. Note that it’s only balanced when the optimal cards are employed. If you need a cheap deck, shadow and frost have the cheapest t1. (For those interested, shadow used to be crazy expensive because dreadcharger was very pricy. Then witchclaws were introduced as a common and now shadow t1 can theoretically be played with only commons).</span></p><p></p>


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	<span style="line-height:150%;">For every t1, you need a SWIFT unit to get as much map control as possible. Note that frost has no swift units in t1—it compensates for this with just being generally OP </span><span style="line-height:150%;font-family:Wingdings;"><span>J</span></span><span style="line-height:150%;">.</span></p><p></p>


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	<span style="line-height:150%;">You also need a RANGED unit. Kiting is important, and ranged units spam easier than melee units because melee units sometimes get in each other’s way. Ranged units can also be spread out to minimize the danger of an eruption or nasty surprise.</span></p><p></p>


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	<span style="line-height:150%;">Additionally, you must use each faction’s core spell. That would be surge of light, eruption, glacier shell, and nasty surprise. These are the most important four cards in the game. The entire metagame is based off of them.</span></p><p></p>


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	<span style="line-height:150%;">Furthermore, you must have S and M counters, and units which are not countered by S or M counters.</span></p><p></p>


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<p>
	Fire t1:</p><p></p>


<p>
	<span style="line-height:150%;">Your essential cards are: <b>Eruption, Scavenger, </b>and<b> Sun Strider</b>. For fun, I’ve played matches only carrying those 3 cards. It’s really not optimal, however, and it forces t2 rushing (which is a terrible habit). With one notable exception, all the pros I am aware of play an extended t1. They try to build a t1 power advantage, and it’s simply not possible to do so with only these cards. Nonetheless, if you play defensively and concede to a map-control disadvantage, you can play with only this. Note that sometimes you <i>will</i> lose to a t1 rush that you just can’t handle. I’m looking at you, MA spam with homesoil and wintertide.</span></p><p></p>


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	<span style="line-height:150%;">The next most important card is <b>Thugs</b>. It’s really hard to fight shadow forsaken spam without thugs. Following these, the usefulness of t1 cards are as follows: <b>Firesworn = Mortar &gt; Sunderer &gt; Mine &gt; Scorched Earth &gt; Wrecker &gt; Nomad.</b> Please don’t use nomads. See below for why. As a general rule of thumb, take the cards in this order. Decide which cards you want in t2 and figure out how much space you need. Allot your t1 cards according to your empty deck slots. For instance, in my most successful deck, I had five spots for t1. I brought eruption, scavenger, sun strider, thugs, and mortar. I think mortar is more essential than firesworn, but I think most players disagree with me. Regardless, I played without firesworn for most of my matches, and I never used sunderer except in some 2v2s and 1v1s when I messed around with pure fire.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Commentary on the pros and cons of each card:</span></p><p></p>


<p>
	<b><span style="line-height:150%;">Eruption</span></b><span style="line-height:150%;">: This card. It does 300 damage (U3—assume everything I say is U3) to 3 targets, including air. This card is a primary anti-air defense, as well as generator nuke. If a nature player has an expensive unit &lt;300 health, instantly erupt it. If a frost player has a well &lt;300 health, instantly erupt it. If there are multiple units clumped together, erupt them and finish off with sunstriders.</span></p><p></p>


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	<b><span style="line-height:150%;">Scavenger:</span></b><span style="line-height:150%;"> This is a great swift card. It’s cheap, a great S counter, and has crippling bite. Scavengers work great with sunstriders because between the two, you have both S and M counters, and you can slow enemies with the scav and kite with sunstriders.</span></p><p></p>


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	<b><span style="line-height:150%;">Sunstriders:</span></b><span style="line-height:150%;"> Not a particularly great t1 ranged unit, but ranged units are essential, and the sunstriders have to be weak because scavenger pairs so well with ranged attack. Despite their low health, they have great attack. If you face a Fire Drake with ravage, make two sunstriders and erupt the drake as soon as it’s HP &lt;300. Other factions have a much harder time defending Fire Drakes in t1.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Thugs</span></b><span style="line-height:150%;"> are a terrific card. They are S/S, so forsaken don’t eat them—this tends to be a problem with scavengers: although scavenger are M/S and forsaken are S/M, the forsaken are cheaper, have longer range, and can frenzy or motivate. Spamming scavengers and spamming forsaken will lead to an easy shadow win. If you don’t have thugs, forsaken spams are very hard to deal with. They also help vs windweavers, but the real reason you need them in your deck is to combat forsaken. Thugs also have a looter ability, which gives you power for attacking units (proportional to the unit’s power, I believe). I don’t really know how it works, but sometimes I send thugs out against grigoris or juggernauts just in case.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Firesworn </span></b><span style="line-height:150%;">have multiple uses. They knock back small units, which really helps against frost Master Archer and windweaver spam. Unfortunately they cost a lot and have low health, so I generally don’t recommend their use for knockback. They die very quickly to frostbite, and a roots with well-placed windweavers can kill Firesworn without them getting a shot off. If you use them versus forsaken, you need to be able to make one for every forsaken, which is quite difficult. It has more use if you can make it so your firesworn is not dazed while the forsaken are, which makes them good for defending forsaken spams at wells as long as the forsaken have not been pre-summoned. Of course, if you see your opponent making 3-4 forsaken at once, that’s a good cue to make a mortar tower. Generally the red affinity is better. Some prefer the blue (especially fire-nature, to knock back a large unit and root it), but most like red better.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Mortar Tower</span></b><span style="line-height:150%;"> has saved me so many times. It works well in my deck, because I play a defensive t1 with the goal of saving card spots. It’s also useful for punishing laziness. Some maps have areas with wells that really shouldn’t be taken because of mortar tower pressure, but if your opponent takes them anyway, punish. The #1 reason I play this card is to stop frost rushes. I also like welling up more than my opponent, and when he builds a bunch of units to rush me, I build a mortar. The relatively quick build time on this card also helps saves. I even use it in t3 (!) to defend against things like juggernauts. I have a few more secrets with my precious mortar, but I won’t share them because as far as I know, I’m the only one who does this. </span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Sunderer:</span></b><span style="line-height:150%;"> The only t1 L unit, this card really helps against shadow. Against nature’s amazons or roots + windweaver it’s pretty pointless, and the combination of lightblade and glacier shell makes it practically useless against frost. Fire can generally deal with sunderers easily through eruptions and scavenger bites with kiting sunstriders, or a simple firesworn. It’s still more useful against fire than frost or nature, however. Shadow struggles the most with Sunderers because of its lack of t1 L counters. Simply put, nightguard does very little damage, and the shadow player has usually lost the well by the time nightguard’s swapping ability is ready. For this reason, many shadow players don’t even carry nightguard. For shadow to defend a sunderer, it must usually nasty a dreadcharger while the sunderer is dazed. Alternatively, you can walk the dreadcharger into the sunderer to slow it and kite with frenzied forsaken. In general, the shadow response to a sunderer is to let it get the well down, kill it, and then launch a responding offensive with all the defending units.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Mine</span></b><span style="line-height:150%;">: Honestly, I think this has more use in t2. The mine does such a ridiculous amount of damage that it basically one-shots anything in t1. The downside is that the opponent must walk into it, and it has a smallish blast range. It’s basically a shot from a mortar tower except you don’t need to wait for the tower to build. It combos nicely with fire-nature’s hurricane or ensnaring roots, and it can be a semi-useful cc (crowd control) for pure fire or bandits.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Scorched Earth</span></b><span style="line-height:150%;">: It has its uses. I saw it used quite effectively in a match between SchokoPeace and xAragornx linked here: </span><a href="https://www.youtube.com/watch?v=XcFRUgSda7A" rel="external nofollow"><span style="line-height:150%;">https://www.youtube.com/watch?v=XcFRUgSda7A</span></a><span style="line-height:150%;">. Nonetheless, it is a nicety and is useful only situationally. Pure fire is pretty much the only deck that can spend a slot on this card. If you use this, make sure to use the red affinity.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Wreckers:</span></b><span style="line-height:150%;"> I have a deep love for wreckers. They were my go-to unit as a noob. They’re great cards. But they’re not that useful. Not with fire. The thing is just that melee non-swift units are very vulnerable, and wreckers have it even worse because of their low health. They can be quite useful vs frost mages and dryads, but roots or ice guardians usually beats them. Their rally skill is useful, especially for surprise sunderers, but they’re hardly worth the deck slot. I used to carry them instead of thugs to deal with frost rushes, but I learned to just get better at using mortar and scavenger micro.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Nomads:</span></b><span style="line-height:150%;"> The green ones are better, and these cards are notorious for noob-stomping. I remember when I was new, all I wanted was a nomad (or frost mage) because they are great against small units. Right? Wrong. Nomads are M/M units, same as wreckers, and have the same utility. Except worse. Nomads reward spamming the same unit, but spamming is punished harder than Nomads reward it. Eruption takes out a group of Nomads because they are grouped. 6 sunstriders can be made with the same power as 4 nomads (which is pretty much the minimum number needed to rush), and the nomads will drop to 2 sunstriders. Additionally, you can erupt every spawned nomad because they cost the same as an eruption, and the eruption will also hurt the nearby units. If I see someone make a bunch of nomads, I just take a well with the knowledge that my defense will be very easy. Nature can simply root all the nomads and shoot them with windweavers. Shadow can nasty surprise, or just spam forsaken back (forsaken win). Frost probably has the hardest time, but ice guardians are good against them, as well as lightblade and frostbite. Remember that as soon as the number of nomads drops below three, they lose their buff. The switch from nomads to scavenger is the best decision you can make in a fire deck. Two days after I did that, I jumped several rankings (something like 10). Nomads are just not very good as swift units. They cost too much, and they are M/M so they are useless with sunstriders (If fire had Master Archers instead of sunstriders, nomads would be much more useful. But that’s not the case).</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Makeshift Tower: </span></b><span style="line-height:150%;">This can be useful for noobs against noobs, but it’s not useful otherwise. It helps against windweaver or master archer spam, but the tower really isn’t worth the deck slot. Although the tower does great knockback, it does very little damage. Basically thugs and scavengers are better at doing damage to small units than makeshift tower is at knocking them back. If you need the knockback super badly, there is always firesworn, which has utility elsewhere as well.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Banner of Glory: </span></b><span style="line-height:150%;">I never see this played, but it does have its uses. I once won a bunch of tome matches with this card, but that’s because neither player had the optimal t1. It’s about as useful as makeshift tower.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Strikers:</span></b><span style="line-height:150%;"> Nope. They have the same issue as nomads, but they’re even worse. I have nothing more to say except a warning not to bring them.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Suppression, Blaster Cannon, and Other Nonsense:</span></b><span style="line-height:150%;"> Completely useless. There are no other fire t1 cards even worth considering.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Additional thoughts</span></b><span style="line-height:150%;">: The order I listed above is actually pretty strict, comparatively. Fire cards don’t have a ton of redundancy or options. Pretty much each card is better than all the cards listed after it. However, there are cases when it is better to bring one card over another. For instance, fire-nature players may take mine instead of firesworn, sunderer, or mortar tower because the card combos really well with roots in t2. You’re more likely to see mortar tower in a fire-nature deck than a fire-shadow deck for the same reason.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">In theory, you could take all of these cards with you (except nomad, please) and have basically no t2 or t3. I have seen good players take that route—they straight up rush t1 every time. Of course, if your t1 rush fails you don’t stand a chance, so I don’t think these players ever made it into the top 20 this way.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Despite my animosity towards nomads, if you ABSOLUTELY cannot afford a scavenger, there are ways to make it work. See one of my noob decks below for an example, but you need thugs 100% (and probably makeshift tower) if you don’t take scavenger. And your best bet is to avoid t1 confrontation as much as possible.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">@SunWu II commented that he’d rather leave out eruption than sunderer or firesworn.</span></p><p></p>


<p>
	<span style="line-height:150%;">If he has a full t1 I can see where he is coming from. Eruption is sort of the jack-of-all trades; it does a lot of things pretty well (like helping against L counters, knocking back small units, or helping drop a well). If you can do all the other things without eruption, then perhaps I wouldn’t list it as completely essential. But if you’re trying to skimp on t1 slots, eruption is the most versatile for replacing the other options (mortar as well). Eruption also punishes beginner mistakes. It’s not that essential when playing high-ranked players because they rarely allow great eruptions, but it can end games very quickly against noobs. Like my target audience.</span></p><p></p>


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<p>
	<span style="line-height:150%;">@Dexirian commented that he played without thugs all the time. I suspect he used firesworn and sunderer though, and would respond to forsaken with a sunderer rush to drop a well.</span></p><p></p>


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<p>
	<span style="line-height:150%;">@Hirooo, in response to Dexirian, said, “Thugs give a huge edge vs fire and are even stronger against shadow since both were pretty much 1 swift s counter + s unit m counter spam. Also made welldefense way easier and enabled you to take one well up earlier than without.<br>
	Not a must have no but I would strongly advise using them at least in every firesplash that isnt fire/nature since that one stretches the cardlimit a bit harder.”</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">All of these are respectable players (otherwise I wouldn’t be quoting them), but Hirooo is especially high ranked. Take what you will from the discussion.</span></p><p></p>


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	<span style="line-height:150%;"><span> </span></span></p><p></p>


<p>
	Shadow t1:</p><p></p>


<p>
	<span style="line-height:150%;">I can’t speak for lower level play, but this faction is the most-played t1 in the upper ranks. FarRock once claimed that 60% of top players played it—I’m pretty sure he just made that number up, but it seems about right. This might also be due to the prominence of shad-frost players, which I’d estimate to make up about <sup>2</sup>/<sub>5</sub> to <sup>3</sup>/<sub>5</sub> of the top 200 players (like FarRock, I’m making this up). Shadow t1 rewards good micro, while at the same time it’s a relatively easy faction to play well, even if your micro isn’t that good. You can play with a variety of t1 luxuries, most notably: lifeweaving &gt; motivate &gt; phase tower. @YaBro0 notes that lifeweaving is essential for bandits or pure shadow, while motivate is essential for shadow nature.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Your essential cards are <b>Dreadcharger/Witchclaws</b>, <b>Forsaken, Nasty Surprise, </b>and <b>Nox Trooper</b>. I suppose in theory you could get by without nox trooper, but I really don’t recommend it. <b>Lifeweaving </b>and <b>Motivate</b> are also a staple in most decks, but you can manage without them. In general, the only other unit you should consider t1 is <b>Nightguard</b>.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Dreadcharger: </span></b><span style="line-height:150%;">The most common t1 starting card. It has a smidgen less health than witchclaws, but it has a better ability, tramples small units, and cost 5 less power.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Witchclaws: </span></b><span style="line-height:150%;">Playable as your 1<sup>st</sup> unit, but the general consensus is that dreadcharger is better. The reason to take witchclaws over dreadcharger is that it has more health for a better nasty (witchclaws can kill a skyfire drake, but dreadcharger can’t), but it’s not that much of a difference. Witchclaws <i>are</i> much cheaper by rarity, and TBPeti feels they are an acceptable substitute if you can’t afford dreadchargers. @Hiroo feels witchclaws are a “really bad idea” if you can afford the dreadcharger. Windweavers can do double damage to them, their attack halves when one dies (squad probs), they have a longer spawn animation and they cost 5 more power. In return, they get a mere 30 hp bonus and a terrible ability. @YaBro0 said that witchclaws are better in shadow mirrors because when they nasty, they exactly kill a full health squad of forsaken.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Nightguard: </span></b><span style="line-height:150%;">Although I’ve seen some people play this as their starter unit, I don’t recommend it. They are very weak, and you’ll almost definitely lose a t1 fight without witchclaws or dreadcharger. And if you have those, why would you start with nightguard? Nightguard does have use against L units though. The swap is very nice, but not so useful in t1 because sunderer is the only card worth swapping, and the nightguard’s ability has a large cooldown. Your well will probably be gone if you’re waiting to swap. This card is much more useful in t2 against cards like Deep One, Lost Reaver, War eagle, etc. The choice of affinities is personal preference—swift helps you catch the unit you want to swap with, but it also helps your swapped nightguard get away. I’d recommend the green affinity, but TBPeti preferred the blue in his shadow-nature deck—he would cc the unit he wanted to swap with, and then catch the normal speed nightguard.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Forsaken: </span></b><span style="line-height:150%;">These guys are amazing, and a necessary addition to every shadow deck. Their frenzy does great damage, and forsaken spams are reliable ways of dropping wells against fire. They have a harder time against frost and nature because of S knockback, but if you drop a well in t1 it will be by spamming these guys or nox troopers.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Nox Trooper: </span></b><span style="line-height:150%;">I would consider these to be essential for t1. When playing against nature, you will probably need to spam these. (@TBPeti feels spamming isn’t the best idea because S units have better stats, but they’re still needed in judicious quantities.) Nox helps against hit-and-run tactics. They are essential to stay t1 against things like burrower rush. You’ll also need them to take out frost mages so your forsaken can do work.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Nasty Surprise: </span></b><span style="line-height:150%;">An absolute must. Many of the shadow threats hinge upon a well-placed nasty. Although it is definitely the least used core spell (eruption, surge of light, glacier shell, and nasty), it is completely necessary for t1. </span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Lifeweaving: </span></b><span style="line-height:150%;">I thought this card was essential for shadow, but @Hirooo reminded me that its usefulness actually increases as tiers increase. It’s often not used much in t1, but becomes more prominent in t2. As such, if you don’t plan to use it much in t2, it’s often a wasted deck slot for t1. It’s almost <i>always</i> bad to use lifeweaving in t1. The only exceptions I can think of are when a well is about to drop or you need to maintain ground presence.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Motivate: </span></b><span style="line-height:150%;">This, nightguard, lifeweaving, and phase towers are the four cards that change between shadow players. Almost everyone uses dreadcharger, forsaken, nasty, and nox; these 4 cards switch around, and it’s very rare to see anything else. Most players value motivate more than phase tower, and phase tower more than nightguard. Lifeweaving is different; you’ll do best to treat it like a t2 card when deciding whether to bring it. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Phase Tower: </span></b><span style="line-height:150%;">This leads to very campy t1 fights, and there are some places where it gets quite lame (certain cliffing maps, for instance). It’s especially strong against nature and frost. Fire tends to do better against it because of eruption. If you struggle against frost or nature t1, this is a good addition to your deck.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Skeleton Warriors: </span></b><span style="line-height:150%;">I, like most people, thought these guys were trash, but Matos once used them against me when he was ranked #2. They’re basically forsaken, except worse because they don’t have range. On the plus side, they’re super hard to kill with their ability and have great health for nasty surprise, so they can be good at getting wells down, especially against fire. @TBPeti and @RadicalX feel these are the most underrated t1 cards. They can tank 1650 damage over 30 seconds with their ability—TBPeti attributed making it into the top 5 to his use of them. With their ability, they even beat wrathblades. TBPeti suggests using them instead of phase tower.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Wrathblades: </span></b><span style="line-height:150%;">These can be an answer to fire’s thugs, and can help you in shadow matchups. However, S units are notoriously weak against frost and nature. I don’t recommend them. However, there was player in the top 20 who used them once upon a time, so they’re not useless.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Executor: </span></b><span style="line-height:150%;">This is shadow’s equivalent of a wrecker, except it doesn’t even have the rally. Don’t bother with him. If you <i>know</i> you’re going to play someone with a frost t1, they add some nice aggressive options (credit @Hirooo) but they are useless otherwise.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Decomposer: </span></b><span style="line-height:150%;">This can have some use, but not in any sort of classical t1 fight. Don’t bother with it.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Embalmer’s Shrine: </span></b><span style="line-height:150%;">This has more uses than the decomposer. It works well with some pure shadow techniques, but doesn’t combo well with anything t1 except soul splicer. Rumor has it there’s an interesting combo with this card, soul splicer, and furnace of flesh, but I wouldn’t trust everything you hear. . . .</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Soul Splicer: </span></b><span style="line-height:150%;">The green is much better. It heals quite a bit, and can make a good offensive post to attack from. It’s rare that your opponent lets you get one of these up away from a well though. A more common technique is to pull it up near your well when you and your opponent have wells in close proximity. Then you can attack and constantly pull back for the building’s healing. It’s still an unusual card, although most pure shadow players use it (OP with shadow mages).</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Snapjaws:</span></b><span style="line-height:150%;"> I’ve seen good players take these. They’re interesting, and much more useful in higher tiers. The problem is that they’re expensive, and do little to nothing in t1. @Hirooo said they have some use in defending sunderer in high power t1 fights. @TBPeti feels the damage-decreasing ones can have some use against L/XL units, but the defense-decreasing ones are just a worse frostbite. Neither affinity is worth the power or deck slot, however. </span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Offering: </span></b><span style="line-height:150%;">It’s rare to lose all of your charges in PvP. This card is not worth wasting a slot on for the rare occurrence. If you have low upgrades, however, this might be useful. Still, it seems like a lot of power to get your charges back.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Lifestealer: </span></b><span style="line-height:150%;">Don’t bother. If you want a building, take phase tower.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Shadow is one of the most common t1s for a reason: it’s good. It’s also easy to play, and doesn’t require a ton of cards. Taking less than 5 cards for t1 is possible with every faction (except frost), but you will really have to avoid t1 encounters away from wells. Shadow can go light and still be fully competitive without phase tower or lifeweaving (motivate is pretty essential if you want to go toe-to-toe with fire or nature, however). The three optional cards are luxuries that give you more options, but good micro can get you through without them.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Nature t1:</p><p></p>


<p>
	<span style="line-height:150%;">Arguably, this is the “best” t1, although it requires insane micro and a lot of cards. It’s the most efficient faction at high power levels, but it becomes quite difficult to play when you’re desperate for power. I’d generally recommend starting t1 fire or shadow if you’re using those splashes, because you’ll probably save deck space that way. Alternatively, you can join the minimalist movement pioneered by xAragornx.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Nature has a lot more options than other decks: there is no unit that you can’t play without. I won’t go into too much detail but rather list the pros and cons of each card. You’ll need a swift unit, a ranged unit, and a medium unit that can stand against hurricane or frost mages. If you really wanted to, you can accomplish that with just 2 units: treespirit and amazon.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Your spells are <i>not</i> optional. You must have <b>surge of light</b> and <b>ensnaring roots</b>. I’ve heard of decks that neglected <b>hurricane</b>, but that’s like neglecting thugs for fire. Theoretically possible, but you should really keep it in.</span></p><p></p>


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<p>
	<span style="line-height:150%;">Since I can’t really list nature cards by order of usefulness like I can fire, I’ll just give an overview of each card and let you decide what you need.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Dyrad</span></b><span style="line-height:150%;">: The blue affinity is much better than the green. The primary use of this card is doing damage prevention against eruptions. If this card is not in your deck, you cannot get in an aggressive t1 fight with fire, except in certain specific situations. The dryad is nice because it also puts units to sleep, but my suggestion is not even to bother with the green affinity if you don’t have the blue. Some players have commented that they bring both affinities for fun, because the green has certain highly situational uses in t2.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Shaman:</span></b><span style="line-height:150%;"> Very useful, but not as much as the dryad. I’ve seen good players that prefer not to take him, but he’s a mainstay in an extended t1 fight. If he’s not dazed, he can be very annoying to deal with. </span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Amazon: </span></b><span style="line-height:150%;">A swift unit. Blue affinity is better. She is better than a swiftclaw alone, but if you have a large army, the swiftclaw is more useful. She’s a great counter to sunderer, and as a fire player, I like to see swiftclaws more than amazons. Actually, the t1 swift unit that strikes the most fear into my heart is werebeast. Amazons are annoying to deal with as fire because you can’t spam sun striders against her, otherwise your scavenger will kill them. I think the other factions have an easier time with amazon than swiftclaw, however.</span></p><p></p>


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<p>
	<b><span style="line-height:150%;">Swiftclaw:</span></b><span style="line-height:150%;"> Another swift unit. This one does insane damage (almost 1500), especially against M. The animation to deal extra damage takes a bit of time. 1 scavenger and 1 sun strider typically beat 1 swiftclaw and 1 windweaver because the fire player can also erupt, ending it all. Same with nasty surprise and shadow. Swiftclaws are also fairly susceptible to kiting because of the time it takes to animate. @RadicalX pointed out that swiftclaws are fairly essential to combat nature doubles or frost mage spam. @YaBro0 said that swiftclaw should be the main damage dealer in a nature deck.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Werebeast:</span></b> <span style="line-height:150%;">These cards are often perceived as underpowered, although they can be quite useful in the hands of a good player. They require good micro to use, so that’s probably not you. Maybe in the future</span><span style="line-height:150%;font-family:Wingdings;"><span>J</span></span><span style="line-height:150%;">. Don’t use them unless they are U3. Their heal ability becomes quite handy then, and you can annoy your opponent with all sorts of hit-and-run tactics. If you use this card, you need to be taking a very large t1. @YaBro0 said that if you have a deck slot for werebeasts, you should probably use spearmen instead.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Windweavers:</span></b><span style="line-height:150%;"> Probably the most important t1 unit for nature, although xAragornx has shown that you can get by on treespirits instead. Their multishot is very powerful, and they combo well with roots. You will probably spam them, especially against shadow.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Mana Wing:</span></b><span style="line-height:150%;"> In short, it’s super cool but not worth it.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Spearmen: </span></b><span style="line-height:150%;">This is a very nice luxury, but not necessary. They are particularly good against shadow, and it’s not uncommon to start with them (instead of a swift) against shadow on a small map. Recommended if you’re having trouble against shadow. @RadicalX also lists them as quasi-essential against nature.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Treespirits: </span></b><span style="line-height:150%;">Most people argue that these guys are overpowered. I do too. Spamming them works, which is just wrong. The green ones do especially high damage, but the purple ones are quite good to stay t1 and defend against frost. @RadicalX noted that the purple are also good against Nature dittos because it ignores the dryad damage reduction. You can also kill an Avatar of Frost with one purple treespirit and a root. Purple treespirit also goes through glacier shell. xAragornx plays this card and Amazon as the only two units in his t1. If you play a large t1, this card is probably not necessary.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Envenom: </span></b><span style="line-height:150%;">I don’t see it much, but I hear that some of the great pure nature players used this to use this to help stay t1 vs t2. There is probably not room in your deck for it, otherwise a good option. I sometimes used it in my fire-nature deck as a counter to L units and especially war eagle or skyfire drake.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Fountain of Rebirth </span></b><span style="line-height:150%;">is not actually as good as it seems. The reason is because you rarely have large standing armies that would benefit from a slow mass heal, and it’s pretty slow. Your opponent will not give you much opportunity to benefit from this.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Mark of the Keeper:</span></b><span style="line-height:150%;"> I hate this card. It’s not common, but it really helps in defending against factions that use a lot of spells (like fire-nature). I suspect it also shuts down pure frost, because pure frost doesn’t really have good melee units. But this is more of a t2 defense card, and it’s a luxury with a high price. It works really well against noobs, but if you want to get better you’re better off just learning how to defend properly.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Mumbo Jumbo </span></b><span style="line-height:150%;">seems useful in theory, but it’s not so good. Very rarely do enemies only spawn one unit for a t1 encounter. It’s also 40 power, which is a lot. That said, I have seen it used on occasion. I don’t think I’ve ever lost to someone who employed it against me, though.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Primal Defender</span></b><span style="line-height:150%;"> is actually not bad. It’s a hard counter to phase tower. I don’t think it has much besides that, but phase towers can be very annoying for nature to deal with. If you can’t handle them (especially difficult on Wazhai), put this card in your deck. I don’t play nature much, but my opinion is that you want to avoid needing hard counters to certain cards. But ultimately do what helps you win, and if this card prevents you from being rushed, go for it.</span></p><p></p>


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	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Stranglehold:</span></b><span style="line-height:150%;"> Nah, you probably shouldn’t use this. It can help defend in t2, but if you’re permanently on the defensive, you’re going to have problems.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Tunnel: </span></b><span style="line-height:150%;">Tunnel is the only nature card I’ve never seen used at some point in PvP (and I have seen it, but only from complete noobs—don’t be like them!). While they are probably the least useful nature t1 card, @RadicalX pointed out that some players like Kyllbuster <i>did</i> use them in t2 to whisk his units away from dying or avoiding coldsnaps.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">In summary, nature has great spells in t1. If you want to follow in xAragornx’s minimalist footsteps, you can get away with just Amazon, Treespirit, and spells. If you don’t want to avoid t1 conflict, go for a medium-sized t1 (I would recommend this). If you absolutely want to rush t1, I think Nature is the best option because it has so many good cards with many options. The problem is that all those cards are often useful only in certain situations, and the slots are often better used for t2. You can watch any of beijinguy’s replays for full-on nature t1 assault (I don’t even know if he played t2 in some decks).</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Against frost t1, hurricane is going to be very important against MA. Roots and windweavers can do a good job against ice guardians or frost mages, and treespirits are good as well. Against fire, micro is important, as well as judicious use of roots and hurricane. As long as you keep scavengers or thugs at a distance, you should be fine. Mortar tower makes this matchup much harder for you. Shadow fights often boil down to you spamming windweavers and him spamming nox troopers. Spearmen can help tip the tide in your favor.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Frost t1:</p><p></p>


<p>
	<span style="line-height:150%;">You have no swift units. Waa, waa. To make up for this, your units generally have the best stats/power cost ratio of any faction. Frost spams are nothing to laugh at because of the sheer power—even if they do arrive late to the fight. Frost is not an especially popular t1 choice, however, because most players dislike the lack of a swift unit. You need to play frost differently than fire and shadow, and most players that are accustomed to the more popular t1’s don’t want to put in the effort to learn frost. As far as I know, MaranV is the best frost t1 player.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Because of frost’s great stats, it <i>should</i> win against any faction in an even power situation where both players have a well. For instance, a common frost tactic on Haladur is to try to take a well right next to their opponent’s (if fire or shadow) and then spam units. Frost also has a problem with harassment. Scavengers in particular can hit and run faster than frost can defend. This is defendable, but you really need to be on your toes. You’ll need to use a combination of lightblade and frostbite to make sure the swift units don’t get away, and it requires precise power balancing that you don’t spend too much power in one defense, just for the swift unit to run away to attack somewhere else.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">To play frost, you must take <b>Master Archers</b>, <b>Ice Guardians</b>, and <b>Lightblade</b>. In theory lightblade is optional, but frost’s lack of swift unit hampers some options and lightblade is really necessary to prevent lameness from your opponent. Ice barrier is an incredibly useful card especially with <b>Homesoil. Glacier Shell</b> is your core spell, but homesoil is probably more useful in practice. Usually it’s the threat of glacier shell that you need, so you would theoretically be fine as long people only assumed you have it. Frost mage is an incredibly useful card, as the second-best S counter in t1. Unfortunately, Master Archers are the best S counters in t1, so frost mages are slightly redundant. Imperials, Frost Sorceress, and Ice Shield Tower are your most-likely-to-use nonessential cards.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Master Archers:</span></b><span style="line-height:150%;"> Stat for power, I’ve heard it claimed that these guys are the best t1 units. That doesn’t mean everything, but MA are certainly good. They have 600 health and they’re a squad, so you can’t be erupted when they’re dazed (each unit survives with about 1 health, runs away, and gets the health back after daze). They’re incredible S/S, combining the best qualities of a spammer—high health, ranged attack, and low cost. Their attack is a bit low, but they still pack a punch when paired with homesoil. Being S units has its pros and cons. They are knocked back quite a bit, but they also do very well against the other spammed units (windweavers, sunstriders, thugs, and forsaken). Most player will start the match with master archers because they are cheap and don’t lose effectiveness over time like ice guardians do.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Ice Guardians: </span></b><span style="line-height:150%;">These are your melee units. Their attack isn’t so good, but they still do well against M units. With their ice shields, they have over 1000 health—for only 50 power. This health isn’t overpowered (although it certainly is good) because ice guardians are rarely attacked. Typically they are used to defend, when the enemy is trying to drop a well. They do have some use in an offensive, although transporting them without losing their ice shield is a pain. Although they only cost 50 power and have even better stats than the master archers because of the shield, they are a poor choice to start a match with because they will lose their shield by the time they arrive anywhere.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Lightblade: </span></b><span style="line-height:150%;">One of the best t1 units. He is essential to dealing with sunderer, but he’s so overpowered that he’s still a very viable t2 L counter. His ability is also necessary for making sure units don’t get away and combos well with frostbite. There are just so many terrible things lightblade can do. Both affinities are good, and it depends on your use for which one is better in your deck. The red one is better when you are using the lightblade to kill t1swift units. The purple is better when you are using it as a cc on L or XL units in t2 or t3. MaranV often starts with a lightblade because it has good stats and wins any 1v1 fight.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Frost Mage:</span></b><span style="line-height:150%;"> This is the frost equivalent to thugs. Very useful, but you can get by without it. Frost mages are amazing against unspreaded archers, or things like thugs or skeleton warriors. They are very strong against fire because they take away fire’s M counter. They are good against frost dittos to take out MA, and they are strong against nature because nature’s hurricane takes out MA. They are not <i>necessary</i> against any of these, however, because Master Archers are better—they just don’t have the knockback. MaranV didn’t use them in his deck because the FM’s redundancy as an S counter. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Glacier Shell:</span></b><span style="line-height:150%;"> Similarly to nasty surprise, this card isn’t spammed. It’s more the threat that you can defend a well that manipulates your opponent’s playstyle around it. Still, I’d say it’s fairly essential since the main reason you are playing frost is for your ability to defend your structures, and having this in addition to kobold trick (the spammed spell) increases your defensive options. That said, it is probably the core spell which you can most get away with not using, as it has a better version in t2. You have to know exactly what you’re doing to get away with not using this card, however, so I’m going to consider it essential for you.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Frostbite: </span></b><span style="line-height:150%;">This card is pretty essential to play frost t1. A lot of players use it for t2 as well, because it makes it much easier to kill strong enemies (especially fliers). The purple is much better than the red. This card and lightblade are all that stand between your wells and a scavenger guerrilla attack.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Ice Barrier:</span></b><span style="line-height:150%;"> For 20 power you get ground presence. If it sounds underpowered, that’s only because you haven’t played enough yet. This card is great for preventing walls from going up, for gaining and maintaining map control (difficult with slow frost units), for giving structure bonuses (homesoil, lyrish knight, ice guardians), and for absorbing splash damage. An essential card, not because it defends against anything in particular but because it is so useful—to skip this card would be like skipping eruption.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Homesoil </span></b><span style="line-height:150%;">is pretty necessary for frost because frost does such little base damage. Pairing it with splashes such as lost souls (or, heaven forbid, fire dancers in 2v2) greatly increases its effectiveness. You would be remiss in skipping this card—while it is an “optional” card, it’s so much more useful than any other optional card that it may as well be mandatory.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Imperials </span></b><span style="line-height:150%;">help in certain matchups, but they are not the most useful in t1. S/M units w/o range just don’t have a ton of use because most of the t1 M units are swift. Nonetheless they do have great stats and can be quite useful in a rush because they take so little damage. They also perform well in a scenario where you stay t1 against t2, because of the prominence of M/M t2 units. This is not an uncommon frost t1 card, but not a particularly common one either.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Northguards</span></b><span style="line-height:150%;"> are literally the most useless t1 units in the game. Not because they are especially bad—because their stats are okay—but because they are so redundant it hurts. Frost already has the best S/S and M/S t1 in the game. Why on earth would you need a mediocre melee S/S?</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Frost Sorceress:</span></b><span style="line-height:150%;"> This unit is more useful in t2, and is a staple for fire-frost decks. It can still be good in t1, especially with frost mage or lightblade, but the real reason to use her is to get those ice shields onto hard hitters.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Ice Shield Tower: </span></b><span style="line-height:150%;">This card is better than the frost sorceress for giving out shields, but the problem is that you need to get a tower up. I see this in fire-frost or pure frost decks occasionally, but you will probably not use it for t1, but rather t2. Only use this if you derive sick pleasure from lame camping </span><span style="line-height:150%;font-family:Wingdings;"><span>J</span></span><span style="line-height:150%;">.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Warden’s Sigil: </span></b><span style="line-height:150%;">Another t1 card that is really more useful in t2. You’ll want to use the blue affinity so you can shield buildings under construction. This pairs well with ice shield tower or termite hill in fire-frost decks, and is useful for protecting power wells should the need arise. Again, it’s really only a specialty card.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Wintertide</span></b><span style="line-height:150%;"> is one of the lamest cards. It allows you to get away with MA spams much easier, since they take less damage and can’t be knocked back. It’s really only useful if you’re trying to rush, and that only works against some decks on some maps, so it’s a fairly situational card. Most good players dislike risking a wasted deck slot to get a potentially cheap win, so it isn’t the most common card. Both affinities are good, but the red one works well with lightblade for killing L or XL units quickly (it also insta-kills dreadchargers). All in all though, I think this card just builds bad habits that won’t work on good players that are expecting the rush.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Glyph of Frost:</span></b><span style="line-height:150%;"> I’ve seen some good players take this, but not very many. It’s hard to use against a very good opponent, because perfect micro can trigger the glyph and get out without any units being frozen. I would not recommend spending a deck slot on it, but @Morathyls mentioned that he considered it a core frost card to deal with scavenger spams. @YaBro0 mentioned that Freemka and DragonDave used glyph of frost often because it can catch an unsuspecting opponent off-guard. You can use something like a lightblade to activate it as well (and this combo is even useful against t3 XL units). It can also be used as a way to prevent your opponent from retreating, if you lay the glyph behind them.</span></p><p></p>


<p>
	<b><span style="line-height:150%;"></span></b></p><p><b> </b></p><b></b>


<p>
	<b><span style="line-height:150%;">Glaciation: </span></b><span style="line-height:150%;">Pretty much useless. If your opponent makes a mistake and you get a wall up, 1) Do you really want to win like that? 2) Do you really want to make it even more impossible for him to recover?</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Construction Hut, Defense Tower, Northern Keep:</span></b><span style="line-height:150%;"> Nope. If you want a building, you can take Warden’s Sigil or Ice Shield Tower. Buildings are inherently suspect because they bind void power, take a while to go up, and your opponent can maneuver around them, so it’s rarely a good idea to make a building without a specific purpose.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Frost t1 has some really great cards, and it’s quite tempting to want to take them all. You need to conserve room for your t2 and t3, however, so restrain yourself in your t1. Frost is very strong and has cards that continue to be useful in t2 (frost sorceress, lightblade, frostbite, ice barrier, homesoil…), but most player still dislike the lack of swift t1. Frost t1 is most dependent on the map for what kind of advantage is possible to get.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	T1 on a Budget:</p><p></p>


<p>
	This should not be a large concern in BFReborn, because bfp should be easier to get, but I’d still like to explain some economical considerations for which t1 is the cheapest. Note that approximate bfp values I give are when I was searching for a picky deal, and they may no longer be accurate in BFR. Bfp values I give are also for a single unit, and you’ll need to consider charges. If I don’t list a price, that means it was common (aka: free). Price should really not be your primary concern, but here are the cheapest options.</p><p></p>


<p>
	</p><p> </p>


<p>
	Fire:</p><p></p>


<p>
	When I started playing, this was by far the cheapest t1 to play. You can get by with scavenger (~15 bfp), eruption, sunstrider, thugs, and supplementary cards to deal with frost or nature. Mortar tower (~50 bfp) is the best single card to add, although a combination of makeshift tower (~15 bfp) and wrecker does a fair job as well. If you’re really strapped for bfp, you <i>can</i> take nomad, but makeshift tower becomes essential, and it’s really a subpar setup. The only reason I even mention it is because you need a minimum of 2 charges of scavenger to survive, but only one makeshift tower.</p><p></p>


<p>
	</p><p> </p>


<p>
	Verdict: 45 (playable)-100 (slightly more playable)-200 (fully playable) </p><p></p>


<p>
	</p><p> </p>


<p>
	Shadow:</p><p></p>


<p>
	Since witchclaws are available, this faction is probably the cheapest to play. You’ll need witchclaws, forsaken, and nasty surprise. Nox trooper is also pretty essential, although I suppose it’s possible to play without them, maybe if you use skeleton warriors. I’m not super sure about the prices, but I believe nox trooper was about 20-50 bfp, and lifeweaving and motivate were in the 50-75 bfp range. It’s quite possible to play without lifeweaving and motivate, although it will limit your aggressive options. Nox trooper needs a minimum of 2-3 charges.</p><p></p>


<p>
	</p><p> </p>


<p>
	Verdict: 0 (barely playable)-100 (mostly playable)-200 (highly playable)</p><p></p>


<p>
	</p><p> </p>


<p>
	Nature:</p><p></p>


<p>
	You’ll have to go minimalist for sure. Amazon (~50 bfp), treespirit, hurricane (~50 bfp), surge of light, and ensnaring roots (~40 bfp). No choice.</p><p></p>


<p>
	</p><p> </p>


<p>
	Verdict: 180 (playable)-260 (playable with more charges)</p><p></p>


<p>
	</p><p> </p>


<p>
	<b>Frost:</b></p><p><b></b></p><b></b>


<p>
	There are ways to play this for cheap, but more than any other faction, it really suffers. Ice guardians are much better than imperials because frost struggles with knockback. You can’t really use wintertide to make up for it because that’s also a few hundred bfp. You might be able to get by with Master Archers, Imperials, Lightblade, Frost Sorceress (~10 bfp), ice barrier, and frostbite. There’s not really any other alternative if you want to keep a pretense of being economical: frost mage, ice guardians, and homesoil are all quite expensive.</p><p></p>


<p>
	</p><p> </p>


<p>
	Verdict: 20 bfp (barely playable)-600 (almost fully playable)</p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	What about t2 cards?</p><p></p>


<p>
	<span style="line-height:150%;">I’m glad I asked myself this. If I wasn’t, I’d edit it.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">With t2, it’s important to keep in mind other things. There are more options in t2, so you need to be able to defend more things. For instance, t1 L counters are not essential because you don’t have to deal with all L units, only sunderer (which has low health). In t2, there are many great L units: Lost Reaver, Deep One, Vileblood, Stone Tempest, Mountaineer; as well as flying ones like Fire Drake, War Eagle, and Windhunter.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">In general, you want to fulfil 3 large categories—a way to drop wells, a way to prevent wells from dropping, and a way to clear enemy units. For some factions (lookin’ at you, pure fire), the way to prevent wells from dropping really turns into “drop more wells faster than my opponent can.”</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">In t2, you need to following:</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Counters for S, M, L, and XL units (XL counters are important because of harvester and people that get to t3 earlier than you.)</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">A way to slow your opponent. Usually cc, but this can also include things like mine or wildfire which force your opponent to leave your wells alone.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Siege units. They don’t actually have to be siege, but you need something whose primary purpose is dropping wells. War Eagle is a good example of this.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Cheap, spammable units</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Defensive units</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Anti-air. Self-explanatory; War Eagles and Skyfire drakes are common and powerful.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">(Optional nicety): Sick combos</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Additionally, each faction has inherent advantages that it should take advantage of.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">I’ll spend the most detail outlining fire-nature and the cards that fit these categories and possible ways of comboing them. I’ll be briefer in the other factions that I don’t know as well, trusting you to take the tools I’ve given you to sort out the basics for yourself.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Fire-Nature:</p><p></p>


<p>
	</p><p> </p>


<p>
	T2 Cards Overview:</p><p></p>


<p>
	<span style="line-height:150%;">Let’s go through the deck building process. First, I’ll look for the basics—counters and ways to kill units. Note that I’ll only be mentioning cards which are still useful in t2. So thugs aren’t very useful S/S because ghostspears are just better. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Also keep in mind that M units are generally worse in t2. That’s because there are a lot of cards that do great damage to M units (like skyfire drake, enforcer, ghostspears, war eagle, and nightcrawler), and those great M/M units are typically spammable.</span></p><p></p>


<p>
	</p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Small</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Deathglider—only the blue affinity is worth anything. They’re flying units that deal extra damage to small and they knock them back as a nice bonus. Plus they’re cheap. Looks good! The immediate downside I see is the low health, but I have cc’s and heals to mitigate that.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Firestalker—listed here because of the knockback. The knockback is not bad actually.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Ghostspears—they have great stats, and they can change to deal extra damage to S or M units. The downside is that they cost a lot (80 power to deal extra vs small) and 90% of the small units you encounter will be Darkelf Assassins, which tear through small units.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Scythe fiends—tremendous stats, and swift to boot! They are a bit expensive for M units though, and stonekin will destroy them for a variety of reasons.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Viridya—she seems good. She definitely has her uses. Pretty low attack, so not that useful as a S counter, but maybe her special powers will help? Except one of them is a slow healing, which is sort of redundant because of surge of light. Also a bit pricy, and has low health. She does knock back small units, but something like a fire drake or a nightcrawler would destroy her.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Medium</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Ghostspears—see above. The extra advantage here is that they only cost 70 power to fight M units, and there are few M/S units to counter them. Scythe fiends are really the only M units that ghostspears won’t do well against.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Rageclaws—similar to ghostspears, except they are sturdier and do more damage. Unfortunately they take a long time to build up rage and are extremely susceptible to knockback or cc. They also don’t have the option to counter S.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Rogan Kayle—these are great stats! Much better than Moon or Viridya. Unfortunately, most M/M units have great stats. He will lose to nightcrawler or enforcer in a heartbeat, and he cost much more than them. On the upside, he makes units deal more damage (a plus with an aggressive faction like fire-nat). He also has a cc, although it’s not that good. Fire-nat doesn’t benefit as much from the cc as something like pure shadow or pure frost, because we already have roots and oink, which are quite useful.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Skyfire drake—a flying unit! Wonderful! This will help against things like enforcer or nightcrawler which tend to go berserk and deal tons of damage. Also look at the damage on that thing! Note that it doesn’t have much health though.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Twilight Brute—good stats, like Rogan Kayle but much cheaper. Unfortunately, as we’ve discussed, it loses to other M/M’s like nightcrawler and enforcer.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Twilight Minions—these are ghostspears that cost 10 power less and don’t have the option to counter S units. If you pack hurricane, that should help tip the tide in favor of twilight minions. Commandos will be the only S units you can’t deal with easily, but they aren’t that good and they aren’t used much. You can also oink them if they get buffed too much. Mauler also shuts down commandos, if you’re super worried.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Large</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Fire Stalker—they do extra damage vs. large units. They have mediocre-to-poor stats, but they can work. </span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Firesworn—even though it’s a t1 card, it still does great damage vs L units. Especially with the ability. Note that they can’t hit air though. Also, they die easily and can be cc’ed without much difficulty. They are t1, after all. </span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Gladiatrix—a ranged L counter that does tons of damage. The green one is swift, which is nice also. The purple has a better disenchant, but both work. It’s not efficient to use the gladiatrix for its disenchant (cost 150 power) but it’s very nice to have if you have a gladiatrix already out. Which you should, because most of the buffed cards will be L anyway. As a general rule of thumb I prefer the green because you’ll usually have 2 gladiatrix to counter a L unit anyway, so if he buffs twice you can disenchant twice. If you pack the purple disenchant, the green gladiatrix is definitely the way to go.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Mauler—very good stats, although the gladiatrix is a better L counter because she can attack from range; it’s even better if you get a root off. If the mauler is attacking a melee L unit, he will probably die because L units just have good stats. HOWEVER, the mauler has a great ability that shuts down ranged attacks and prevents special abilities from being used. This makes him a great counter to ashbone pyros and mountaineers. He’s pretty great all around vs stonekin, because stonekin thrives on ranged attacks with knockback. I make this comment because fire-nature usually has a very hard time with stonekin. He’s also good against defenders or commandos (remember the problem with twilight minions?) because they can camp all they want, but he will prevent them from shooting. There’s nothing better than a frost player who saves up power for a defender spam and then camps outside your base, knowing you can’t do anything about it, until you send one mauler to each defender and waste it all.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Moon—terrible stats. Well, actually, they’re not bad. But she costs a lot and dies pretty easily to M counters. Her necroshade can be good, especially if you paired with a ranged attack like gladiatrix or spirit hunters. Her dark arts can be a situationally useful heal, but fire-nature doesn’t really need it because of surge of light.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Slaver—very expensive, its stats aren’t that good, and because it’s a medium unit, it’s extra squishy. Its ability isn’t useful. While I’m on the subject, none of the twilight transformations are very useful. This card might be in the running for the worst t2 L counter in the game.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Skyfire drake—it has high dps and can’t be hit by most L units. If you’re using it to counter L units it’s basically a glady, but more useful after the L unit has died.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">X-Large</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Gladiatrix—actually, fire-nat has 0 (!) XL counters at t2. That makes us especially susceptible to harvester or t3 rushes. Gladiatrix is the best thing we have. It’s useful because it can attack at range, and so stay out of the XL’s amazing damage. You need to pair this with cc, preferably roots, so the glady can still attack.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Mortar Tower—Believe it or not, this building has the highest dps of any card at your disposal. Build a mortar tower and try to send a scavenger to slow down the harvester while the building comes up. Then root the XL, bombard it, and hit it with gladies. </span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Skyfire drake—has good dps and can fly away. Use it for similar reasons as the glady</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Rogan Kayle—great because of his cc. It doesn’t prevent the XL from stomping on people, but that doesn’t do near as much damage as the alternative. Credit to @RadicalX for pointing out that his cc is particularly useful because it stacks with cc spells. Your defensive gladies will also benefit from Rogan’s buff because of their high dps, but they will probably be spread too far to do much benefit. </span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Siege</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Burrower—these guys are fairly cheap (read: spammable) and have good stats. They die quickly to M counters. They also have an ability to knock units off walls. This is useful if you don’t have hurricane, not so much if you do. The swift is also nice.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Fire Stalker—Wow! This is the third time he has appeared. He’s been mediocre the other two times, and he is here as well. He just doesn’t do much damage. The upshot is that he stays far enough from your other units that a lavafield or cc won’t do too much to him. The shots are also delayed, so it continues to do about 200-300 (I think?) damage to wells after it has died. This is particularly useful against non-frost factions, but even worse than if it did all the damage upfront when the frost player has time to kobold or glacier shell. Also, in regards to it being good at everything, did I mention it has swift?</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Vileblood—a good card, but expensive. It’s not spammable, but it does do a great amount of damage. But if you look at the stats, it seems much better to just make 2 burrowers than a vileblood. That’s not necessarily the case, however. For one, heals work better on VB. If the enemy focuses your burrowers one at a time, you have to heal roughly every 700 health. With a vileblood, you can get away with every 1300 health. Also, ravage is nice on him because it’s one unit vs 2. AoE spells don’t spread to do double damage. Furthermore, if you have a VB already up, it basically takes 80 power to summon each new one (surge of light), which is practically the cost of a burrower. Additionally, L counters are typically much worse than M counters. The downside of VB is that he’s completely useless vs frost (Lightblade). Also, if you were to make 2 burrowers it’s often a good idea to send them different places (unless the opponent has nightcrawlers). VBs can’t go to 2 places. So in short VB is better against non-frost factions and burrower is better against frost factions.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Rageclaws—they don’t technically have siege, but the thing about wells is that you attack them for a long time. This means rageclaws will have rage built up, in which case they’ll deal as much damage as burrowers (I think?) while being hardier and useful M counters. The downside is that you can’t rush wells with them because they take so long to rage up, and they’re very susceptible to cc or knockback.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Termite hill—does great damage against wells and orbs, but the card is hard to use. Fire-nat has an easier time than bandits or pure fire because of cc, but it’s still tough and situational.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Specialty</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Spirit hunters—these guys are great at doing damage to many places at once. They’re like a slower lavafield. Take the green ones. The purple do much less damage, but you can use them if you don’t have a disenchant. The problem is that they attack so slowly, and they only do 5 damage per second more than green spirit hunters on a creature with lifeweaving, while doing 10 damage per second less on normal creatures—which will be the majority of what you use spirit hunters for.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Skyfire drake—it’s very useful because it flies. I’ll not go into specific tactics here, but flying counts as a random plus.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Deathgliders—also flies, same as skyfire drake. Note that having 2 fliers can have aspects of redundancy.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Mauler—slam ability. Check out its usefulness above.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Rogan Kayle and Viridya—also useful for more than their ability to deal and take damage. For this deck, Rogan’s abilities are more useful. Check out usefulness above.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Now let’s take a look at buildings. In general, buildings are bad because they bind power and are immobile.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Rallying banner—a building, extremely necessary in bandits and pure fire. However, it’s not so necessary for fire-nat because we can usually spawn dazed units without repercussions. A lot of our units have high health, and we can support them until they get out of daze with cc or heals. The card is nice to have, but even if it was in my deck, I wouldn’t use it much.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Breeding grounds—this card is probably more useful than rallying banner, but not a ton. The building binds power and it’s most useful for spamming large amounts of units at once. Usually if you have enough power to make a breeding grounds and spam burrowers, it’s better just to spam them immediately. </span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Willzapper—sounds great in theory, but I have never successfully used it, nor seen anyone use it.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Mortar Tower—Yep, still useful here. I listed it more above.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">And most importantly, spells. Unlike units, spells rarely decline in usefulness as you go up tiers. Each spell is different, so it’s rare to see a t2 spell that is just a better version of a t1 spell.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Curse of Oink—a cc, and a great one. It’s more useful for offense than defense, because units will transform back if they are attacked after 5 seconds. It’s still a good way to counteract spam, because you can attack each unit individually while the others are incapacitated. Note that oink combos <i>very</i> poorly with spirit hunters, because the poison wakes the units up.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Disenchant—removes buffs. Generally the buffs you want to remove will be on enemies, so the purple one is better. Note that oink can serve like a disenchant in a pinch by incapacitating the buffed unit. Occasionally this card has use on your own units to get out of cc, but that is only useful in rare occasions and usually on giant slayer. Typically it’s better to make another giant slayer than to disenchant the one you have. It can also be used to get VB out of cc, although it’s generally a better idea to just heal it and wait for the cc to run out.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Ensnaring roots—a great cc. It doesn’t work on ranged units, but it does a great job on melee units. There is no damage reduction and the units will not come out of it when attacked. Combos well with mine, mortar, skyfire drake, spirit hunters, and gladiatrix. This spell is critical for defense, but it’s also useful for offense if your opponent has spammed melee units that haven’t encountered your offense yet.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Envenom—does a lot of damage, but pricy. It’s also easy to ward off. This is the rare case of a t1 spell just being a worse t2 spell (parasite)</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Eruption—great for taking down anything that has less than 300 health. Can be used for defense to kill a unit before it does more damage, as anti-air, as a preventative measure against a heal, and as offense to take down a well. It takes 7 eruptions to drop a well, and 10 to drop a monument.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Hurricane—very useful against small units. Sometimes it can be used to prevent a well from healing, although if that’s a concern it’s generally better to simply erupt it.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Lavafield—good AoE damage, especially against spammed units. This is more defensive than anything. It has a few nice combos, however, because of its knockback. This tends to be a card I either find really useful or not at all, depending on the match.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Mine—believe it or not, this does more damage than lavafield. But it’s less useful because it has a smaller AoE and requires the enemy to make a mistake to trigger it. On one hand it’s less useful for fire-nat than other factions because we don’t need its meager cc abilities, but we can also combo it very well with hurricane or roots.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Parasite—does damage to lots of targets. Useless when facing nature splashes. Pretty much spirit hunters in spell form.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Ravage—I’ve heard this claimed as the best healing spell in the game. It’s especially useful because it heals gradually, allowing for heals greater than the max HP of the unit. It’s also super cheap to cast.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Scorched earth—same use as in t1. It helps prevent t3.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Surge of light—a fantastic spell. You are playing fire-nature for this single card. Maybe oink and roots as well, but pretty much for this single card. I’m not going to explain why it’s so useful, because if it’s not in your deck switch factions. I have literally seen people t3 nature for this 1 card.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Ray of Light—when I first started playing, I assumed that Ray of Light was better than Surge of Light because Ray is t2. That’s not true. Surge is instant, while Ray takes a long time, which makes it almost useless in PvP.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Twilight Curse—this can be used like an L counter or anti-air. The only use I can think of for it would be war eagles or windhunters. But fire-nat tends to do a fairly good job at those anyway. The problem is that twilight bugs are actually pretty good. It might actually be better to use on one of your own units, but it’s pricy—just make a vileblood if you want one unit with good stats. It is quite good against mountaineer, which fire-nat can struggle with. So if you want a counter to one specific card, this is the deal. You could use it on harvester as well. (allbfcards claims this does not have a unit with max power cost that it can be used on, but I recall it couldn’t be used on anything that cost more than 150?)</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Wallbreaker, Girl Power, and other Shenanigans—Please no. Please.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	T3 Cards Overview:</p><p></p>


<p>
	<span style="line-height:150%;">I’m going to lump t3 with the t2 section, since you shouldn’t have many t3 cards. In t3, your goals are simple: End your opponent without being ended yourself. Cards are chosen which have high offense, especially for fire-nature. In general, you can use your t2 cc for defense. My rule of thumb for t3 is as follows: 3 cards—one for killing wells, one for killing enemy units, and one to be swift and spawn well-killers all over the place. Typically fire-nature takes a light t3, in favor of larger t2. I knew a great player who only carried giant slayers in his deck, and another that doesn’t take t3 at all!</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Offensive cards</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Backlash—deals a lot of damage, but it’s rarely used because it only does half damage against structures.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Brannoc—extremely powerful. The best XL unit this faction can support. The biggest problem with him is what happens when you rely on him but your opponent pulls him first. Most people think he’s lame.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Curse well—very slow. If you use this card, you need to play a mostly defensive t3 and bleed your opponent dry. Using this card immediately awards you the title “lamer.” Additionally, get out of fire-nature because we don’t have time for that nonsense.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Deepcoil worm—an XL unit, but a bit weak. Fire-nature thrives on its aggressiveness, and it has more options that do faster damage. That said, you have six XL units to choose from as fire-nature, and I’m not going to bother explaining why Santa, Mo, Lordy Cyrian, and Razorleaf aren’t worth playing.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Drones—great stats, and swift to boot! A bit pricy though.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Enlightenment—wreaks havoc with earthshaker. <i>Very</i> pricey though. Fire-nat generally has a more efficient way to dish out the damage, and one 50 power card (shield building) can completely negate all 370 power spent on this combo. This especially stings because the only scenario where you need such massive overkill as earthshaker is against campy lost souls Church of Negation spammers, and they typically pack shield building. </span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Giantslayer—when raged up, they deal a ton of damage (1000 per charge). They are especially susceptible to cc’s though. In one of the great ironies of the game, it is better to defend giantslayers with t2 cards than t3 cards. Don’t use this card if you rush t3 while your opponent stays t2, unless you also have a power advantage. The biggest plus of this card is that it’s difficult to cost-effectively defend against, making it very spammable.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Inferno—sure, it does a lot of damage. But you’re probably better off just using enlightenment and earthshaker for that much power.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Mutating Maniac—a worse Fathom Lord, that costs more and can’t paralyze. The upshot is that you can use them with giant slayers. Unfortunately, that isn’t such a big plus because both are XL counters.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Shrine of War—a great card, but I doubt you’ll be able to make much use of it. That’s a lot of power to bind and the cooldown is long. The match will probably be over before it’s ready.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Sun Reaver—used to be the fire equivalent of the ashbone pyro. Then it got nerfed to oblivion. It’s hardly worth using now. It takes so long to build up its flame that a giant slayer will kill the well faster. I would like to see this card get buffed so it deals regular damage against structures and slower damage against units. But until this happens, you have a large, slow giant slayer that can’t charge or hamstring. I’d also put the unnerfed one as defensive, but this is useless at killing units.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Swamp drake—useful for attacking, not because it has good stats, but because it’s an air unit. Many people don’t bring anti-air to t3, and this card is difficult to counter. It can also do hit-and-runs, and general annoyance. However, such techniques require a lot of micro, and are generally too slow to be worth it. The cc sleep is also much better for offense than defense.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Twilight warfare—I don’t even know what this does.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Virtuoso—fairly good stats. The ability does a lot of damage to structures. Also a good L/L, although it can’t take advantage of roots.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Vulcan—great attack, but low health. It can be supported with heals, but I’ve generally found there to be better attack options. I would have brought him anyway for shooting air, except he can’t.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Defensive cards</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Backlash, to kill attacking enemies. The problem is that backlash is expensive and has a large cooldown, making it inefficient against spammy t3 units.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Fathom Lord—great stats for the price. And their paralyze is good. They’re also great at defending vs XL units. They’re slow though, which limits their offensive capabilities.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Giantslayer—I told you these cards were ironic, right? Despite their name, they’re not the best XL counters. They can do a good job, but you’d think that 240 power of giantslayers would beat 220 worth of a juggernaut, right? Especially since giantslayers counter XL, and juggers don’t? But giantslayers suffer from very low health, so most XL’s 2-shot them before they can get rage built up. If the gs is raged, a single one can take out an XL unit (if you support it with cc and heals and get the 1500 damage charge). But if they aren’t raged, they don’t do so well. I believe it takes 4 giant slayers to kill 1 juggernaut if they start from rest. Nasty surprises, lifeweaving, or wildfires defeat them easily. However, giantslayers are still very useful because of their hamstring effect. It slows enemies down to give you more time to prepare your defenses. It’s also good for defending spammy units, because giantslayers are just as cheap as them.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Magma Hurler—not great stats, but it’s ranged and knocks back M units. They’re pretty good at defending if you play roots. They’re also nice anti-air. Air units are typically bad in t3, but every now and then you have that one guy who uses them and if you don’t have an answer, you start to rage and call him a lamer in the chatbox. Pointed out by @RadicalX: their biggest downside is that they take 4 seconds between shots, allowing your opponent to micro around them and kill the magma hurler without taking any damage. This isn’t that bad an issue, however, because nobody has time to micro one unit obsessively in t3 and 2 de-synced magma hurlers or a cc can prevent the dodging. Also, a magma hurler does not want to attack anything that also wants to attack it.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Magma Spore—good anti-air defenders. Not good at defending much else (actually, they can do a lot of damage to L units with their ability). Also good at spamming. </span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Swamp Drake—probably the quintessential defensive card for fire-nature. XL counter, especially good with root. It’s ranged, so it can brute force as anti-air with heals and cc. It can also cc sleep, which isn’t that useful for defense unless you’re proactive.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Thornbark—M counter, which has its uses in a large t3, but generally not that useful if you’re going light on t3. Hits air, so good defense there. Gets stronger with root network. Unfortunately, they have very little health and can only really go offensive <i>en masse</i>. Which is not good in t3, because mass concentration in one spot is a good way to lose your entire army.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Thunderstorm—Does lots of damage to units, none to structures. Works well with roots, but really only useful if your opponent spams a lot to one place. He should be smarter than that.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Treefiend—honestly, I’ve never used this or seen it used. Its stats are terrible and they cost an arm and a leg. 150 power for 1200 health? I don’t even know what its upgraded health is, but I wouldn’t pay 150 power for something with twice that health.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Twilight creeper—allbfcards doesn’t have the difference between their affinities. Nonetheless, they have bad stats, and don’t have any real knockback. Just take magma hurler if you want an L/L ranged.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Twilight Hag—also never seen her used, so I can’t comment on her usefulness. Doesn’t seem very useful though, with low attack and health. Her ability seems more like a joke from the developers than anything.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Vulcan—can do massive damage with his ability and roots. Unfortunately, he cost a lot, so it doesn’t defend against cheap spammy cards well.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Spammy cards</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Drones—good stats, and swift, but a bit expensive to spam. </span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Giantslayer—cheap, does a TON of damage, and swift. Also can’t be knocked back. They are very susceptible to cc, however. And they lost to most t3 units 1on1. However, giantslayers should primarily be used to spam 1 to every base, forcing the enemy to waste at least 120 power at each one. This gives you a power advantage, and you push harder at the weakest one with your offensive unit. Spamming 1 to each base also negates the efficiency of cc.</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Magma Spore—cheap, and their ability is good. They’re also air units, which makes them especially good against any non-shadow faction (that has no ashbone pyro). The biggest problem with them is trying to micro them. They’re easy to forget about. If memory serves me, it takes 6 to drop a base of 2 wells and 1 orb.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">And obviously you can branch out even more with t3 than this. The first deck I played, I went t3 shadow for ashbone pyro. That solved problems of anti-air and siege. xAragornx still uses that strategy. However, going three different orbs is very risky because you can’t let your t2 or t1 drop. If you play t3 the same color as one of your first two orbs (far and away the most common choice), you have added tactical options. For instance, I am willing to trade my first orb against xAragornx (fire-nat-fire vs nat-frost-shad) because I’ll be t2 and he’ll be t0. So he can’t attack with reckless abandon for his orb, while I can. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Building the Deck:</p><p></p>


<p>
	<span style="line-height:150%;">So now let’s build this deck! Let’s start with the easy choices, in t2. Take a look at which cards show up under a lot of categories. </span></p><p></p>


<p>
	<span style="line-height:150%;">We have: Rogan, deathglider, Skyfire drake, rageclaws, mauler, mortar tower, gladiatrix, firestalker, and ghostspears. Notably, 2 cards are weaker than the rest. <b>Deathglider</b> and <b>Fire Stalker</b> serve so many roles that they don’t do a great job at any of them.<b> Rogan Kayle</b> also suffers from a similar problem. The others are good, but some are redundant. <b>Ghostspears</b> and <b>Rageclaws</b> serve the same main purpose. Skyfire drake is also an M counter, but it’s good to have 2 M counters that have different sizes, because M units are the most common in t2. Skyfire is unique in that it can’t be hit by melee, and gladiatrix is similarly unique in our list of multi-functioners. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">I will add <b>Skyfire Drake<i> </i></b>and <b>Gladiatrix</b> to my deck as the first 2 cards. Eh, let’s throw in <b>Rogan Kayle, Fire Stalker, </b>and<b> Deathglider</b> as well. I may take them out later. Using Mortar Tower will probably depend on what I do t1, as well as how comfortable I feel my t2 defenses are. Let’s hold on that one.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">But what about rageclaws and ghostspears? We already have 1 M counter (Skyfire Drake), so 1 more should suffice. It should be cheap, and primarily used for defense. I want to be able to defend against someone spamming 1 nightcrawler/burrower to every base, and I can’t do that with skyfire drake because I won’t be able to sustain it. The cheaper the M counter, the better. So as my M counter, I want to pick one from rageclaws, ghostspears, twilight minions, and twilight brute. I want to shy away from M/Ms, so let’s get rid of twilight brute. Remember, M units are typically the squishiest in t2, and if we keep rogan it will make the M/M redundant. So we have the choice of three S/M units. Which to take? Rageclaws and ghostspears are about equal, except rageclaws do worse at defending and much better at attacking. If we take good siege units (I plan to), this will make the rageclaws ability to drop well unnecessary. So ghostspears or twilight minions? They’re basically the same card except twilight minions cost 10 power less and can’t hurt S units. So my choice of whether to take ghostspears or twilight minion depends on how good the rest of my deck is against S units. For now I’ll take <b>ghostspears</b> and substitute twilight minions in if I feel my S counters are a bit overkill.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">The deck is now: Skyfire Drake, gladiatrix, (Rogan Kayle, Fire Stalker, Deathglider), and <b>ghostspears</b>.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Let’s choose our well-droppers next. We can choose from fire stalker, burrower, vileblood, and rageclaws. Actually, let’s not consider rageclaws. They work in a tight spot, but burrower and vileblood do such massive siege damage that rageclaws won’t be very useful for it. I also didn’t consider termite hill, because it’s a real pain to set up. If I have extra deck slots after I’ve hit the essentials, I might stick it in.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">So which siege unit is the best? We already have fire stalker tentatively in. If we’re only taking 1 siege unit, burrowers is definitely the way to go. I like vileblood better, but certain cards like lightblade make him useless. There’s no way I’ll have room for all three. If I take 2, however, it’s a bit of a tossup between vileblood and firestalker or vileblood and burrower (note that I’m not considering firestalker and burrower, because then my offense will be particularly weak against decks with good M counters, which is every deck). I decided to take <b>Vileblood</b> and <b>Fire stalker</b>, and if I need more deck slots I can replace both of them with burrower. Also, I decided to make <b>Rogan Kayle</b> a more permanent addition because he works well with vileblood (it forces the enemy to make a L counter and M counter, and the cc is great for attacking).</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Deck: Skyfire Drake, Gladiatrix, <b>Rogan Kayle</b>, <b>Fire Stalker</b>, (Deathglider), Ghostspears, and <b>Vileblood</b>.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Let’s get to S counters. The only card (besides Viridya) we don’t have in our deck is <b>Scythe Fiends</b>. Deathgliders and Fires Stalker do good knockback, but our deck currently depends on ghostspears for doing actual damage to S. If we have Scythe Fiends, we should probably pare down our “semi-S” counters. Or we could leave them . . . I think I’ll leave out scythe fiends for now because I don’t have enough charges (the card is expensive!). In the future, the combination of Scythe Fiends, hurricane, and twilight minions can probably replace fire stalker, deathglider, and ghostspears. If we drop fire stalker, we may as well get rid of Vileblood and/or Rogan Kayle and replace them with burrowers. So much of this is interdependent! But for now, nothing changes except making Deathgliders a more permanent fixture.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Our last group of counters are the L counters. We’ve already included 2 L counters, the gladiatrix and fire stalker. We probably don’t need another, especially if we take firesworn in t1. <b>Mauler</b> catches my eye, but he’s so much more useful for his slam ability than for his L counter. If we decide to bring him later it will be because of that, completely ignoring the fact that he is an L counter.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Now let’s talk about spells and special cards!</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<b><span style="line-height:150%;">Surge of Light</span></b><span style="line-height:150%;"> goes in, no questions asked. <b>Curse of Oink</b> should be another easy choice. <b>Ensnaring Roots</b> is another great card, but let’s not use it by default yet. If I had 50 slots in my deck, which cards would I take and which wouldn’t I bother with? Then we can sort through the useful ones to fit our 20-slot deck.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Reality Check:</p><p></p>


<p>
	<span style="line-height:150%;">Let’s rate how good our t2 deck is against certain common enemy tactics! This will help us see if we need to change anything, and maybe influence our t1 or t3.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>1.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Defending walls</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>2.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Defending t3 rushes (or harvester)</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>3.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Defending cheap spams for spread-out agro</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>4.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Performing cheap spams for spread-out agro</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>5.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Defending a full-on attack at one place</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>6.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Performing a full-on attack at one place</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>7.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Preventing a large standing army</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>8.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Building a large standing army</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Currently our deck has Skyfire Drake, Gladiatrix, Rogan Kayle, Fire Stalker, (Deathglider), Ghostspears, Vileblood, Surge of Light, and Curse of Oink.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>1.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">We can’t defend walling at all. <b>Hurricane</b> or burrower can solve this, but we’ve already decided not to use the burrower. This may be a large selling point for hurricane, but the truth is that walls are easy to prevent. We already have enough ways for S knockback, and it’s not worth spending a deck slot to bail you out when your opponent builds a wall. Just get better so you don’t give him those opportunities.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>2.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">How about defending t3 rushes? This can be when the enemy builds t3 just a bit faster than you, or when he does it too early hoping that one ashbone will wipe you out. In the second case, you will probably see an ashbone pyro or tremor. Maybe a giant slayer. Giant slayers are easy to deal with. Oink stops their rage, and ghostspears or skyfire drake do a lot of damage. Even in t3, the best way to defend against giant slayer spams is to root + skyfire drake. Tremors are harder, but roots and 2-3 gladiatrix does the job. If he buffs it, the gladiatrix has a ready disenchant. Ashbone pyros are the hardest to deal with. They do so much damage, and they’re ranged so you can’t get them with gladiatrix. <b>Mauler</b> would be a great way to stop it. Otherwise you just have to spam gladiatrix and fire stalkers. <b>Mortar Tower</b> is also a good way to defend against early ashbones, because the opponent doesn’t have enough power for more than one. (That’s why it’s a t3 rush. If he can go t3 and has the same power as you, that’s when it’s time to YOLO it and spam random stuff. You’ve already lost, but sometimes you can save it if you just ignore defending and go full offensive). In response to a t3 rush, this deck also has the ability to send 2 Vilebloods out, which will generally end the game, especially if one is paired with Rogan for that damage buff. VB spam is not as effective as burrower spam, however, because you are limited on the number of bases you can hit at once.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="margin-left:.5in;">
	<span style="line-height:150%;">What can this deck do about harvesters, or what happens if you’re both going t3 and that pure fire player gets it first and pulls out a juggernaut? Both should be defended with gladiatrix, skyfire drake, and roots. Mortar towers are necessary if you want to kill a juggernaut, but you should really be stalling it. Either way, I’m giving points to mortar tower, and I’m going to say <b>Ensnaring Roots</b> probably just needs to get in here already.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>3.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">A common tactic for attack is so send cheap units to every base, forcing you to spend a bit of power at each one. Then, when you’re out of power, the enemy puts larger pressure on one area. How well does this deck defend that? Typically, the spammed unit will be a nightcrawler or burrower. Skyfire drake will eat both of those units, but if you have 5 different bases, 5 nightcrawlers are much more affordable than 5 skyfire drakes. Their even more affordable than ghostspears, which means that we don’t do too well against multiple small attacks. Even twilight minions, which cost the same as a nightcrawler, is not effective because the nightcrawler can run away. We can, however, be proactive. A roots allows us to bottleneck the road and kill the nighcrawler or burrower before they spawn more. Aren’t you glad we added roots? Nonetheless, I’m going to say this deck scores below average for defending spammed units. On a 1-10, let’s go with 3.5. There’s really not a way to improve it, though. For an additional way to defend this with this deck, see point (6).</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>4.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Can we do the annoying tactic back? Eh, not really. Most of our units cost too much. We could improve our ability to do so with rageclaws (which would involve rebalancing to improve our S counters), as well as burrowers. We can, however, attack TWO places at once very reliably. When facing frost splashes (or shadow, actually, because of Aura of Corruption—actually, this is a fairly valid technique against any faction), it is critical to attack multiple places. Sometimes it’s better to spam lightly everywhere at once, but usually it will suffice to attack in just 2 places. This can be done with Rogan + ghostspears +fire stalker at one front, and VB at another front. You can also vary combinations. If you assist with cc and heals, and support them evenly until you decide which one is more likely to fall and put extra pressure there, you will probably down a well. The added benefit of the cards is that rogan and firestalker, in particular, are very underestimated. I did this type of attack against MaranV (a candidate for the best Battleforge player) when I was a noob, and the attack succeeded! I obviously didn’t win the game, but I did win his respect and he provided me with advice that helped bring me out of noobdom. I’d say this gets a 7.5. If we used burrowers, however, it’s a solid 10 for hitting everywhere at once. There is no deck that can do this more than burrowers assisted with fire and nature. Sometimes that’s not the best tactic though, so it’s a tossup between many weak attacks and 2 fairly strong attacks. For this deck, I’ve gone with the 2 medium attacks, but it’s more a matter of preference (and cost).</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>5.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;"><span> </span>So we have a bit of trouble defending multiple places at once. Do we do better defending one place? Oh yeah! Err, maybe. If we bring <b>mortar tower</b>, that will improve our score here a lot. That tower keeps getting so many pluses… Seriously though, with roots a mortar tower does fantastic damage. If you play fire t1, but this in. If you go nature t1, it’s a little iffy one whether you want to spend the deck slot on mortar tower, because you can usually get by without it. All that said, I probably used mortar more in t2 than t1. All of our defense comes from having good attack and good cc and killing the enemy before it reaches our wells. Once the enemy is at the wells, we have a much harder time, especially with buffs. We can always cc a buff, but that’s often a waste of a cc. Gladiatrix works will for the disenchant ability, although we will always have trouble with things like lifeweaved nightcrawler. In t3, the threat of buffs are even worse, so <b>Disenchant</b> may be useful to combat that. However, I think we can get along with just the gladiatrix sobering for this deck. We have all the counters except XL, and that can be fairly easily dealt with through roots and ranged attack. How do we do against a massive amount of units, like pure fire or stonekin attacks? That one’s harder, because we don’t have great AoE damage. Although there is a particular spell that helps with that. To improve our defenses, let’s add <b>Lavafield.</b> We could also add spirit hunters, but they’re much slower than lavafield. I’ll say our defense at one place is a 6, or a 7 with mortar tower.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>6.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Now we get to our true method of defense: attack! As far as dps goes, I think fire-nat is 2<sup>nd</sup>, right after pure fire. But we have cc and heals. If you realize you can’t defend an attack, compensate for your loss of wells by taking some of your opponent’s! Along with Rogan (not counting his damage), a vileblood can drop a well in 16 seconds (!). If you see cards that are good counters to the VB, use a cc. Additionally, any fire stalkers in the back can do splash damage to different wells, making frost repairs more difficult. Along with surge of light and <b>ravage</b>, makes the vileblood very hard to kill. Let’s add ravage because of its usefulness. Furthermore, eruptions are GREAT for offense. When a unit spawns near a well, you can erupt it dealing 300 damage to the well, and the unit will die faster. If there are a lot of units attacking your offensive, cc or lavafield them.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>7.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Preventing a large standing army is only a concern versus a few decks. Stonekin, most notably. This is one of the best decks for doing so, because eruption or lavafield can finsh off enemies before they escape or heal. Standing armies are also very important for establishing air dominance. Eruptions are especially good for this since air creature have comparatively low health. An essential combo against fire drakes is to get one shot from a gladiatrix and erupt. Instead of a gladiatrix, you can also do it with your own skyfire drake, but be aware that he will be erupted as well. Time for <b>Eruption</b> to enter the deck.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;"><span>8.<span style="font:7pt 'Times New Roman';">     </span></span></span><span style="line-height:150%;">Actually, you <i>can</i> build a large standing army with this deck. It’s more often a bad thing than a good thing, but you have heals and cc to save your units. With good saves, you can field multiple VBs, which gets very hard to defend.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Now that we’ve fleshed out the deck, we have: Skyfire Drake, Gladiatrix, Rogan Kayle, Fire Stalker, Deathglider, Ghostspears, Vileblood, Surge of Light, Curse of Oink, <b>Eruption, Ravage, Lavafield, </b>and<b> Ensnaring Roots</b>. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">I’d like to add Mauler, Hurricane, and Disenchant, but none of them seem necessary. Mauler is probably the most useful of the three, but let’s see. It’s looking like we’ll be low on deck slots.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">For t3, I’m going to be a bit brief because there are so many possibilities. As long as you have hit all the bases, you should be fine. Let’s bring <b>Giantslayer</b> for all the nice reasons I listed above. I will take <b>Swamp Drake</b> for an additional benefit against XLs, and its anti-air possibilities. Lastly, let’s round it out with <b>Virtuoso</b> for its L counter and good damage against structures. If I have only room for 2 units (like if I put that mauler in), I’d go with giant slayer and magma hurler—magma hurler serving as a sort of compromise between virtuosos and swamp drake.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Matchups Check:</p><p></p>


<p>
	<span style="line-height:150%;">Now a quick rundown of how we can use this deck against all other factions.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure fire</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Necessitates defending against one spot. The oink will do you good. Skyfire drakes and ghostspears will also be spammed. To attack, VB is the best option because gladies or firesworn can be cc’d or lavafielded. Pure fire has trouble defending against L units, especially with heal and cc support. Bringing VB tips this match in your favor—if you have burrowers, not so much.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Fire-frost</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This is a fairly weird deck. You’ll need to deal with mountaineer, as well as good defenses and fire drakes. Mountaineers are very troublesome without mauler or a large power advantage. Shielded fire drakes and scythe fiends are another huge nuisance. Your best bet is to go offensive on exactly 2 fronts. This is probably one of the worst matchups for the deck we picked, although if it’s a big worry, we can tip the scales in our favor. Mauler makes this matchup much easier. Some top players have also included twilight curse solely for mountaineer.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Fire-shadow</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This deck is fairly rare because it has a hard time against frost splashes. We don’t have a frost splash. They will rely on a lot of buffs and single strong units to take you down. Lavafield is essential for dealing with darkelf spams. Gladiatrix is also needed for disenchants, and save your oinks to use on buffed fire drakes. They are surprisingly hard to deal with if your cc is in cooldown. Luckily, if push comes to shove, you can spawn Rogan and use his cc in a pinch. A normal fire-nat deck will have difficulty attacking because nightcrawler will destroy burrowers, but we have vileblood and fire stalker which do much better. This matchup is pretty fair, although in my experience one side tends to demolish the other. Twilight vs bandits don’t tend to have long trench-warfare.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Fire-nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This deck actually has an advantage against the standard fire-nature deck. You may have figured out by now that I’m using some fairly interesting cards. This deck has a harder time against frost splashes (especially shadow-frost) than the typical fire-nature deck, with some advantages in that it does better against non-frost splashes. VB is a double edged sword, because you both have roots and cc and damaging spells. Generally speaking, however, fire-nature has an easier time countering burrower spams than VB, especially when Rogan gets involved. Fire-nat also has an infuriating time trying to deal with fire stalkers: a well-placed oink or roots will ensure that a well drops. You have all the tools you need to stop a burrower spam.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Shadow</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Shadow tends to have difficulty with L units like VB. You need to be careful about spending too much power in one place, because Aura of Corruption kills everything. Shadow mages shred M units. Cc works marvels on shadow mages, and fire-drake is your best friend in this matchup. Ravage is a must. Lava field punishes any large offensives. Try to apply so much pressure that the harvester can’t come. If it does appear, make 2 gladiatrix and a skyfire drake. Mortar as well, if you have it, but make sure the mortar is in a place that the harvy must go through—you’ve wasted 50 power if he just walks around to attack another base. Green gladiatrix is better here, because you can harass the harvy all the way to your base without your unit dying. As long as you keep 2 gladies, you don’t need to worry about lifeweaving + unholy power because you have 2 disenchants. For offensives, fire stalkers work much better than burrowers (!). Shadow mages murder burrowers, but have a much harder time with fire stalkers. Once a very good player (Warchief or Patriarch, I think) who played pure shadow tried to convince me that fire stalkers aren’t as good as burrowers. He made this comment after I beat him with my firestalkers, so we did another match and I still won. (In the end I switched to burrowers because I didn’t need any more advantages against pure shadow, preferring to have them against shadow-frost.)</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Shadow-Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">This is another deck you’ll struggle with. Buffed nightcrawlers or burrowers are a nightmare, and the cost to spawn a glady and unbuff is rarely worth it. This deck is supreme at spamming a little bit to every base. Try to be proactive and use roots often to be on the safe side. Fire drake and ghostspears are immensely useful. Note that shad-nat struggles against Vileblood because their L counter is mauler, which has low range. You can root him. Also be aware that you will be getting cc’d and the enemy units can heal, so apply lavafield and erupt judiciously to take out the last bit of health. Shadow-nature probably has a slight edge, but VB helps. Disenchant might also help.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Shadow-Frost</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Most people would argue that this is the best deck in the game. I’m not sure if I agree, but it is very strong. There are also a lot of different tactics shad-frost players can use, making it one of the hardest decks to prepare against. At the very least, be prepared for nightcrawler spams and Reaver-runs. Both of these need to be rooted and sniped with glady/skyfire. Ghostspears are good vs nightcrawlers, but terrible against reavers. If he decides to attack hard at one place, expect darkelf assassins and homesoil. Lavafield works well, and you can use deathgliders against darkelf assasins. VB has a 50/50 chance of working. Lightblades tend to render them useless. However, if you can oink one and get him to spawn 2, he’s wasted a lot of power. If you really want to push, bring a drake to deal with lightblades, but fire drakes die easily to nightcrawler nasty or darkelf assasins. Spamming to multiple places doesn’t really work because nightcrawlers with frenzy are a cheaper counter to whatever you spam. Hitting one well doesn’t work so well because of frost repairs. If you invest too much power in one place, you’ll get an aura of corruption. Also be wary of the cc, although yours are better. This will be a tough fight. In t3, Lost Souls has the advantage against every deck, with the possible exception of pure fire. Giant slayers are a must to combat silverwind lancers.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Frost</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Frost splashes are hard. They have great defense, and your deck is built around offense. Pure frost relies almost entirely on war eagles. Whoever controls the skies wins. Glady is good against them, but war eagles are even better against gladies. Cc is critical, as well as eruptions. Lava field has less use. If you can prevent frost mages with rogan or skyfire drake, frost doesn’t really have an answer to small units.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Frost-Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Stonekin, the bane of our existence. This will be a slow strangulation to death. You can deal with burrower spams, but a true stonekin player will slowly make engagements with you and keep his units alive until he has a huge army that he can rush you with. Neither of your offensives are likely to be successful unless one of you makes a large mistake. Your best bet is weather out the storm in t2 and go t3 when you have enough power to avoid being burrower spammed to death. Skyfire and ghostspears are a must. Mauler is the easiest way to make this matchup better for you. Scythe fiends and burrowers die very quickly to razorshards, but while you might think this is good for you because of VB, lightblades or aggressors will nullify the VB without an assisting mauler.</span></p><p></p>


<p style="text-indent:-.25in;">
	<span style="line-height:150%;font-family:Symbol;"><span>·<span style="font:7pt 'Times New Roman';">       </span></span></span><span style="line-height:150%;">Pure Nature</span></p><p></p>


<p style="margin-left:1in;text-indent:-.25in;">
	<span style="line-height:150%;font-family:'Courier New';"><span>o<span style="font:7pt 'Times New Roman';">   </span></span></span><span style="line-height:150%;">Skyfire drakes are essential to combat burrowers and energy parasite. You have to be super careful of your VB because of parasite swarm. Fire stalker works especially well against pure nature. If the pure nature player goes for a roots-themed deck, mauler secures an easy advantage. If not, deep ones are hard to deal with but spamming gladiatrix and skyfire drakes usually works. Roots are nice, and mortar is a good way to kill them.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;background:#FFFF00;">Side note: When building t2, it’s generally a bad idea to think “Look at this sick combo!” Often that combo will work really well against some factions, but it will be a wasted 2-3 slots against other factions. Look at all the factors I’ve laid out to see if your “sick combo” is worth it.</span><span style="line-height:150%;"></span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Final Touches:</p><p></p>


<p>
	<span style="line-height:150%;">Finally, a note about t1. Ultimately, you should play the t1 you’re best at. That said, let’s try to figure out if a particular t1 works best with this deck. So far we have 16 cards: Skyfire Drake, Gladiatrix, Rogan Kayle, Fire Stalker, Deathglider, Ghostspears, Vileblood, Surge of Light, Curse of Oink, Eruption, Ravage, Lavafield, Ensnaring Roots, Giant Slayer, Swamp Drake, and Virtuoso.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">If you notice, 1 of the fire cards you use in t2 (2 if you count mortar), is actually a t1. 2 of the nature cards (3 if you have hurricane) are t1. This means we have room to add 4 more t1 cards. If you want more, you can pare back the t2 and rebalance it. Experienced players usually value t1 more than t2. However, most of the fighting happens in t2. So my philosophy is to go bigger t2, and just try to stay alive for t1. For beginners, t2 is much more important, although it is good to learn how to fight t1. T1 is much more technical, however. At any rate, you can do what you want with your deck. </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">In my experience teaching chess, I’ve found that beginners often get hung up trying to memorize openings and miss out on the middlegame experience—where most of the game is played. My advice to them is to stay away from technical openings; learn general principles enough to survive the opening and reach an even middlegame. From there, the better player will win. I think the same advice holds true in Battleforge. Yes, at top play the slightest inaccuracy in t1 can make you suffer all game—if you don’t outright lose (this is also applicable to grandmasters in chess). But if you’re anywhere in the middle ranks, a t1 inaccuracy will not cost you the game. Yes you should know general ideas, but knowing that whether to spawn 2 sunstriders and 2 thugs or 3 sunstriders and 1 thugs when you meet shadow in the center of Simai is not relevant yet: your time is better spent elsewhere. Things like winning a skyfire drake ditto with one shot and erupting are much more useful. Basically, don’t overextend yourself trying for a t1 advantage; just try to “survive” it and learn to play t2. You’ll pick up t1 along the way. I’ve run into countless Legend/Supreme ranked players that play a better t1 than me. Sure they get that small advantage, but they count on winning all their games from that t1 advantage and they just fumble it in t2. Learn your basics first—I’ll improve every game I play with getting slightly better at t1, but these guys need to rework their fundamentals. Here is an excellent example of MaranV being outplayed in t1 but coming back to win in t2: </span><a href="https://www.youtube.com/watch?v=MLvl_hWIvns" rel="external nofollow"><span style="line-height:150%;">https://www.youtube.com/watch?v=MLvl_hWIvns</span></a><span style="line-height:150%;"></span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">For the purposes of making this guide easier to follow, I’m going to be stubborn and say that this is all the room I have for t1.</span></p><p></p>


<p>
	<span style="line-height:150%;"><span>            </span>If I play fire, the choice is easy: <b>Scavenger, Sun Striders, Thugs, </b>and <b>Mortar</b>. If I play nature, the choice is more difficult.</span></p><p></p>


<p>
	<span style="line-height:150%;"><span>            </span>If I wanted to be truly minimalist, I could play just <b>Treespirit</b> and <b>Amazon</b>. You would also need to add <b>Hurricane</b>, and maybe adjust the t2 balancing around S counters. And I could still add mortar tower. However, I would not recommend trying to work with such minimalism as a beginner. If you play nature and want to actually engage in a t1 fight, you need a swift unit (probably swiftclaw), hurricane, dryad, windweavers, and shaman. Treespirits are also nice. Unfortunately, that’s a lot of cards. For this reason, most fire-nat will start fire t1, especially because it gives them an excuse to use the mortar tower.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">My final demo deck is:</span></p><p></p>


<p>
	<span style="line-height:150%;">T1: Scavenger, Eruption, Sun Strider, Thugs, Mortar Tower, </span></p><p></p>


<p>
	<span style="line-height:150%;">T2: Surge of Light, Ravage, Ensnaring Roots, Curse of Oink, Lavafield, Rogan Kayle, Ghostspears, Skyfire Drake, Deathgliders, Fire Stalker, Vileblood, Gladiatrix, </span></p><p></p>


<p>
	<span style="line-height:150%;">T3: Giant Slayer, Virtuoso, and Swamp Drake.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">@SilenceKiller99 asked: </span><span style="color:#FF6699;">Could you say some more about nature-fire (with a nature T1) and how it is different from fire-nature?</span><span style="line-height:150%;color:#FF6699;"> </span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Yes, of course I can!</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">. . .<span>  </span>Oh, I suppose you wanted me to actually make those comments. Very well.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Fire-nature and nature-fire really don’t have any fundamental differences past t1. There are some t2 strategies that are more likely because of t1 cards, but overall the gameplay is the same. In general, nature has t1 cards that are more useful in t2, but is easier to play and slightly more flexible. I’ve also found that people who start nature t1 (GreatKudi is a good example of this) tend to play more unconventional t2 choices, such as spirit hunters. The biggest concrete difference past t1 is that having dryad can be very useful for t2 offense, while having mortar can be very useful in t2 defense. Also, I prefer the safety of having my 3<sup>rd</sup> and 1<sup>st</sup> orbs be the same color, and nature-fire-nature is probably a stronger t3 than fire-nature-fire, so that is another consideration.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	Evolution of the Deck:</p><p></p>


<p>
	<i><span style="line-height:150%;">This next section of the tutorial will outline how my decks evolved, and why that was better. This section will not be present in my discussion of the 9 other factions, or it will be written by someone else.</span></i></p><p><i></i></p><i></i>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Despite the negativity that I rain down on nomads, my first complete deck had them. That deck was: <span style="color:#00B0F0;">Nomad_nature,Sunstriders,Eruption,Wrecker,Makeshift-Tower,Surge-of-Light,Ravage,Lava-Field,Curse-of-Oink,Spirit-Hunters_nature,Twilight-Minions_fire,Deathglider_frost,Rogan-Kayle,Vileblood_nature,Skyfire-Drake,Fire-Stalker,Mauler,Sun-Reaver_nature,Drones,Ashbone-Pyro</span></span></p><p></p>


<p>
	<span style="line-height:150%;">T1: Nomad, Sun Strider, Eruption, Wrecker, Makeshift Tower,</span></p><p></p>


<p>
	<span style="line-height:150%;">T2: Surge of light, Ravage, Lavafield, Curse of Oink, Spirit Hunters, Twilight Minions, Deathglider, Rogan Kayle, Vileblood, Skyfire Drake, Fire Stalker, Mauler, </span></p><p></p>


<p>
	<span style="line-height:150%;">T3: Sun Reaver, Drones, Ashbone Pryo</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">It’s interesting to note that, while this deck cannot be considered competitive at top play, it’s still remarkably balanced. I could probably achieve Ruler level with it. As it was, I was an archfiend because I didn’t even understand what counters were. @TBPeti told me about that and void power and it changed my life. I jumped to Grandmaster the next day, after changing my t1.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">As I’m sure you’ve noticed, I have no S counters in there. This is why nomads are bad. I generally avoided large t1 confrontations, and if I needed to defend S, the makeshift tower worked pretty well. Not the best, but it halfway worked. The second thing you should notice, after my ranting about the wonders of gladiatrix, is that she’s missing. That’s because I was completely P4F, and they hadn’t even started giving out daily rewards. I could afford maybe 2 gladies, but I wanted to have the BFP in my pocket so I could continue to make more BFP.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">My anti-air was fairly coordinated as well. Not ideal, but it worked. Spirit hunters were good. They couldn’t even damage a ravaged drake though, so I would use the nomad spear for that. If I had known better, I would have spawned a drake and shot+erupted, or just double erupted. Admittedly, the nomad spear was pretty good against war eagles and windhunters. I’m <i>not</i> condoning them, I’m just saying that they did a bit to fill in the gladiatrix void. I used deathgliders and fire stalkers against S units. As soon as I learned about unit counters, I subbed in ghostspears for twilight minions. I was using the minions because I thought having stricter orb requirements (1 fire 1 nature, rather than 1 nature 1 neutral) would mean a better unit. That’s not the case. For t3, I went shadow for ashbone pyro. That’s just a great card, and it solved problems of siege and anti-air. I played around with my t3 a lot (staying shadow the whole time), sometimes doing things like soulshatter or sandstorm or unholy power. I didn’t like my drones very much. It’s pretty risky to take a different t3 orb just for one card, even a card as great as ashbone pyro. I had that conversation with TBPeti, and wizened up. I changed my nomad to scavenger immediately, which sort of forced me to get a gladiatrix and drop spirit hunters, but I held off the rest of the changes until I could do them more gradually.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">The next time I thought my deck was finished, it had <span style="color:#00B0F0;">Scavenger,Sunstriders,Eruption,Thugs,Mortar-Tower,Surge-of-Light,Ensnaring-Roots,Ravage,Lava-Field,Curse-of-Oink,Rogan-Kayle,Ghostspears,Skyfire-Drake,Fire-Stalker,Vileblood_nature,Gladiatrix_nature,Mauler,Giant-Slayer,Magma-Hurler,Sun-Reaver_nature</span></span></p><p></p>


<p>
	<span style="line-height:150%;">T1: Scavenger, Eruption, Sun Strider, Thugs, Mortar Tower,</span></p><p></p>


<p>
	<span style="line-height:150%;">T2: Surge of Light, Ensnaring Roots, Ravage, Lavafield, Curse of Oink, Rogan Kayle, Ghostspears, Skyfire Drake, Fire Stalker, Vileblood, Gladiatrix, Mauler,</span></p><p></p>


<p>
	<span style="line-height:150%;">T3: Giant Slayer, Magma Hurler, Sun Reaver</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Much improved! Pro fire-nature players will disagree with this a lot, but I prided myself on the deck’s A). Originality, and B). Low price. I was ranked about Legend with this deck, and I kept it until I heard the announcement that Battleforge was shutting down. The comments for VB vs burrowers are still valid. I dropped deathgliders, and I relied on ghostspears and fire stalker for my S counter. I did get in the occasional trouble with darkelf spamming or stone shard spamming, but overall it was okay. If the enemy spammed too much S units, lavafield was generally okay. It was a fine line to tread to overwhelm me, but at around Legend level people could do it fairly reliably. I also realized that most of the time I wasn’t using the VB, but rather just charging in with Rogan and a Ghostspear, with Fire Stalker in the back. I used the mauler because I had a lot of trouble dealing with ashbone pyros and stonekin. Sun Reavers were also not nerfed yet.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">When I heard the game was shutting down, I finally gave up my pride and decided to just try to improve my rank. My deck was<span style="color:#00B0F0;">: Scavenger,Sunstriders,Eruption,Thugs,Mortar-Tower,Surge-of-Light,Ensnaring-Roots,Ravage,Lava-Field,Curse-of-Oink,Rogan-Kayle-promo,Ghostspears,Skyfire-Drake,Scythe-Fiends,Gladiatrix_nature,Burrower,Mauler,Giant-Slayer,Magma-Hurler,Sun-Reaver_nature</span></span></p><p></p>


<p>
	<span style="line-height:150%;">T1: Scavenger, Eruption, Sun Strider, Thugs, Mortar Tower,</span></p><p></p>


<p>
	<span style="line-height:150%;">T2: Surge of Light, Ensnaring Roots, Ravage, Lavafield, Curse of Oink, Rogan Kayle, Ghostspears, Skyfire Drake, Burrower, Scythe Fiends, Gladiatrix, Mauler,</span></p><p></p>


<p>
	<span style="line-height:150%;">T3: Giant Slayer, Magma Hurler, Sun Reaver</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">You’ll notice there are only 2 changes. Burrowers and Scythe fiends. The harmony of the rest of the deck still holds, with a bit better of an S counter. Occasionally I would remove Rogan and use an extra t1 card. My deck was becoming more and more the standard fire-nature deck. Ultimately, at the very top levels, it always comes down to the same cards. I will now present to you the “Pro-Player’s Fire-Nature Deck.” I don’t agree with everything in them, but I do know that my results tended to get better the more I conformed to them. Don’t just take this list and copy it, because the <i>reasons</i> for why cards are in your deck are more important than the cards themselves. The following deck differs from the deck I just presented for very small, tactical reasons. It’s not guided by principles, so explaining those reasons will not be of much use to you. I mostly include it so I don’t have pro players pulling out their hair and saying “firestalker? Rogan Kayle? How could you??” If you wanted just the grocery list below, you can ask any player and he could give you one. Really, the only reason I have this is to establish my credibility.</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Pro decks:</span></p><p></p>


<p>
	<span style="line-height:150%;">T1: Scavenger, Eruption, Sun Striders, Thugs, Firesworn, Sunderer, Mortar,</span></p><p></p>


<p>
	<span style="line-height:150%;">T2: Surge of Light, Ensnaring Roots, Hurricane, Ravage, Lavafield, Curse of Oink, Ghostspears, Skyfire Drake, Burrower, Scythe Fiends, Gladiatrix, </span></p><p></p>


<p>
	<span style="line-height:150%;">T3: Giantslayers, Brannoc</span></p><p></p>


<p>
	<span style="line-height:150%;"></span></p><p> </p>


<p>
	<span style="line-height:150%;">Mine also works well, although a lot of players don’t have room for it. Similarly with disenchant. I’ve known some players to even forgo t3 entirely to make room for those cards. Some also drop Mortar/Sunderer.</span></p><p></p>
]]></description><guid isPermaLink="false">917</guid><pubDate>Thu, 30 Jul 2015 00:01:28 +0000</pubDate></item><item><title><![CDATA[Battleforge PvP deck overview - by Hirooo & RadicalX ]]></title><link>https://forum.skylords.eu/index.php?/topic/2486-battleforge-pvp-deck-overview-by-hirooo-radicalx%C2%A0/</link><description><![CDATA[<p>
	The closed beta is here &amp; therefore Hirooo and I made the decision to write a 1vs1 PvP deck overview. This may help you as a new player to find a deck that fits your style and makes PvP more enjoyable from the beginning, but also be informative for you as a veteran since we will give you an overview about all the different matchups with some detailed analysis.
</p>

<p>
	 
</p>

<p>
	What do these deck descriptions contain?
</p>

<p>
	1. Basic deck descriptions where we point out major strengths and weaknesses and show a viable deck for the faction. 
</p>

<p>
	<br>
	2. Comprehensive matchup discussion. 
</p>

<p>
	<br>
	3. Final overall rating about the strength/usefulness for new players and in a competitive environment
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#00FFFF;"><span style="font-size:16px;"><u><strong>PURE FROST</strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>1. Deck example</strong>
</p>

<p>
	<img alt="2E9noBj.png" class="ipsImage" height="61" src="http://i.imgur.com/2E9noBj.png" width="1000"></p>

<p>
	<br>
	Pure Frost is a very defensive oriented faction, but also very dominant. War Eagles are one of the most powerful T2 units and with proper support they'll ensure air control for you next to every game. Your units are strong and your scaling into late game is fantastic, but your units are slow and expensive, which can give you some trouble in certain matchups. Especially in T1 the lack of a swift unit can get exposed really hard, therefore you may have alot of trouble acquiring map control. The risk of playing Frost is pretty high, but the reward can be great too since there are really easy matchups for you if you manage to survive the early stage of the game. 
</p>

<p>
	<strong>2. Matchup discussion</strong>  
</p>

<p>
	<br>
	So, how does this rating work?<br>
	This will go from the easiest matchup (1) to the hardest matchup (9) for each faction. In addition to that the matchups are divided in 3 categories: easy, advanced and difficult matchups. The matchup description follows afterwards.
</p>

<p>
	Easy matchups:<br>
	(1) Pure Frost vs Pure Fire<br>
	This is one of the most onesided matchups in Battleforge! Survive the T1 and the game is yours. Skyelf Templar destroys Skyfire Drakes and War Eagle exterminates every single other Fire T2 unit. There is honestly not alot to say about the T2, since it's so heavily Frost-favoured. But you shouldn't play too hesitant since Pure Fire has a shot to win the game in T3. Juggernaut is still one of the most powerful T3 units overall. 
</p>

<p>
	<br>
	(2) Pure Frost vs Fire Frost<br>
	First Frost has a limited amount of playable units and you have a way to counter every single one. Shielddrakes are still not strong enough to give your Skyelf Templars any sort of trouble and if you control the air you can apply so much pressure, it's even possible to turn around games with a big power disadvantage from the early game. Your T3 is superior too, so this is one of the easiest matchups to play. If you have trouble dealing with Rageclaws consider using Icefang Raptor as a counter. 
</p>

<p>
	<br>
	(3) Pure Frost vs Fire Nature<br>
	The early T2 is slighty Fire Nature favoured. Your opponent will win trades on an open field with Ghostspears/Skyfire + cc, but if you stay in a defensive position you shouldn't get in trouble at all, because Stormsinger is a really good allround counter. From the mid T2 stage you start to outscale Fire Nature heavily. War Eagle + Defenders is a deadly combo, because Defenders are really strong counters to Skyfire Drakes and they are suuuuper hard to kill with their ability. If you add Area Ice Shield Defenders get up to 3700 effective hp (that's more than a Juggernaut btw). Skyfire Drakes will die to them super fast, because they have low hp and the L bonus damage makes even the low dps Defenders relevant against them. And if there are no Skyfire Drakes left Defenders are still annoying to deal with. You can't use hurricane against them anymore, so there will be constant damageoutput against the powerwells, which prevents them from repairing too. Your opponent dies slowly and he can't do anything to prevent it.
</p>

<p>
	Skill matchups:<br>
	(4) Pure Frost vs Pure Nature<br>
	Your advantage lies within the T1. Frostmagespam is next to unbeatable against nature if you manage to get a critical amount of units (7+ Mages with Icebarrier &amp; Homesoil). This changes the dynamic of this matchup dramatically. Unless the map is extremly big you should be able to prevent instant T2 aswell, because nature has no M/M counter and as long as the mages are splitted against incoming cc there is no unit left to deal with Frostmages (S Units get knockbacked &amp; Deep can be kited very well due to Frost Bite). Only Treespirits can be a little bit tricky, but if you manage to time it well you can build up Ice Barriers between the shots to block the incoming damage. If your opponent reaches T2 you are at a disadvantage, because Frost has alot of trouble against the pure Nature core cards (Deep One / Energy Parasite / Shrine of Memory). Your core unit (Wareagle) is also pretty inefficient because Parasite Swarm can just take it over and then the Nature player can support the Wareagle with his heals &amp; cc which is really dangerous for you (same stuff applies for skyelf templar). So be careful about the use of T1 towers (Primal Defender, Mark of the Keeper) as they may work as a stalling tool in order to reach the critical T2 stage.  
</p>

<p>
	<br>
	(5) Pure Frost vs Bandits<br>
	While most fire splashes tend to struggle against the mighty air control Bandits does surprisingly well against Frost. The reason for this is pretty simple, because Bandits has more tools to remove War Eagles and Skyelf Templar from the map. Windhunter is an excellent unit and combined with well splitted Darkelf Assassins pure Frost starts to struggle a little bit. Your advantage lies within your reliabilty. You have builing protects and cc to withstand big attacks, while Bandits has ... well ... nothing apart from Aura of Corruption as a 40s zoning tool, which is decent against the slow Frost units, but usually still not enough. While this matchup goes still in your favour, it may be tougher than the previous ones.
</p>

<p>
	<br>
	(6) Pure Frost vs Shadow Frost<br>
	There are no real advantages for each faction. Shadow Frost has Darkelf Assasins &amp; Stormsinger to remove your units, but on the other hand there is no Shadow Frost unit, that can put you under alot of pressure. In the late T2 stage multiple War Eagles with appropiate support start to be a little bit better, but these games often reach the T3 stage. This is why you should try to secure as much mapcontrol as possible in T1. On some maps your T3 spots may get denied, because Shadow T1 is faster than Frost and superior in dazed fights, which can lead to a big problem in the late game. Curse Well may be insanely powerful in this specific matchup and almost guarantees a T3 win, if you don't bring it into the figh by yourself.  
</p>

<p>
	<br>
	(7) Pure Frost vs Stonekin <br>
	Aggressor is kinda annoying since he knocks back your War Eagle. Stormsinger &amp; Spirit Hunters are really efficient against air units in the early T2 stage. Stonekin has what it takes to prevent you from excecuting succesful attacks, especially because Stonekin has superior cc. Once 2 of the most defensive decks in Battleforge meet each other things are going to be really boring and your win condition as the Frost player usually is either T1 or T3. Most Stonekin Decks are lacking strength once the games reaches T3 as they don't invest too many slots into it.  
</p>

<p>
	Difficult matchups:<br>
	(8) Pure Frost vs Pure Shadow<br>
	Pure Shadow can give you a little bit more trouble, because it has 2 big powerspikes. The first one is in the early stage of the game, where Shadowmages delete pretty much everything and the second one is the Harvester spike. Against Frost the first spike is actually even more important. Shadowmages &amp; Darkelf Assassins are really hard to remove and can delete single units pretty efficiently. Nether Warp can be used to dodge Cold Snap or War Eagle screams and heal up Shadowmages when they attack and since Shadowmage &amp; Darkelf Assassins are pretty high dps units you may even lose powerwells at this rate. If you survive the early T2 stage Wareagles take control over the game again. Since most Shadow units are pretty cheap it will get harder to split them up later into the game which makes the Wareagle's abillity way more efficient. You can also deal with an incoming Harvester really will due to lyrish knights &amp; frost bite, but never underestimate him. If you are at a disadvantage (doesn't matter if it's temporary or permanent) the Harvester can seal the deal and close out the game by himself. A sweet trick in this matchup is to cancel out War Eagle screams in order to bait out a Nether Warp dodge attempt. 
</p>

<p>
	<br>
	(9) Pure Frost vs Shadow Nature<br>
	For some of you maybe a little bit unexpected, but Shadow Nature is the most difficult matchup for Pure Frost. Darkelf Assassins and Nightguard supported with nature cc are really really dangerous and can deal with nearly everything pure Frost has to offer. The Shadow Nature player can pretty much ensure to steal your War Eagle and take out the Nightguard safely afterwards. Shadow Nature has everything it takes to beat Pure Frost in the early T2 stage and is therefore the hardest matchup out of all 9.
</p>

<p>
	 
</p>

<p>
	<strong>3. Ratings</strong>
</p>

<p>
	<br>
	Competitive Rating:<br>
	Let's start with the competative rating, but first I'll sum up the most important positive and negative aspects of Pure Frost.<br>
	Pros:<br>
	+ Very solid deck with many advantageous matchups <br>
	+ One of the strongest Air control decks<br>
	+ solid choice against most meta decks<br>
	Cons:<br>
	- Vulnerable in the early stage of the game <br>
	- No mapcontrol due the lack of a T1 swift unit
</p>

<p>
	We talk about one of the stronger decks for sure, but since the T1 can get heavily abused on some maps it's sometimes really risky to play pure Frost. You would lose map control, T3 spots or in the worst case scenario you would end up on Uro where you can't even take a single well without a dazed fight, where you are probably going to lose.<br><u>Final comp. rating: 7/10</u>
</p>

<p>
	<br>
	New player experience:<br>
	For new players Frost may be a very solid, but also a pretty boring choice. It has great upsides due to the strong scaling (means you don't have to be proactive and take risks to win games), but it's slow and the T1 can get abused pretty easily, especially when you are an unexperienced player. <br><u>Final NPE rating: 5/10</u>
</p>

<p>
	 
</p>

<p>
	<span style="color:#FF0000;"><u><strong><span style="font-size:16px;">PURE FIRE</span></strong></u></span>
</p>

<p>
	 
</p>

<p>
	<br><strong>1. Deck example</strong>
</p>

<p>
	<img alt="b7LvtWy.png" class="ipsImage" height="62" src="http://i.imgur.com/b7LvtWy.png" width="1000"></p>

<p>
	If you want a deck with offensive strength, this deck provides it. Insanely high dps units &amp; spells and an immense siege potential with firedancer. In addition to that pure Fire has one of the best T3 units also known as Juggernaut, which leads you to alot of wins against people who may be even superior to you in terms of skill. Your downside is the lack of deck variety. The amount of viable cards is insanely limited and you end up with only M ground units in T2, which is a problem in the pure Frost matchup, where War Eagle exists as a massive M Unit counter. 
</p>

<p>
	<strong>2. Matchup discussion  </strong>
</p>

<p>
	<br>
	Easy matchups:<br>
	(1) Pure Fire vs Shadow Nature<br>
	This matchup is pretty easy to play. Shadow nature has no L unit and this means they have nothing to apply alot of pressure against you. Only well coordinated early attacks with the cheap nature cc's may give you some trouble, but if you don't lose immediatly you will just outscale your opponent pretty safely and you can set up unstoppable attacks afterwards. Wildfire is a really nasty card against Shadow Nature since it removes the low hp units while protecting your units in offense &amp; it does alot of damage against the power wells over a good amount of time (therefore it's impossible to repair them). And if you are a toxic player you can use cliffdancer in this matchup too. The only way to remove them is aura of corruption, which is hella expensive and not power efficient at all.
</p>

<p>
	<br>
	(2) Pure Fire vs pure Nature<br>
	Nature is pretty helpless against your offensive strength. You need SoM + Deep One + permaheal to get anything done as a Nature player and before this happens he's usually already dead. It's so hard to remove the Fire units especially at the mid T2 stage, while your damage output against powerwells is massive. Nature mostly has low dps units and their cheap burrower attacks are easily defended by Enforcer. Skyfire Drake onehits Energy Parasite which leaves you in a really comfortable position in this matchup. 
</p>

<p>
	<br>
	(3) Pure Fire vs Shadow Frost<br>
	The praised shadow frost deck at number 3, what a surprise. But pure fire does insanely well against it. Enforcer is superior to Nightcrawler and Firedancer are really hard to remove. This gives you a solid advantage in offense and without a cliffdancer counter in Shadow Frost you can litereally destroy people. It's a really "lame" playstyle, but super efficient. The only thing you need to be worried about are the L Units. Mountaineer is really hard to remove, it sometimes feels even impossible. But keep in mind he costs a huge amount of power and if you manage to dictate the tempo of the game you can take your opponent down before you get into an uncomfortable position. In T3 Juggernaut may be the best tool in the game to break through a Timeless One Defence, so even scaling is on your side. 
</p>

<p>
	<br>
	Skill matchups:<br>
	(4) Pure Fire vs Bandits<br>
	Bandits is a little bit tricky for you. Skyfire drake + Life Weaving is pretty nasty against pure Fire and pretty much Bandit's trump card in this matchup. Apart from that both of your decks are super offensive oriented. The difference: pure Fire has the stronger offense. In T3 Juggernaut is still superior to Soulhunter or nerfed Sandstorm, so this matchup still goes in your favour. 
</p>

<p>
	<br>
	(5) Pure Fire vs pure Shadow<br>
	Tricky matchup and pretty much 50/50. In the early T2 stage Shadow has the advantage due to the high effiency of shadow mages on a low void level. But in mid T2 pure Fire starts to shine. Lavafield demolishes the Shadow units and you can apply constant pressure with your high dps attacks and destroy alot of power wells. But if you fail to do alot of work at this point you will reach the late T2 stage. And from that point on Harvester takes over. You can't take him out without losing at least a power well or an orb, even if you are ahead. So chose the right moment to attack or you'll lose. Once Harvester is out he will drop at least one well and it won't take long up until the next one is about to appear. 
</p>

<p>
	<br>
	(6) Pure Fire vs Fire Nature<br>
	Also a pretty specific matchup, maybe not as complicated as the one against Shadow. At the early T2 stage Ghost Spears + Skyfire Drake is really hard to remove, because your own Skyfire Drakes get oinked and die without dealing damage at all. Ghost Spears are M Counters and stronger on a low void base than scythe fiends. Since Pure Fire has no S or L ground units in T2 it's really hard to play against these kind of attacks early on. Later in the game you'll have an easier time, because you will regain air control on a higher void level, since Skyfire + Oink can be countered by an immediate double Eruption (155power vs 150power) now and you can attack with Ravaged Scythe Fiends and keep Ghostspears away from you with Wildfire support, which leaves you in the game leading position.  
</p>

<p>
	<br>
	(7) Pure Fire vs Stonekin <br>
	Stonekin has really strong and solid units to remove the pure Fire units in the early T2. Stoneshards are insanely strong against you and are pretty much the main reason why Stonekin is ranked here as one of the more difficult matchups. Stormsinger + cc stands a small chance against the Enforcer, but he is still the strongest T2 M unit, so your only problem are still the Stoneshards. Stonetempest does knock back M Units which can be troublesome at some point, but you can remove him with Scythe Fiends + Skyfire + Wildfire (in case he gets permahealed) at the later gamestage. While Stonekin does well in defense, there are no high dps units, that can translate this stability into pressure. And believe me, even the strongest defense doesn't stand a chance if pure Fire reaches late T2.   
</p>

<p>
	<br>
	Difficult matchups:<br>
	(8) Pure Fire vs Fire Frost<br>
	Here we are. The First matchup that doesn't go in your favour. Shield drakes are a big threat in the early game, but what really pressures you the most in this matchup is the Mountaineer. Mounty + Skyfire applies huge pressure and also scales very well into mid T2 so you have alot of time to beat the Fire player before he starts to get enough power to set up his own attacks. In the late T2 stage the pure Fire dps just gets to high and you'll roll over your opponent like in every other matchup. If you manage to get up to a 7-8 wellbase during the T1 stage you may consider skipping T2 entirely. Fire Frost has no tools to fight against Juggernauts in T3, which can be very important on big maps, that allow uncontests tech ups. 
</p>

<p>
	<br>
	(9) Pure Fire vs Pure Frost<br>
	This is the most difficult matchup for you. I will be honest, you are at a massive massive disadvantage. As already mentioned in the Pure Frost section War Eagle deletes all your ground units, while Skyelf Templar gets rid of your Skyfire Drakes, because of the massive difference in combat stats. You can carry Global Warming in your deck to make this matchup at least a little bit easier, because it hard counters Area Ice Shield, but even then this matchup stays as the hardest one. Mortar Tower is pretty overpowered against Frost T1 though, which may give you a chance to win the game before it gets to T2 on some maps. 
</p>

<p>
	<br><strong>3. Ratings</strong>
</p>

<p>
	<br>
	Competitive Rating:<br>
	Pure Fire summary<br>
	Pros:<br>
	+ Insane offensive potential with long range, high dps units<br>
	+ Best M/M unit in the game (Enforcer)<br>
	+ high dps spells who can have a great zoning effect<br>
	+ Super solid matchups against most meta decks esp. Shadow Frost<br>
	+ One of the strongest T3's in the game<br>
	Cons:<br>
	- Relies on an extended T1, because you need a high void level to be efficient<br>
	- struggles against some underplayed deck like pure Frost and Fire Frost<br>
	- struggles in defense against L units and its counters are next to useless in offense
</p>

<p>
	Pure Fire does really well against against the meta decks and since some of these matchups are ridicilously easy pure Fire is one of the strongest decks for ranked games. From the moment on where pure Frost &amp; Fire Frost start to get more popular pure Fire will decrease a little bit in popularity, because it really struggles alot against strong air control. But in the current meta pure Fire is in a perfect spot and extremely powerful.<br><u>Final comp. rating: 9/10</u>
</p>

<p>
	New player experience:<br>
	If you are really new to the game pure Fire is maybe not the best choice. It requires a really extended T1 to make scaling into higher void stages easier and this is difficult to excecute in some situations. In addition to that pure Fire struggles against L-units and as a new player L-Units often seem overpowered and it's really frustrating to lose against this type of playstyle. Therefore I don't think you should play pure Fire to learn the basics of this game. But if you reached a decent level you can play the deck and achieve some wins even against some players who are in theory better than you.<br><u>Final NPE rating: 5/10</u>
</p>

<p>
	 
</p>

<p>
	<span style="color:#00FF00;"><u><strong><span style="font-size:16px;">PURE NATURE</span></strong></u></span>
</p>

<p>
	 
</p>

<p>
	<br><strong>1. Deck example</strong>
</p>

<p>
	<img alt="RdYJVsv.png" class="ipsImage" height="62" src="http://i.imgur.com/RdYJVsv.png" width="1000"></p>

<p>
	Pure Nature is one of the most interesting decks in the game, but it's also one of the weaker ones. There is some sort of variety in terms of deck building since there is also the Root-deck, but since this is inferior to the classic version I will make my matchup descriptions based on the stronger SoM/DO/EP deck. In fact pure Nature is one of the weakest decks, not because of its T2 matchups, but because your T1 is utter garbage against Phasetower and Magespam (Treespirits can kind of neutralize Mages at best, but they are shitty designed themselves and don't give you a freewin either in T1 since Icebarriers can block their damageoutput). Your late T2 is actually top tier with Deep One + Surge of Light and the huge powergains through the voidmanipulation thanks to Shrine of Memory. But reaching that stage is sort of difficult in most matchups. You have no M/M counter in T2 which causes huge problems. Therefore you mostly try to avoid taking to many powerwells, so there isn't alot of room for your opponent to attack, while you keep yourself relevant through Energy Parasite up to the point where your Shrine of Memory is ready to go and you can take over. 
</p>

<p>
	<strong>2. Matchup discussion </strong>
</p>

<p>
	<br>
	Easy matchups:<br>
	(1) Pure Nature vs Fire Frost<br>
	This matchup is pretty easy. Pure Nature is a hardcounter to Fire Frost, since it's able to remove all Fire Frost units in the early stage of the game and in addition to that Parasite Swarm is a huge threat for these big 100+ power cost units. Stormsinger is the only one that can cause you some trouble in the early T2 stage, but you can safely build your SoM and wait for your big Deep One attacks and there is nothing to prevent this as the Fire Frost player. 
</p>

<p>
	<br>
	Skill matchups:<br>
	(2) Pure Nature vs Bandits<br>
	Bandits has some tools to give you a run for your money. Rallying Banner attacks are pretty efficent and can overload your cc. Also Windhunter are pretty difficult to remove for you, since they have that S knockback against Spirit Hunters &amp; Parasite Swarm, but since the knockback was pretty unreliable and buggy you still have a good shot against them. Apart from that you have solid units to remove the bandits attacks and good cc to make pressure yourself with Burrowers. That leaves you with a solid advantage in this matchup.
</p>

<p>
	<br>
	(3) Pure Nature vs Shadow Frost<br>
	Don't get me wrong here. Pure Nature does really well against Shadow Frost in T2. But there is one big Problem. Phasetower. Like honestly, Phasetower is legitimatly broken against Nature. On maps like Elyon or Whazai you can pretty much sacrifice the T1 immediatly against a strong Shadow player who uses him. It's so frustrating to lose games because of this and you should consider playing Primal Defender because of this. In T2 you have a good shot, since EP/SoM/DO is really really efficient but you need to close out the game in T2, because in T3 you will just lose to Timeless one and Lost Grigori.
</p>

<p>
	<br>
	(4) Pure Nature vs Pure Frost<br>
	Pretty similar stuff as the Shadow Frost matchup. Your T2 matches really well against pure Frost, but your T1 and T3 are straight up worse. You can neutralize Frostmagespam with Primal Defender to an extend, but without that you are done. Attacking very quickly is always a good idea, as you may be able to remove some of these Frostmage charges in early skirmishes, to delay the breakpoint, making a Defence slightly easier. But apart from that you are left in a pretty desperate situation. A well splitted Frostmagespam can even take down an early T2 attempt, therefore your possible options are pretty limited.  
</p>

<p>
	<br>
	(5) Pure Nature vs Stonekin<br>
	This matchup is kinda funny, because both of you have the tools to smash the other one. Nature can't deal with Burrowerspam due to the lack of an M/M unit (Ghost Spears &amp; Spirit Hunter can be perma cc'd), Stonekin on the other hand can't block Energy Parasites and if your opponent doesn't carry Aggressor in his deck, your Deep Ones will destroy him entirely. Always keep in mind that your T2 scaling is superior, but in T3 you'll have a hard time. Overall this matchup still does go in favour of stonekin since it has the stronger T3 and the possibility to play a superior T1 (Frost T1 &gt; Nature T1).
</p>

<p>
	<br>
	(6) Pure Nature vs Fire Nature<br>
	Fire Nature is really aggressive and hard to deal with. Pretty much the same deal as against every nature splash. Your opponent has the tools to defend against Burrower. In the meantime your are screwed against them, because you lack an M/M unit. Fire Nature also has a very good counter to Energy Parasites since Skyfire onehits them as already mentioned, but you can still use your Energy Parasites to force your opponent to play the way more expensive Skyfire Drake at a spot where he is useless for a while. It's a timewindow you can abuse to launch a powerful attack with a temporary advantage on the other side of the map. It's pretty much your only chance to be succesful at the early stage of the game. Apart from that your job is to survive the game up to a point where SoM starts running. Gladiatrix is just an average L Counter, so Deep One + Surge of Light is pretty powerful against Fire Nature, especially when your Shrine of Memory provides so much power. But due to your heavy weakness in the early T2 this matchup is still Fire Nature favoured.
</p>

<p>
	<br>
	Difficult matchups:<br>
	(7) Pure Nature vs Pure Shadow<br>
	Pure Shadow is really tricky to play against, because you can't really deal with Shadow Mages properly. Especially Magespam + Nether Warp is really dangerous in the early game due to the lack of an aoe damage spell in pure Nature. In addition to that Shadowmages can deal really well with early Burrower attacks and oneshot Energy Parasites. Your win condition pretty similar to most other matchups, you need to survive the early T2 stage. Harvester is powerful against Nature though, but you can defend against him either with Deep Ones, who pull him away from your orb or with cc chains (oink  -&gt; root -&gt; rogan kayle ability -&gt; oink = 1min cc). But at some point you have a way to launch an own attack. Deep Ones are really powerful in offense since Knight of Chaos is just a mediocre L counter. Therefore you are next to unstoppable in case you survive the early stage of the game and start to pressure by yourself and keep in mind: Even if alot of these matchups look pretty bad in the first place alot of people don't use their powerspikes to close out games which is a great advantage for you as a Nature player, because your powerspike lies within the first activation of your SoM.
</p>

<p>
	<br>
	(8) Pure Nature vs Shadow Nature<br>
	Okay, now things get really terrifying. Alot of Shadow Nature players use burrowers and as we already learned pure Nature tends to struggle against them. What makes things even worse is the fact, that Motivate empowers Burrowers by a wide margin. Your wells drop nearly in an instant. On the other hand your Deep One is pretty much useless, because next to every Shadow Nature player uses Nightguard in his deck and she is super efficient against Deep One. The Shadow Nature player has counter cc to make sure he can catch your Deep One and his ability will make it even easier to kill the Nightguard afterwards (in this case the Shadow Nature player can also use the Deep One ability to catch her). Your only shining light is the Energy Parasite. Shadow Nature can't remove him before he gets his ability off and this is really important and the only tool that can keep you in the game. But still this matchup is one of the most difficult ones to play. 
</p>

<p>
	<br>
	(9) Pure Nature vs Pure Fire <br>
	Pure Fire, we meet at last. As I already said: You are just helpless in the mid T2 stage against pure Fire. Your units don't have an outstanding damageoutput, therefore it takes time to remove the high dps pure Fire units. In fact that is too much time to save your powerwells. At least Deep One can deal with cliffdancers to an extend due to his ability and your late T2 scaling is superior, but reaching that stage without dying is quite a challenge. Splitted Skyfire Drakes will put up a very powerful defence against anything you may try to throw against Fire T2
</p>

<p>
	<strong>3. Ratings</strong>
</p>

<p>
	<br>
	Pure Nature summary<br>
	Competitive Rating:<br>
	Pros:<br>
	+ Great scaling into late T2 <br>
	+ Can win games through voidmanipulation, even when you're down by multiple wells<br>
	Cons:<br>
	- weakest T1 in the game<br>
	- lack of an M/M counter in T2<br>
	- very DO/EP/SoM reliant <br>
	- very unreliable 
</p>

<p>
	Pure Nature has alot of abusable weaknesses in the early game and therefore you often get punished before you manage to reach the point, where you are able to control the game. But Shrine of Memory should never get underestimated, because he gives you so much additional power, that you'll be able to pull of some incredible comebacks. Overall the deck sadly still can't compete with the top tier meta decks and it also struggles against other Nature splashes, because they can set up Burrower attacks with Hurricane support, which is really difficult to play against. <br><u>Final comp. rating: 3/10</u>
</p>

<p>
	New player experience:<br>
	Pure Nature may be a very interesting and micro intensive deck. But if you really want to be a successful player please stay away from it at the beginning. Nature T1 is the weakest and also the most complex T1 (unless you choose to play Treespirits zZz). It's way more useful to learn Shadow &amp; Fire T1, because they are way more versitile and also easier to understand. Pure Nature in fact has alot of bad matchups and gets exposed by turrets like phasetower which is honestly really annoying. In addition to that pure Nature is a really specific deck, therefore it's very hard to translate the stuff you learn with Nature when you are playing different decks later on.<br><u>Final NPE rating: 1/10</u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="color:#4B0082;"><strong><u>SHADOW</u></strong></span> <span style="color:#00FF00;"><u><strong>NATURE </strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	<br><strong>1. Deck example</strong>
</p>

<p>
	<img alt="4nGEH7a.png" class="ipsImage" height="63" src="http://i.imgur.com/4nGEH7a.png" width="1000"></p>

<p>
	Shadow Nature is my personal favourite deck. It's one of the most aggressive ones (at least you have to play it that way if you want to have some sort of success) and in my opinion it's one of the most skill intense decks aswell. You've got no L unit to rely on in offense, neither do you have any building protects or high defensive capabilities. Your strength lies within strong split attacks with spammable high dps units like Nightcrawler, Darkelf Assassins or Burrower. The cheap nature cc spells &amp; Shadow's Motivate are the perfect support for these type of attacks which makes Shadow Nature super dominant in the early/mid T2 stage and fun to play. 
</p>

<p>
	<strong>2. Matchup Discussion </strong>
</p>

<p>
	Easy matchups<br>
	(1) Shadow Nature vs Pure Frost<br>
	Pure Frost is pretty easy for you. As I mentioned earlier in the Pure Frost section Darkelf Assassins &amp; Nighguards with the superior nature cc are your key to success. Frost dominates due to its strong air control, but you can take deal with it. War Eagles are countered with ease and then there is not alot left for pure Frost to be a serious threat.
</p>

<p>
	<br>
	(2) Shadow Nature vs pure Nature<br>
	This matchup was also discussed already. Burrower + Motivate are huge in offense &amp; Deep One is pretty much a nonfactor due to Nightguard, who is amazing in the Shadow Nature deck. Some top level Shadow Nature players decided to exclude Burrower in their decks, which makes this matchup a little bit trickier, because your offense isn't as powerful anymore. Energy Parasite is your biggest enemy and if you don't pressure properly you may get outscaled in the later stages of the game, so don't get lazy. Your units are cheaper, your units are faster! So close out the game as soon as you can.
</p>

<p>
	<br>
	(3) Shadow Nature vs Bandits<br>
	You are in a great position in this matchup. Burrower with cc support are really painful for your opponent. Even just Darkelf Assassin spam with proper support is really powerful, because it removes the strong air units from your opponent and his only Darkelf Assassin counter are his own Darkelf Assassins, who are really susceptable to your Hurricane. Big Rallying Banner attacks can be completely removed with a sweet Shadow Phoenix + Nightcrawlernasty (or Burrowernasty) combo. Most of the time your Shadow Phoenix will even come back to life afterwards. Overall a pretty easy matchup to play due to the fact, that Shadow Nature has an efficient way to remove every potential threat from the Bandits deck.  
</p>

<p>
	<br>
	Skill matchups:<br>
	(4) Shadow Nature vs Shadow Frost<br>
	This matchup is also pretty easy. You have the same core units (Nightcrawler / Darkelf Assassins / Amii Phantom (she is similar to Stormsinger)), but your cc support is better, therefore you have the distinctive advantage. Your early/mid T2 is way superior and you can set up constant pressure up to a point where your opponent get's overwhelmed by your units and he loses the power to keep his powerwells up. You just have to be proactive and micro your units well and you will win due to the superior support tools, but if you just wait for things to happen Shadow Frost will outscale you and you'll end up in a T3 where the dynamic of the matchup changes dramatically.
</p>

<p>
	<br>
	(5) Shadow Nature vs Fire Frost<br>
	Still a favourable matchup for you, but a little bit harder as the previous ones. After Stormsinger got buffed Fire Frost got a really nice increase in terms of deck strength. The other units in this deck are pretty expensive. Accordingly, Shadow Nature has a pretty solid advantage in the early T2 stage due to cheap &amp; strong units with cheap cc support. If the game goes into a higher void level you need to be aware of Mountaineer with Ravage &amp; possible Disenchant support. It's really difficult to remove him, so make sure your Nightguard timings are on point, because if you mess it up you are in big trouble. Getting the Mountaineer can be really useful, because a combination between Stormsinger &amp; Skyfire drake is a really solid counter against your Nightcrawler/Burrower and a Mounty would increase your offensive potential by alot.    
</p>

<p>
	<br>
	(6) Shadow Nature vs Stonekin<br>
	There was a period of time where Stonekin was litereally the hardest matchup for Shadow Nature out of all decks. But 2 big things changed, that turned the outcome of this matchup. First of all Razorshard got nerfed. This card used to be able to deal with every S or M unit in the entire game and Shadow Nature doesn't have an L-Unit. The second important thing is the introduction of Amii-Phantom. In it's melee form she's a hard counter against many Stonekin units, because Amii-Phantom is litereally a spammable swift Mauler. In her ranged form she is pretty much as strong as Stormsinger (Amii Phantom has even slighty better stats, but inferior support spells in Shadow Nature). Games would end up in a Stormsinger vs Amii Phantom spam, which is kinda weird, but Frost Bite &amp; Homesoil leave Stonekin with a slight advantage in this matchup.
</p>

<p>
	<br>
	(7) Shadow Nature vs Pure Shadow<br>
	Pure Shadow feels kinda unfair to play against. Nighcrawler, Burrower, Darkelf Assassins. All these units lose really hard when they face Shadow Mages. As long as the Shadow Player doesn't run out of charges he will always defend himself against these attacks with great success. He won't be able to attack by himself in the early T2 stage, because Shadow Phoenix offers great AOE damage and Amii Phantom is very strong in this matchup, but honestly the Shadow player doesn't have to launch strong early attacks, because he can just win the game over superior scaling. With his abillity and proper buffs you can't remove Harvester with Aura of Corruption. While Darkelf Assassin spam + cc may be the best way to remove him, you need a big well distance in order to kill the Harvy in time. If you struggle to much with this defence Rogan Kayle is a good addition to create cc chains, that can deal with a Harvester, but apart from that Rogan is an entirely useless card, so decide wisely, if you really want to include him. From a leading position an Amii Phantom spam is able to stop a Shadowmagespam since you can you an oink to set up an engagement. With their melee mode they can disable ranged attacks, which perfectly works against Darkelf Assassins and Shadowmages. Nightcrawlers are a big threat, but for that you can switch some of your units into range mode and kite well due to the slow.  
</p>

<p>
	 
</p>

<p>
	Difficult matchups:
</p>

<p>
	(8)  Shadow Nature vs Fire Nature<br>
	While the previous matchups were all decent for you, the upcoming ones are truly difficult. Fire Nature has a really big advantage over Shadow Nature. Skyfire Drake &amp; Scythe Fiends may be availabe in decks like Bandits or Fire Frost too, but in a Fire Nature deck their efficency increases tremendously. I guess this showcases the true power of the nature support spells. Fire Nature often struggles against larger units, while Shadow Nature doesn't have any of them. For your defense: Burrower + Skyfire attacks are really hard to defend at some point and therefore Fire Nature has an easier time in defense and also in offense and is the superior deck in this matchup.
</p>

<p>
	<br>
	(9) Shadow Nature vs Pure Fire<br>
	As I already mentioned this matchup favours pure Fire heavily. Enforcer just destroys Nightcrawler, Burrower &amp; Amii Phantom. Your only card with a decent value in this matchup are Darkelf assassins, who can do alot of work with cc support in the early T2 stage. But as the game goes on aoe damage spells will take them out and while you have a really hard time to attack, pure Fire just crushes your defence. Your units get countered by Enforcer &amp; Wildfire, your cc is weak against Rallying banner attacks (btw. wildfire can constantly damage power wells during cc periods so there is no chance to repair them in time) and Firedancer is really hard to remove for you, especially over cliffs.  
</p>

<p>
	 
</p>

<p>
	<strong>3. Ratings</strong>
</p>

<p>
	<br>
	Competative Rating:<br>
	Shadow Nature summary<br>
	Pros:<br>
	+ pretty much the best early T2 in the game<br>
	+ has alot of easy matchups aslong as you make proactive decisions<br>
	Cons:<br>
	- does very poorly against pure Fire &amp; Fire Nature, who are pretty popular<br>
	- poor scaling into late T2 stages due to the lack of L units (Shadowphoenix doesn't count btw.)
</p>

<p>
	Shadow Nature does well in alot of scenarios and if you play the deck well you can crush your opponents in the early stage of the game, which is great, because your aggressive gameplay gets rewarded. Sadly the deck struggles alot against all meta decks apart from Shadow Frost. This kinda prevents Shadow Nature from reaching a top rating here.  <br><u>Final comp. rating: 6/10</u>
</p>

<p>
	<br>
	New player experience:<br>
	If you are a new player, Shadow Nature is maybe a little bit too difficult for you. It's definitly one of the harder decks to play, but on the other hand it teaches you how to play aggressive and spending time to learn the deck is kind of rewarding. In addition to that Shadow T1 is really good for a beginner in PvP, beacuse its basics aren't as complex as Nature T1 for example. <br><u>Final NPE rating: 6/10</u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="color:#FF0000;"><u><strong>FIRE</strong></u></span> <span style="color:#00FF00;"><u><strong>NATURE</strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>1. Deck example</strong>
</p>

<p>
	<img alt="2wKYSRZ.png" class="ipsImage" height="61" src="http://i.imgur.com/2wKYSRZ.png" width="1000"></p>

<p>
	Fire Nature is probably known as one of the most solid decks, because it has pretty much an answer for everything. Strong counterplay in T2 against S &amp; M units and also sort of decent against L &amp; XL units. In addition to that you've got some sweet ways to launch efficient attacks against nearly every deck. Overall the deck is really fun to play with a big variety in T2, which is its big strength. 
</p>

<p>
	<br><strong>2. Matchup discussion</strong>
</p>

<p>
	Easy matchups:<br>
	(1) Fire Nature vs Bandits<br>
	Bandits struggles alot against Burrower with cc support. You can use this to your advantage and destroy power wells for free. Your deck is better in all aspects at the T2 stage. Stronger units in offense, more counterplay in defence and great air control due to Curse of Oink. Since Bandits tends to spam many units due to the low costs of Darkelf Assassins &amp; Nighcrawler Lavafield has a higher efficency in your deck especially since you've got Surge of Light as a solid counter against these AOE damage spells unless they are perfectly timed. Your T3 is inferior, cards like Sandstorm destroy your orbs &amp; wells in an instant, so make sure to close out the game in T2 to win without any big risks. 
</p>

<p>
	<br>
	(2) Fire Nature vs Pure Nature<br>
	Your early T2 is superior due to Burrower attacks and the lack of an M/M counter in the pure Nature deck. Just make sure to use your Skyfire Drakes well to get rid of these annoying Energy Parasites and you are ready to go. I guess I repeat myself a little bit at that point, but pure Nature starts to get rolling, when SoM starts running, so finish your opponent off or try to take out at least as many powerwells as possible before that happens. If you use your huge advantage in the early T2 stage this matchup isn't even remotely close.  
</p>

<p>
	<br>
	(3) Fire Nature vs Pure Shadow<br>
	Alot of your strengths comes with Ghostspears / Skyfiredrake + Lavafield / cc support. Pure Shadow tends to struggle against that, especially in the mid T2 stage, because all these low hp units are kinda vulnerable to lavafield, especially Shadowmage. You need to be aware of flanking units to prevent a nasty suprise against your Skyfire Drake. Your defense against Harvester is also pretty nice due to the highly efficient Root &amp; Disenchant combo. Just leave some Skyfiredrakes and a Gladiatrix behind that and they will take the Harvester down before he reaches your powerwell/orb. The shadow player needs superior micro to win this matchup, which implies, that you are in a pretty good position here.    
</p>

<p>
	<br>
	(4) Fire Nature vs Shadow Nature<br>
	In this matchup your defense is straight up better, which leaves you in a very comfortable position. You have good ways to counter Nightcrawlers, Darkelfassassins &amp; Burrower and in case your opponent overcommits at some point you can lauch insanely powerful counterattacks, that are way harder to defend for the Shadow Nature player. Fire Nature is just overall solid and Shadow Nature has some distinctive weaknesses (No big unit in offense, unreliable defense since most units are susceptable to cc), that can be abused and this turns the matchup heavily in your favour. 
</p>

<p>
	<br>
	Skill matchup(s):<br>
	(5) Fire Nature vs Pure Fire<br>
	You shine in the early T2 stage with Ghostspears + Sykfiredrake, while your opponent will outscale you in late T2, where Scythefiends + Ravage + Wildfire take over and delete your power wells one by one. Since I've described that matchup already in the Pure Fire section here is a short, but important tip for your decisionmaking: Since Pure Fire scales with high void power you should actually try to play your T1 accordingly to avoid this game stage. In other words: Play a short, but aggressive T1. Try to get a small advantage, but then don't hesitate and make your fast transition into T2. Your position here is favourable already and if you've got a small lead in T1 you can use this to snowball and finish the game. If you still struggle in this matchup consider the addition of vileblood in your deck, because pure Fire struggles against L units, especially the ones with high dps against building. 
</p>

<p>
	<br>
	(6) Fire Nature vs Fire Frost<br>
	This gets kinda interesting. The tricky matchups for Fire Nature are the 4 Frost splashes. While some of you may think it's because of the building protects, that's actually not the case. Double Burrower attacks used to be really power efficient against Frost splashes, because the cc support was usually cheaper than the amount of power, that had to be invested to keep the power wells alive. What changed the dynamic in alot of these matchups, especially in this one was the Stormsinger buff. She allows you to defend Burrowers way more efficiently in the early T2 stage and is simultaniously strong against skyfire drakes with that gravity surge ability. Stormsinger defense in the early T2 with a transition into shielded scythe fiends &amp; drakes mid T2 and a Ravaged Mounty late T2 is really hard to deal with. 
</p>

<p>
	<br>
	Difficult matchups:<br>
	(7) Fire Nature vs Stonekin<br>
	The second ugly matchup. Stonekin can be really nasty when it reaches a critical unit mass and Stormsinger allows you to reach that state. Your Burrower/ Scythe fiends / Skyfire Drake attacks are at least kinda dangerous and Mauler can deal with some Stonekinunits like Stone Tempest, but you are still at a disadvantage. Stonekin has an insanely good defense thanks to cheap cc and building protects and this allows your opponent to either stack up a big T2 army with the powerful stonekin units (especially the Crystal Fiend support is annoying at that point) or scale into a strong Timeless One T3.
</p>

<p>
	<br>
	(8) Fire Nature vs Pure Frost<br>
	Pure Frost can give you alot of trouble. You need to use your advantage at the early T2 stage. If your opponent is too greedy and goes aggressive in the early T2 stage you can outtrade him with Skyfire + Oink. Add Ghostspears into the mix and as long as you split them well against Frostmage knockback you can start to attack and apply alot of pressure. You need to get a solid advantage in the early T2, otherwise you'll end up getting outscaled. Defenders are so painful to deal with as a Fire Nature player. If they get mixed up with War Eagle &amp; Skyelftemplar and Area Ice Shield support you have no way to clear these units without losing wells / orbs. The moment you are in a defensive position against Defender the game is over. 820hp + 660hp with 60% damage reduction are more effective hp (3700) than a Juggernaut (3550) can offer. If your War Eagle and your Defenders are well splitted your powerwell will get attacked constantly and you have no opportunity to repair it. Skyelf Templar &amp; Defenders destroy Skyfire Drakes and War Eagle deals with every type of M unit in your deck. Ghostspears don't have enough dps to take out Defenders in time and at some point a Frostmage gets into the mix which will give you even more problems. Since your T3 is also not strong enough to crack the pure Frost defense you need to win the game in the early stage or you'll have a bad time.
</p>

<p>
	<br>
	(9) Fire Nature vs Shadow Frost<br>
	This matchup doesn't even feel that bad. You can apply pressure with Burrowers in T2 and as long as you carry Mauler in your deck you can sort of deal with the Shadow Frost attacks, which may give you the impression you are in an even matchup. The thing some people don't realise is the fact, that Shadow Frost is like a ticking time bomb. You may get a favourable trade here and there, but at the end both of you will just well up together and suddenly the game goes into T3. At this moment you are dead. End of the game! You need to kill your opponent in T2, otherwise you will just lose. Due to Stormsinger alot of the early Burrower pressure in T2 is gone and you have only one timewindow in the late T2 stage with splitted double Burrower attacks supported by Skyfire Drake. If your opponent defends your attack successfully you lost the game. Finishing off a good Shadow Frost player is truly painful. Your micro has to be on point, otherwise your Burrower will get sniped by Stormsinger + Frostbite before you can retreat. 
</p>

<p>
	<strong>3. Ratings</strong>
</p>

<p>
	<br>
	Competitive ranking: <br>
	Pros:<br>
	+ Very balanced deck with no big abusable weakness<br>
	+ insane diversity in T2 <br>
	Cons:<br>
	- Very slot instensive in T2, which results in a small T1/T3<br>
	- Bad matchup against Shadow Frost
</p>

<p>
	Overall Fire Nature is a really good deck for ranked games, beacuse you have an allround T2 to deal with so many different possible scenarios and you have no real "autolose" matchup. Shadow Frost is really tough though, which is a big Problem, beacuse it's also one of the most played decks.<br><u>Final comp. rating: 7/10</u>
</p>

<p>
	<br>
	New player experience:<br>
	If you are a new player I would suggest you to play this deck. It teaches you the basics of the game, is really fun to play and due to its versitality you can learn how to use your specific units in specific situations to understand how to counter unittype X. Fire T1 is also really solid and its basics aren't really complex therefore you've got an ideal learing experience with this deck. The only small downside would be the fact, that its defense is a little bit harder to play compared to Frost splashes, but your great, cheap cc makes up for that a little bit. Still I would recommend you to play this deck, if you are a new player (But you should play a bigger T1 than the one in the deck example, because it's really hard for a new player to win without Thugs/Sunderer against T1's like Shadow). <br><u>NPE rating: 10/10  </u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="color:#4B0082;"><u><strong>PURE SHADOW</strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	<br><strong>1. Deck example</strong>
</p>

<p>
	<img alt="TvrdFwk.png" class="ipsImage" height="62" src="http://i.imgur.com/TvrdFwk.png" width="1000"></p>

<p>
	Pure Shadow is one of the more unique decks, because it has Shadowmage &amp; Harvester in T2, who are vastly different from classic T2 units and give pure Shadow 2 big powerspikes, that can be used to win alot of games. You lack hard-cc in this deck, but you have the highest dps/power Unit &amp; the only XL unit in the entire T2 as a trade off. The deck surprisingly didn't see alot of play in the top ranks, but I guess in the low/mid ranks everyone loved the Harvester and I've seen people in the forums aswell who seem to be addicted to this unit. One of the weaknesses in pure Shadow is the fact that Shadow Mage has got only 12 charges. For this reason you shouldn't waste them otherwise your strongest T2 unit isn't available anymore at some point in the game.
</p>

<p>
	Note: The voidmanipulation (FoF Balsa) type deck is excluded from our analysis, because I despise this type of gameplay where you just play voidmanipulation into Harvester into voidmanipulation into next Harvester until you either win the game or lose due to the huge permanent power loss if you mess up your attacks.  
</p>

<p>
	<strong>2. Matchup discussion</strong>
</p>

<p>
	<br>
	Easy matchups:<br>
	(1) Pure Shadow vs Bandits<br>
	Both of you lack cc, but you've got Shadowmage to outtrade all Bandits units at the early T2 stage. The only troublesome attack for you is pretty much Sunderer + lw or buffed Scythe Fiends with Lavafield support at a high void level. But you can play Knight of Chaos to delay these kind of attacks or just use a Nightguard as a threat for these bigger units. If you play your Harvester the game should be won anyway. Just make sure to use nether warp to dodge aura of corruption and then there is nothing left to kill the Harvester in time bevor he takes down wells and maybe even orbs too. 
</p>

<p>
	<br>
	(2) Pure Shadow vs Pure Nature<br>
	You have good tools to deal with pure Nature. Shadowmage + Nether Warp (Green) is really hard to deal with as a Nature player, therefore you can apply alot pressure pre SoM to close out the game. Harvester is also a really good tool to snowball a lead and close out the game, but keep in mind that cc chains with Rogan &amp; the Deep One ability exist and therefore there are ways to defend against your Harvester if you are in an even position. Use your superior T1 and early T2 to create leads, pay attention to Energy Parasites and finish your opponent off with Harvester, if he isn't dead already. With that gameplan you should win this matchup unless your opponent is alot better than you or prepared a cheesy counterstrategy.
</p>

<p>
	<br>
	(3) Pure Shadow vs Shadow Nature<br>
	Shadowmage works as an allround counter in this matchup and as long as you don't waste your charges you should be able to control your opponent at every stage of the game. Harvester is pretty hard to defend for Shadow Nature and therefore you have perfect conditions. Just make sure you don't spawn your Harvester to aggressive. An instant root aura will make your Harvester disappear in a second. Even with lifeweaving your opponent just needs to invest 175 power into the aura and the Harvester dies immediatly and you can't even use Nether Warp because Ensnaring Roots will keep the Harvester in place.   
</p>

<p>
	<br>
	(4) Pure Shadow vs Pure Frost<br>
	Shadowmages + splitted Darkelf Assassins are the key to success in this matchup. You can maybe even add a Nightguard into the mix to deal with War Eagles and you are ready to attack. You have a solid advantage at the early T2 stage and as long as you use it you will end up winning, but always be aware of the fact, that Lyrish Knights can deal with your Harvester and pure Frost has a superior T3, so as long as you aren't too passive you should be fine in this matchup. 
</p>

<p>
	<br>
	(5) Pure Shadow vs Fire Frost<br>
	Fire Frost can't do to much against you aswell. Shield drakes / Scythe Fiends are kinda okay against pure Shadow and this is pretty much the main reason why Fire Frost is here in the ranking, but it's not enough to really put you in danger. Fire Frost rarely uses Frostbite, Lyrish Knight or Homesoil, therefore your Harvester will be really damn effective. Gladiatrix &amp; Skyfire drake won't stop the Harvester and especially not without reliable cc. Coldsnap has a cast animation which is more than enough time to dodge it with nether warp and get your Harvester in position to destroy powerwells/orbs and win the game.
</p>

<p>
	<br>
	Skill Matchups:<br>
	(6) Pure Shadow vs Stonekin<br>
	The difficulty in the matchup is pretty much card choice depended. Stonetempest &amp; Razorshard can give your Shadowmages some trouble, you won't be able to attack early at least. Removing big Stonekin attacks can be pretty annoying too, because you can't use aura of corruption against stonekin since the stonekin player would just use the Aura for himself as protection to build up offensive Cannon towers. These turrets are also used pretty regularly in stonekin decks and combined with the strong nature cc it's really freaking annoying to play aginst this type of deck. A buffed Harvester is your chance to break the defense. You can add up Corpse Explosion in your deck to push up the damage even further, which helps to overload the building protects. While this matchup is really annoying to play it's still not too hard after the Razorshard nerf.
</p>

<p>
	<br>
	(7)  Pure Shadow vs Pure Fire<br>
	As I mentioned earlier, this matchup is all about timings. As long as you hit your right timings to attack there is not alot of counterplay left for your opponent. Pure Fire can't deal with shadow mages in the early T2, pure Shadow can't deal with pure Fire attacks at the mid T2 stage and pure Fire is doomed against Harvester. Since I've talked already about the T2 in the pure Fire section I want to add something about the T3. If the game reaches the T3 stage pure Shadow is in a favourable position, beacuse nether Warp can entirely counter a Juggernaut stampede. In addition to that you have alot of counter play against the Fire units regardless if you go for pure Shadow to play Voidstorm or play Frost in T3 and use Grigori who can disenchant the Juggernaut. Still this matchup is overall 50/50, because it doesn't reach the T3 stage most of the time.  
</p>

<p>
	<br>
	(8) Pure Shadow vs Shadow Frost<br>
	Shadow Frost is really annoying to play against. Darkelfassassins with Frostbite &amp; homesoil support are really hard to deal with, even when you play Shadowmages. You could litereally defend a Harvester with that. Pure Shadow gets into a good spot when you get a temporary advantage at some point and translate this into an immediate Harvester attack. Since you can dodge cold snap with Nether Warp there is no time left for the Shadow Frost player to recover. At that point you can close out the game. Be aware of the fact, that Shadow Frost will destroy you in T3 so make things work in T2. The matchup is btw. even harder if you face Lyrish Knight, who can deal with Harvester and blow up mages with Lyrish nasties. 
</p>

<p>
	<br>
	Difficult matchups:<br>
	(9) Pure Shadow vs Fire Nature <br>
	Skyfire Drake in combination with cc is the most difficult thing you have to deal with as a Shadow player. With proper support for them you are under alot of pressure. There is some micro stuff you can do with your Nether Warp to make advantageous trade like warping out of Lavafield or using Nether warp on your Harvester in offense to dodge Ensnaring Roots by prediction (if this works you litearlly win the game off that). Splitting your units against cc &amp; Lavafield is also really important. As long as your Mages are well positioned you can take down the Skyfire Drakes (A motivated Mage onehits a Skyfire Drake btw). This matchup is super difficult for you to play, but you've still got a good chance to win it as long as your micro is on point. 
</p>

<p>
	<strong>3. Rating</strong>
</p>

<p>
	<br>
	Competitive rating:<br>
	Pure Shadow summary<br>
	Pros:<br>
	+ Great dps deck with huge offensive potential<br>
	+ Crushes alot of the weaker decks <br>
	+ Shadow Mage is one of the best cards in T2<br>
	+ Has no "terrible" matchup (40/60 in the worst case vs Fire Nature)<br>
	Cons:<br>
	- The most difficult matchups are against the most played decks<br>
	- Shadowmage may be really strong, but its charges are limited
</p>

<p>
	I feel like pure Shadow was sort of underplayed by most top players. The deck has really solid matchups and even tho the meta decks are a little bite more difficult to play against there is still a good chance for you to win it anyway. Shadow Mage is a great allround counter and Harvester is just ideal to snowball your advantages. <br><u>Final comp. Rating:  8/10 </u>
</p>

<p>
	New player experience:<br>
	Pure Shadow is a really good deck to start with. Shadow T1 is pretty ideal to start with and the basics of your T2 aren't that hard to learn (Shadow Mage has a great efficiency in lower elos even without insane micro skills). Harvester is also really powerful in low elo games, because alot of people have no clue how to defend against him, while it's pretty easy for you to execute this type of "strategy". You will end up winning alot of games in the lower ranks just because of that, which makes playing this deck even more enjoyable. No cc and the missing building protects are the big downside, which is the only reason why pure Shadow doesn't get 10 points in this rating.<br><u>NPE rating: 9/10</u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#4B0082;">BAN</span><span style="color:#FF0000;">DITS</span></strong><span style="color:#FF0000;"> </span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>1. Deck example</strong>
</p>

<p>
	<img alt="pFZoWof.png" class="ipsImage" height="62" src="http://i.imgur.com/pFZoWof.png" width="1000"></p>

<p>
	<img alt="zIPeyuA.png" class="ipsImage" height="58" src="http://i.imgur.com/zIPeyuA.png" width="1000"></p>

<p>
	*Some stuff in this deck seems to be quite questionable in some situations, but there is no optimal Bandits deck, that can deal with all possible scenarios in the different Tiers. 
</p>

<p>
	I will be honest at this point. Now we talk about the weakest deck out of all 10. Bandits does really poorly against alot of decks and has many abusable weaknesses. The biggest one is actually the lack of defensive capabilities. You have no cc at all apart from Aura of Corruption as a zoning spell and no building protects either. Simple Burrower attacks with cc support can be insanely dangerous for you if you let them come too close to your power well without any reaction. Your offense is kind of solid, you can do massive Rallying banner attacks in T2 and you have a pretty reliable T3 with Sandstorm. 
</p>

<p>
	<strong>2. Matchup discussion</strong>
</p>

<p>
	<br>
	Skillmatchups:<br>
	(1) Bandits vs pure Frost<br>
	This is pretty sad, but you don't have a single easy matchup. If you play Bandits expect things to get really difficult at a higher elo. Pure Frost is still the best deck you can play against, because your Drakes combined with Darkelf Assassins offer strong counterplay against Air units and without its War Eagles pure Frost tends to struggle. It's still hard to get through the pure Frost defence, especially with Northstar the deck is such amazing defensive capabilities with a great scaling into T3. So try to get a decent T1 lead, which can be pretty easy on some maps against Frost and try snowball with your strong air control. 
</p>

<p>
	<br>
	(2) Bandits vs pure Nature<br>
	Nature has the advantage in this matchup, but it's honestly not that big. You can't defend against Burrower attacks and Energie Parasites are a distraction for you, beacuse it forces you to play Skyfire Drakes at unfavourable positions where they are isolated and bind 100 power for the duration of the attack. But you aren't helpless in this matchup. Nature T1 is weaker than Fire T1 and substantially weaker against Shadow T1 so try to secure an advantage at this stage of the game and translate this into aggressive Rallying Banner attacks in T2. Since you are able to spawn undazed units at any given time it's really easy to overload the cc and take down power wells. I personally prefer a Shadow T1 Bandits deck in this matchup, because Shadow matches well in T1 against nature and you can play Nightguard as an L counter, who is better against Deep One than Firesworn, because you can pull the Nightguard with your DO after the swap.
</p>

<p>
	<br>
	(3) Bandits vs pure Fire<br>
	Your ground units are vastly weaker in defence and in offense. Your only chance of surviving against Fire is air control. The crucial spell, that can help you alot in this matchup is life weaving. In combination with skyfire drake it's really good against pure Fire, because there is no real efficient way to beat it as long as you time it well. The easiest way to remove skyfire drakes is usually Gladiatrix or Skyfire Drake + Eruption, because that can burst them down and you technically spend just the 75 power, because your Gladi / Skyfire will remain witch full hp. But if you play the Life Weaving just a split second earlier, your skyfire survives and you can get rid of the counterunit leaving you with a 100 poweradvantage in the best case. But make sure your timing is on point. If you use life weaving to early disenchant  comes into play and using it to late is the worst case scenario. If the Eruptions hits before your lifeweaving you won't even get a good trade out of this because, your drake will be at 75 (62) hp if Lifeweaving just blocks the Skyfire (Gladiatrix) hit. Therefore your Drake will just die with the next hit.  
</p>

<p>
	Advice: In case you still struggle in this matchup you can add Rageclaws in your deck, they match really well against all these pure Fire M units.<br>
	Difficult matchups:<br>
	(4) Bandits vs Fire Frost <br>
	Fire Frost is actually the easist out of the 3 remaining frostsplash decks, because you can deal well with its units. Darkelf Assassin spam combined with Nightguard against these 100+ power units is efficient, so you have at least a good shot at winning. Your defensive capabilties are still nonexistent though and a straight wellfocus + cc will put you in danger if you don't react to incoming units in time. So keep in mind that you are still at a big disadvantage. 
</p>

<p>
	(5) Bandits vs Fire Nature<br>
	Curse of Oink is the card that kind of decides this matchup. It provides superior support for Skyfire drakes compared to pure Fire and helps you alot in every situation. You can delay attacks to save your wells, you can protect your units in offense against every type of unit. You lack cc and this is why you are at such a bad position against alot of decks. Your deck lacks synergy and in the meantime Fire Nature is such a well rounded deck, with no big weakness. That makes it superior to your Bandits deck.
</p>

<p>
	<br>
	(6) Bandits vs Shadow Nature<br>
	As I said in the Shadow Nature section, Darkelf Assassins with superior cc support are really hard to deal with and if Burrowers are added into the mix you just run out of time. You need a substantial T1 advantage to survive the early T2 stage and afterwards you need to use you AoE damage (Shadow Phoenix / Lavafield / Aura of Corruption) to reach the T3 stage, where you have an easier time. 
</p>

<p>
	<br>
	(7) Bandits vs pure Shadow<br>
	Litereally every single unit in your deck gets destroyed by Shadow Mage. This is pretty much your main problem, because you can't apply any sort of pressure in the early / mid T2. And when you finally reach that point, where your attacks could be potentially successful, you will end up against a Harvester. Your defence against it is sort of mediocre with Darkelf Assassin spam combined with Disenchant against potential buffs. You can clear the Harvester, but usually not without tribute. That will put you at a serious disadvantage against pure Shadow.
</p>

<p>
	<br>
	(8) Bandits vs Shadow Frost<br>
	Here comes the good old Shadow Frost deck. Darkelf Assassins, Stormsinger, Cold Snap, building protects. Getting around this defense is really hard, and honestly from an even position it's even impossible against a good Shadow Frost player. But you still need to make your Rallying Banner attacks work with some magic, because otherwise you will just wait for your own death. The classic Shadow Frost T3 is just better and you will just get outscaled if you can't snowball. In case you fall behind at any given point, you will slowly get behind even further up to a point where the game is just over.
</p>

<p>
	<br>
	(9) Bandits vs Stonekin<br>
	In T2 you will stand no chance. Stonekin has like everything you want to have. Building protects and the insane nature cc combined are so incredible efficient against a deck, that has none of those. Stonekin has better units to deal with you anyway, so there is not alot you can do at the T2 stage. You actually have to abuse the fact, that Stonekin has to chose between the unreliable Frost T1 or the weak Nature T1 and decide the game there. Either win entirely or play such a long T1 to raise the void level to a point, where you are able to litereally skip the entire T2 stage. Otherwise I don't see a way how a skilled Stonekin player could lose in this matchup. 
</p>

<p>
	<strong>3. Rating </strong>
</p>

<p>
	<br>
	Competitive rating:
</p>

<p>
	Bandits summary<br>
	Pros:<br>
	+ Alot of possible deck building options (can even be played with both, Shadow and Fire T1)<br>
	+ Strong Air control thanks to the drakes and Darkelf Assassins<br>
	Cons:<br>
	- At a high level you will lose next to every game due to tons of unfavourable matchups<br>
	- Has no defensive capabilities (No proctects, no cc)<br>
	- There is no optimal deck, that covers all possible scenarios and matchups<br>
	- Has no special units or combos who make the deck worth playing
</p>

<p>
	Bandits does really poorly in 1vs1. As long as you are a really experienced player you can use your skill to cover up the major weaknesses in the deck and reach a high rank in the ladder, but if you're up against really strong players like in tournaments for example you won't get far at all. Bandits is the worst out of all decks and without proper cc support from a teammate in 2vs2 you will end up losing power wells against ridiciously weak attacks. The deck is simply outclassed by the other ones in so many aspects. Just your offense is pretty solid, therefore you need to snowball hard if you want to win. <br><u>Final comp. Rating: 0/10 </u>
</p>

<p>
	<br>
	New player experience:<br>
	If you are new to the game don't start with Bandits. You will regret it at some point. The deck is really hard to play in T2 and if you reach a somewhat decent rank you will lose games against people who are technically speaking worse than you. And if your opponent does well it feels sort of impossible to win which is really frustrating. The only upside I can see with Bandits is the fact, that you've got the choice between Fire T1 &amp; Shadow T1, but this doesn't make up for anything. <br><u>NPE rating: 0/10 </u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="color:#FF0000;"><u><strong>FIRE</strong></u></span></span> <span style="color:#00FFFF;"><span style="font-size:16px;"><u><strong>FROST</strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>1. Deck example</strong>
</p>

<p>
	<img alt="QsCuMT2.png" class="ipsImage" height="62" src="http://i.imgur.com/QsCuMT2.png" width="1000"></p>

<p>
	<img alt="pTkD424.png" class="ipsImage" height="59" src="http://i.imgur.com/pTkD424.png" width="1000"></p>

<p>
	 
</p>

<p>
	Fire Frost is pretty much the deck, that gets overlooked all the time. The amount of people who played the deck was really small and I feel like many many players didn't recognize the strength this deck gathered due to the Stormsinger buff because of that. Stormsinger as a reliable M/M unit was like the last missing part of a pretty strong PvP deck. Fire Frost has strong, expensive units and good support for them. The most common tactic in this deck is probably Frost Sorceress + Skyfire Drake, which gives you very good air control. The weakness in this deck is the fact, that it doesn't have a reliable offense against certain decks (especially the ones, who can handle the Mountaineer).
</p>

<p>
	<strong>2. Matchup discussion <br>
	 </strong><br>
	Easy matchups:<br>
	(1) Fire Frost vs Bandits<br>
	Bandits has 5 matchups that are harder than Fire Frost, but it's still the easiest one for you (just think about this for a while). As long as you pay attention to incoming Nightguards and respect the strength of Darkelf Assassins in the early game you should be fine in this matchup. Your attacks will be successful anyway later, especially if you apply pressure at multiple positions, beacuse the only defence Bandits offers is Aura of Corruption. Apart from that you can just cc counterunits and destroy the powerwells.
</p>

<p>
	<br>
	(2) Fire Frost vs pure Fire<br>
	A really valuable strength in this deck is the good matchup against pure Fire. Shielddrake gives you superior air control and with mountaineer you have a really strong mid T2 power spike and pur Fire doesn't have the units to react properly, which leaves you at a really advantageous position. Stormsinger adds some safety to the matchup, because you can kite Enforcer in the early T2. Your late T2 &amp; T3 in general is weaker, so get a solid lead or close the game out before you reach that stage.   
</p>

<p>
	<br>
	Skillmatchups:<br>
	(3) Fire Frost vs Stonekin<br>
	Fire Frost matches well against Stonekin. Scythe Fiends are a really good removal against the S units and stuff like stonetempest couldn't knock them back properly. If you use Frost Sorceress to support them they are a true force against stonekin and since Aggressor wasn't included in alot of Stonekin decks Mountaineer is also a big big threat. Stormsinger would deal with early Burrower attacks and But stonekin does still have some awnsers. Stoneshards are really high dps units to deal with scythe fiends if you don't support them adequately.
</p>

<p>
	<br>
	(4) Fire Frost vs Fire Nature<br>
	Due to the Stormsingerbuff this matchup got turned in your favour. Mounty &amp; Shielded Skyfire Drakes are solid ways to attack (supported Scythe Fiends are also sort of hard to remove) and Stormsinger allows you to defend against Burrowers. Things just get a little bit annoying, when Fire Nature gets to attack with alot of units at multiple positions, because Stormsinger can't clear them fast enough. So make sure you are the first one who attacks when the voidlevel starts to rise too high. 
</p>

<p>
	<br>
	Difficult matchups:<br>
	(5/6) Fire Frost vs Shadow Nature<br>
	The previous matchups were pretty easy to deal with, but the upcoming ones are really hard. Shadow Nature does pretty well against Fire Frost, because Nightguard is such a big threat for your 100+ power units. Unlike Bandits, Shadow Nature has the tools to make these Nightguard swap succesful with its cheap cc. With all these highly efficient low cost units/spells Shadow Nature gives you a really hard time at the early T2 stage. Stormsinger isn't enough to compensate in this case. 
</p>

<p>
	<br>
	(5/6) Fire Frost vs Shadow Frost<br>
	Shadow Frost and Shadow Nature are pretty much tied in terms of difficulty. Shadow Frost isn't as hard to deal with as Shadow Nature in T2, but against Shadow Nature your goal is pretty much to survive, while Shadow Frost tries to survive against you! If you don't make your Mountaineer attacks worthwhile you will end up against a stronger T3 and lose. Stormsinger &amp; Darkelfassassins are really strong in a defensive position, because they defend well against Skyfiredrake. Scythe Fiends get slowed with Frostbite and therefore it will be pretty easy for the Shadow Frost player to kite them. Mountaineer is your only way to success, because alot of Shadow Frost players don't play Nightguard in their decks. But keep in mind, that Shadow Frost can use Mountaineer aswell and stay focussed!
</p>

<p>
	<br>
	(7) Fire Frost vs Pure Shadow<br>
	Shield Drakes with Lavafield support are pretty decent against pure Shadow, but this matchup is a ticking time bomb. As I mentioned in the pure Shadow section Lyrish Knights aren't included in the traditional Fire Frost deck. This leaves you with huge problems against Harvester. Since your units are already pretty expensive you will most likely be unable to apply enough pressure to prevent the Harvester from beeing played and without the proper counterunit you will end up losing most likely. <br>
	Advice: If you play Frost T1 you can include lyrish knight, because you have Homesoil, Ice Barrier and even Frost Bite to support them. This makes the matchup easier, but usually Frost T1 is inferior, because it's just unreliable and you lose matches based on map-rng. 
</p>

<p>
	<br>
	(8) Fire Frost vs Pure Frost<br>
	This matchup is horrible. You have next to no options against superior air units, a strong defense and a superior T3. Even distinctive T1 leads won't help you to survive this matchup unless you can close out the game entirely. So all I can tell you here: If you want to win you need to play way better than your opponent.  
</p>

<p>
	<br>
	(9) Fire Frost vs Pure Nature<br>
	Pure Nature is also really annoying to deal with. You can stop early Burrower attacks, but you can't really attack yourself. Your expensive units are vulnerable to Parasite swarm and a combination out of Ghostspears and Spirit Hunters will deal with the rest. While this happens the pure Nature player can build up his Shrine of Memory safely and wait until it's ready. If it starts running prepare yourself. The permahealed Deep Ones are coming. 
</p>

<p>
	<strong>3. Rating</strong>
</p>

<p>
	Competitive Rating:
</p>

<p>
	<br>
	Pros:<br>
	+ Strong air control with Shield Drakes<br>
	+ Good matchups against popular decks (Stonekin, pure Fire)<br>
	+ Isn't as bad as it used to be, because with Stormsinger a reliable M Counter got added to the deck<br>
	Cons:<br>
	- Does really poorly against some decks (especially pure Frost &amp; pure Nature)<br>
	- really expensive Units (vulnerable to unit swaps)<br>
	- using Frost Sorceress properly at mid/late T2 stages is really difficult and micro intensive
</p>

<p>
	Fire Frost has alot of difficult matchups, but most of them aren't as bad as they used to be. The Stormsinger buff was really good for this deck and the good matchup against pure Fire makes the Deck attractive for higher ranked players because there were quite alot pure Fire mains up in the ladder. But you can't call this deck reliable, because there are some matchups, that are just awful. You sometimes can't even close games against pure Frost with a massive T1 advantage. <br><u>Final Comp. Rating: 5/10</u>
</p>

<p>
	<br>
	New player experience:<br>
	As a new player Fire Frost might not be ideal for you. Fire T1 is honestly great and Stormsinger and Mountaineer are really easy to play, but the Frost Sorceress micromanagement is really difficult and the deck isn't as strong as the top tier ones. On the other hand playing a frost splash is easier, because they are more forgiving in many situations. If you exclude the Frost Sorceress the deck is easy to play, but because of that it just gets a pretty low rating.<br><u>NPE rating: 4/10</u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><strong><span style="color:#00FF00;">STONE</span><span style="color:#00FFFF;">KIN</span></strong></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>1. Deck example:</strong>
</p>

<p>
	<img alt="M7OjsRn.png" class="ipsImage" height="62" src="http://i.imgur.com/M7OjsRn.png" width="1000"></p>

<p>
	<img alt="46RSnzl.png" class="ipsImage" height="58" src="http://i.imgur.com/46RSnzl.png" width="1000"></p>

<p>
	Stonekin is one of the most boring but also most powerful decks. It slowly builds up in strength and overwhelms your opponent at some point in the game. The T2 is honestly one of the strongest ones and the combination of crowd control and building protects leaves you with an insanely strong defence. The card diversity was also pretty good, so some matchups may change a little bit dependend on the cards you use in T2. 
</p>

<p>
	<strong>2. Matchup discussion</strong>
</p>

<p>
	Easy matchups:<br>
	(1) Stonekin vs Bandits<br>
	Massive defensive capabilities vs no defensive capabilities. The T2 in this matchup is incredible onesided and there is no way you can lose this as long as you don't get destroyed in T1. Burrowers with proper support will destroy wells pretty fast, especially with home soil. 
</p>

<p>
	<br>
	Skillmatchups:<br>
	(2) Stonekin vs Fire Nature<br>
	The following stonekinmatchups are pretty similar, so there is not alot to talk about. It's mostly about using your strong defense to stall the game into a gamestage, where you end up winning, which is generally speaking the T3. Against Fire Nature it's pretty easy to reach that point because of Stormsinger + cc and that pretty much sums up the entire matchup. 
</p>

<p>
	<br>
	(3) Stonekin vs Shadow Frost<br>
	This matchup favours you too. Your Burrower attacks are sort of power efficient, but not a big threat for Stormsinger + Darkelf Assassins. Your advantage lies within the fact, that stonekin can match the big Shadow Frost T3. Therefore you don't get outscaled and there is no pressure for you to be offensive, which makes this matchup much easier. 
</p>

<p>
	<br>
	(4) Stonekin vs Shadow Nature<br>
	The Stormsinger vs Amii Phantom matchup. Honestly the one who micros his M/M unit better wins the T2. Apart from that there is not too much Shadow Nature can do to pressure you too hard. In T3 you will win this matchup so there is no reason to be overly aggresive.
</p>

<p>
	<br>
	(5) Stonekin vs Fire Frost<br>
	Also a pretty managable matchup. You need to respect shielded Scythe Fiends and Mountaineer. But you have stoneshards to deal with the Scythe Fiends and the Mounty can be perma cc'd by Aggressor. Apart from that you are ready to outscale your opponent. 
</p>

<p>
	<br>
	(6) Stonekin vs pure Frost<br>
	Since Aggressor can deal with War Eagles there is not alot Frost can do to attack. But honestly you can't do alot either in T2 so this game will end up in T3 aswell. But pure Frost has a powerful T3, so don't underestimate it. 
</p>

<p>
	<br>
	(7) Stonekin vs pure Nature<br>
	This is the first matchup with a different game pattern. Playing against pure Nature is way more aggressive oriented. Nature struggles against Burrowers and you have to use this to your advantage and finish your opponent off before he gets to activate his Shrine of Memory. Energy Parasites are really annoying to deal with for you and keep the Nature player often in the game and therefore this matchup is one of the harder ones for you. 
</p>

<p>
	<br>
	(8) Stonekin vs pure Fire<br>
	Your units are more efficient in the early stage of the game while pure Fire scales really well into the late T2 stage. You want to avoid the late T2 or at least go with a solid advantage into this gamestage, because otherwise you will be in trouble. Given the fact that your T3 matches well against Pure Fire, because Timeless One + Stonewarrior is incredible against XL units it's not the worst thing to scale. You can use your early T2 advantage to reach this stage as safely as possible. Stoneshards are really efficient against all these pure Fire M units and as long as there isn't enough power to use wildfire support you will win many T2 skirmishes and that advantage can be used to survive the late t2, where the pure Fire attacks get to powerful. 
</p>

<p>
	<br>
	Difficult matchups<br>
	(9) Stonekin vs pure Shadow<br>
	You lack a serious XL counter and therefore Harvester is really hard to counter. Sure you could consider playing with Lyrish Knights, but most of the time you don't have the slot. In case you still want to use him you will be at a disadvantageous position in different matchups, keep that in mind. Shadow Mage + Nether Warp is also a serious threat, because most of your damage is damage over time, which is way less efficient against Shadowmages than burst damage. Razorshard can be useful to make this matchup a little bit easiert, but with the classic stonekin deck you will have some trouble here. 
</p>

<p>
	<strong>3. Ratings</strong>
</p>

<p>
	<br>
	Competitive Rating:
</p>

<p>
	Stonekin summary<br>
	Pros:<br>
	+ Really strong defence with strong cc and building protects<br>
	+ Very good T3 <br>
	+ Has the least bad matchups out of all decks<br>
	Cons:<br>
	- Apart from Burrowers + homesoil there aren't many ways to play aggressive at T2<br>
	- You are forced to play either Frost or Nature T1, who are unreliable and risky
</p>

<p>
	Stonekin is definitely one of the top decks. Especially after the Stormsinger addition there is litereally nothing, that gives you trouble at early T2. You don't have many "freewins", but on the other hand you can pretty much handle every deck and with your strong T3 scaling this is a big advantage. Your T1 is honestly your biggest weakness  and the main reason why Stonekin is not ranked as the strongest deck here. Nature T1 is too weak and Frost T1 way too unreliable due to the lack of swift units.   <br><u>Final competative rating: 8/10</u>
</p>

<p>
	<br>
	New player experience:<br>
	Pretty much the same stuff applies for newer players. The T2 is really strong and also really easy to play, but Nature T1 is way to complex to start with and Frost is also not the best T1 to start with. But with the massive CC and the strong defence in general stonekin deserves some credit. <br><u>Final NPE rating: 5/10 </u>
</p>

<p>
	 
</p>

<p>
	<span style="color:#4B0082;"><u><strong><span style="font-size:16px;">SHADOW</span></strong></u></span> <span style="color:#00FFFF;"><span style="font-size:16px;"><u><strong>FROST</strong></u></span></span>
</p>

<p>
	<br>
	 <br><strong>1. Deck example</strong>
</p>

<p>
	<img alt="0c7SmR3.png" class="ipsImage" height="62" src="http://i.imgur.com/0c7SmR3.png" width="1000"></p>

<p>
	 
</p>

<p>
	Shadow Frost was one of the most played decks in PvP ... for a good reason. The deck is the most solid one with no big weakness and an outstanding defence. You may struggle a little bit in T2 to set up efficient attacks that don't include Mountaineer, but this isn't a serious issue, because your T3 is fantastic and therefore you aren't forced to be aggressive. It's already enough to defend efficiently against your opponents attacks and build another powerwells up to a point where you can afford to switch into the T3 stage, where you'll most likely win.
</p>

<p>
	<strong>2. Matchup Discussion</strong>
</p>

<p>
	<br>
	Easy matchups:<br>
	(1) Shadow Frost vs Bandits<br>
	Bandits is really easy to play against. Your units in T2 are equally strong if not even a little bit better and you have access to crowd control and building protects. Your T3 is superior and in T1 you always stand a chance with Shadow T1 against any given colour. Just look out for Nightguards if you decide to go for an attack with Mountaineer. 
</p>

<p>
	<br>
	(2) Shadow Frost vs Fire Frost <br>
	Fire Frost is also really easy to play, because you aren't really forced to make proactive decisions. You just need to defend incoming attacks and scale into your superior T3. As long as you stay even in T2 there is nothing you need to fear in T3 (Brannoc is only a dangerous if you are already behind). In T2 you can defend Scythe Fiends &amp; Skyfiredrakes easily with a combination out of Darkelf Assassins and Stormsinger with Frost Bite support. The only card, that is sort of dangerous for you is Mountaineer, you really need to pay attention here and get rid of them (in case you have Nighguard in your deck this is pretty simple). But since you've got Coldsnap and building protects you should be able to save your powerwells in time and go for a counterattack with your own Mountaineer afterwards. 
</p>

<p>
	<br>
	(3) Shadow Frost vs Fire Nature<br>
	This matchup got pretty easy after the Stormsinger buff. You can defend Burrower attacks with a very high efficiency in the early game and establish a very solid lead, that can be used to transition into a T3, where Fire Nature doesn't stand a chance. The only gamestage where you are sort of in danger is the late T2, where splitted Burrower attacks with massive nature cc support are powerful enough to overload your building protects, so make sure to reach the T3 as soon as possible, because Timeless one can deal with a massive Burrower push, if the Fire Nature player decides to rush you at that point.  
</p>

<p>
	<br>
	Skillmatchups:<br>
	(4) Shadow Frost vs pure Nature<br>
	You are heavily favoured in T1 and T3, but at a disadvantage in T2, therefore it's important to use the right timings to win this matchup. In T1 Nature is really vulnerable and unless the Nature player plays Primal defender (which is pretty rare, but possible) you can solely win games with Phasetower, who is overpowered. He can usually apply his splash damage consistently in a fight against nature units and does more than 1000 dp20s for 60 power. His hp pool is also insane in defense (1200) and even after the port in offense the 600hp are still high if you keep in mind, that nature has no T1 unit with bonus damage against buildings. For more in depth information you can check out my Shadow T1 guide (insert link), because the T1 is really important in this matchup since the T2 is nature favoured. Deep One is really hard to deal with if you don't play Nightguard in your deck and there is no reliable Energy Parasite counter in your deck. In addition to that Nature can deal with your S and M units really with (Ghostspears and Spirit Hunter do a really good job at this point) and Mountaineer gets either destroyed by Deep Ones or taken away by Parasite Swarm, so make sure to establish a solid advantage in T1, that either wins you the game entirely or allows you to scale into T3 before nature manages to get a big voidpool and an activated Shrine of Memory.  
</p>

<p>
	<br>
	(5) Shadow Frost vs Pure Frost<br>
	Your advantage is usually the fact, that you can deny alot of mapcontrol against Frost in T1, mostly important T3 spots, because your T2 is sort of equal. Darkelf Assassins and Stormsinger deal fairly well with War Eagles and this is Pure Frosts core unit. On the other side Shadow Frost doesn't have the tools to apply pressure in T2 either which leads to T3 fights, who decide the games. But in case you've got a map like Elyon for example you can block all T3 spots and win the game off that, because War Eagles may be able to deal with T2 units, but if Ashebones &amp; Grigoris come into play they will struggle even with a power advantage. In case the game goes into T3 vs T3, cards without any counterplay are more valuable. Since both Frost Frost Shadow and Shadow Frost Frost have access to some of the strongest T3 units, cards like curse well can make the difference in this matchup.
</p>

<p>
	<br>
	(6) Shadow Frost vs Pure Shadow <br>
	You honestly have the tools to deal with pure Shadow. Darkelf Assassins, are so efficient against this deck and in combination with Stormsinger you can defend every sort of attacks. The only thing that can sort of outsustain this damage for a while is Shadowmagespam + Green Netherwarp, but this tactic is very susceptable against Nightcrawler- or Lyrish Knight-Nasties. Harvester is also usually not successful against you, unless the Shadow player has a lead already, because Frost Bite is really valuable against Harvy. He needs such a long time to reach the Power wells/orbs while Darkelfassassins or Lyrish Knights deal so much damage against him and if the Shadow Player decided to port him forward he loses the chance to dodge coldsnap which slows the Harvester down even more. Your T3 is superior as usual and therefore your winning condition.
</p>

<p>
	<br>
	(7) Shadow Frost vs Shadow Nature<br>
	Shadow Nature has a distinctive advantage in the early T2 against you. They have similar units (Nighcrawler + Darkelf Assassins + Amii Phantom vs Night Crawler + Darkelf Assassins + Stormsinger) and superior cc which allows your opponent to set up massive attacks against you. Therefore this matchup is pretty much a survival game, because in the later T2 stages low hp unit spam gets countered by AoE damage like Shadow Phoenix, Aura of Corruption or Nasty, because it's impossible to split all these units and in T3 you will simply win the game of Timeless One beeing able minimize the incoming damage while it's way harder to respond to your attacks.
</p>

<p>
	<br>
	(8) Shadow Frost vs Stonekin<br>
	Stonekin can be a really nasty matchup, because its defensive capabilities match your power in T2 and even in T3. Therefore this matchup can be really hard to play and sometimes you have to make sure to win the game based on your score, because you can't finish off your opponent in 30 minutes. On smaller maps you can avoid this by winning the game in T1 which is kinda the most reliable option to beat stonekin, because Shadow has a big advantage over Frost on alot of maps and Phasetower wrecks nature (it's also useful against Frost, don't get me wrong here). 
</p>

<p>
	<br>
	Difficult matchup(s):<br>
	(9) Shadow Frost vs Pure Fire<br>
	This is the only matchup with a distinctive disadvantage for Shadow Frost. Enforcer is superior to Nightcrawler and Stormsinger which allows the Fireplayer to protect a Firedancer who shoots constantly at your power well and forces you to spend power into your building protects, which leads to very unfavourable trades. In case the Firedancer is able to abuse a cliff as protection you are pretty much done. And in addition to that Juggernaut is insanely strong, even strong enough to break through a Timeless One T3. Your only shot at winning is a short, aggressive T1 with a transition into an early Mountaineer attack since Pure Fire tends to struggle in defense against L units (No cc and just mediocre L counter).
</p>

<p>
	<br><strong>3. Rating</strong>
</p>

<p>
	<br>
	Competitive Rating:
</p>

<p>
	Shadow Frost summary<br>
	Pros:<br>
	+ No weak gamestage <br>
	+ Insane T3<br>
	+ Very forgiving since you don't have to be proactive most of the time<br>
	+ Alot of easy matchups<br>
	+ Very flexible and well rounded defence (cc + ranged high dps units + building protects)<br>
	Cons: <br>
	- low pressure T2<br>
	- Bad matchup against one of the most popular decks (pure Fire)
</p>

<p>
	Shadow Frost is next to pure Fire the top deck in PvP. It does great in nearly ever matchup and is strong at any given point in the game. Sadly its only weak matchup is against its biggest rival pure Fire. Otherwise the deck would be in the best spot out of all possible 1v1 decks in Battleforge. <br><u>Final Comp. rating: 9/10</u>
</p>

<p>
	New player experience:<br>
	Shadow Frost is the perfect deck to play if you intend to climb in the ladder as a new player and even at the higher ranks it's one of the strongest decks to play with its opressive T3. No major weakness and the possibility to play a viable counter against nearly every incoming attack (with the small exception of cliffdancer) make it really easy to play. The high late game scaling is also really good, because you don't have to be proactive in T2. The high defensive capability makes the deck really forgiving and it's one of the decks to start with.  <br><u>Final NPE rating: 10/10</u>
</p>

<p>
	At this point the deck overview is finished. I hope you can get some valuable information out of it, we put alot of efford into creating this list (Writing 15.000+ words took some time ^^). In case you have any questions regarding some factions or matchups feel free to ask us.
</p>

<p>
	<br>
	Best regards<br>
	Hirooo &amp; RadicalX<br>
	 
</p>
]]></description><guid isPermaLink="false">2486</guid><pubDate>Sat, 24 Sep 2016 00:20:45 +0000</pubDate></item><item><title>PvP t4 fight</title><link>https://forum.skylords.eu/index.php?/topic/6751-pvp-t4-fight/</link><description><![CDATA[<p>
	Over the years, I've heard lots of people say they want to have t4 fights in pvp. Well, I made a map to test something else, but the result is a map where you can have a huge t4 fight.
</p>

<p>
	So go ahead and try it if you want, and then you will see that there is not really a point <span><img alt=":)" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_smile.png" srcset="https://forum.skylords.eu/uploads/emoticons/smile@2x.png 2x" title=":)" width="20"></span>
</p>

<p>
	<span>You can play this map by going to the Sparring grounds, then clicking community maps and selecting <strong>Paint Block Test</strong>.</span>
</p>

<p>
	<span>My map gives you t4 immediately, and there is an open fight. The other map where you can have a PvP t4 fight is called <strong>Maze of the Survivors</strong>. This map forces you to beat some PvE enemies first, so you will be t4 when you get to the other player. Either map will let you see that t4 fights are silly in PvP<span><img alt=":)" data-emoticon="" height="20" src="https://forum.skylords.eu/uploads/emoticons/default_smile.png" srcset="https://forum.skylords.eu/uploads/emoticons/smile@2x.png 2x" title=":)" width="20"></span></span>
</p>
]]></description><guid isPermaLink="false">6751</guid><pubDate>Mon, 08 Jun 2020 03:14:06 +0000</pubDate></item></channel></rss>
