Rag Nar Roog

Deck

-- 4,680
43
Melee
0
Ranged
21
Siege
12
Multiple
76
Total

Rag Nar Roog- Details

Hello guys, I present you another cheap and easy deck, now a Skellige Resurrect deck tuned for the latest Patch (0.8.25). So it includes the same mechanics from original Skellige resurrect, with the Clan Tuirseach SkirmishersVeteran: 1. Whenever this Unit enters the Graveyard, Strengthen it by 3. and the Clan Tordarroch ShieldsmithVeteran 1. Deploy: Strengthen an Ally by 2.s, but now includes the new OP Leader Harald the CrippleSpawn: Harald the Cripple Deploy: Damage a Unit by 5. If this Destroys it, repeat this ability with Damage Power reduced by 1.. If you haven’t seen the recent patch notes, now his ability does 2 damage to all enemy units (even gold), and 3 damage to wounded enemy units, which is absolutelly insane.

So the basic strategy is based on 2 basic concepts: getting your Clan Tuirseach SkirmishersVeteran: 1. Whenever this Unit enters the Graveyard, Strengthen it by 3. out in Round 1 and buffing them with the Shielsmiths, and bring them back with the Priestesses in Round 2 and Round 3. As Skellige scales better with each passing round, it is normally best to wait and concede either the first or the second rounds, that is up to your choice and your starting hand.

 

Veteran: 1. Whenever this Unit enters the Graveyard, Strengthen it by 3.

ROUND 1: get Clan Tuirseach SkirmishersVeteran: 1. Whenever this Unit enters the Graveyard, Strengthen it by 3. out, normally 1 or 2 is enough. Use Clan Tordarroch ShieldsmithVeteran 1. Deploy: Strengthen an Ally by 2. to slowly buff their base strenght. An alternative atrategy involves using other cards in the place of the Skirmisher (In the case you didn’t draw one) like QueensguardDeploy: Resurrect all your Queensguards., OlgierdAt the start of Rounds 2 and 3, if this Unit is in the Graveyard, Resurrect it and Weaken it by 2. or MorkvargWhenever this Unit is Discarded or Destroyed, Resurrect it and Weaken it by 3.. ErmionDeploy: Draw the top 2 cards from your Deck, then Discard 2 cards (can be Golds) from your Hand. is a great starting card, as you can use it to filter your deck for powerful cards and also place Skirmishers/Queensguard in the graveyard (and you can just resurrect them afterwards). Do not push too much in this round, It is okay to pass if the oponent has wasted enough cards. If not, go ahead and win the round.

 

Deploy: Resurrect a Bronze Unit.

ROUND 2:  This round can be played differently depending on your first round result.

  (A) In case you won the first round, you must use your cards to bait the oponent to waste most of his strength. This means, use Priestess of FreyaDeploy: Resurrect a Bronze Unit., QueensguardDeploy: Resurrect all your Queensguards. and bring enough strength on the board to make your oponent use ScorchDestroy all the Highest Units. now. Always try to keep at least one Queensguard on hand for the last round, just in case, and Restoration, so you can chain last round Restoration->Sigrdrifa->Priestess->Anything.

   (B) In the case you lost the first round, the oponent is not obligued to follow you. this means, you gotta be real careful so as to not waste any powerful cards, as he can pass anytime. But the oponent in the 99,99% of cases will try to make you waste cards (Priestess most likely) by playing cards himself. Getting him to play ScorchDestroy all the Highest Units. in this round is a great advantage. Beware of Borkh Three Jackdaws or Geralt: IgniDeploy: Destroy all the Highest Units on the opposite row if that row totals 20 or more Power..

Damage each Enemy that appears by 1.

 

  (X) There is still one hidden combo that can tilt the battle into your favor. The use of the Savage BearDamage each Enemy that appears by 1. is highly underrated (as the card has been nerfed quite a bit in this patch). The combo is as follows: use Savage BearDamage each Enemy that appears by 1. and/or Blueboy LugosVeteran: 1. Deploy: Spawn a Spectral Whale on your opponent's side. at the start of the the second round, play the necessary cards in (A) or (B), and afterwards use Warcry to double your units while using Harald the CrippleSpawn: Harald the Cripple Deploy: Damage a Unit by 5. If this Destroys it, repeat this ability with Damage Power reduced by 1. to wound the oponent. This can be useful for both situations.

 

[header_block text=" Rag Nar Roog- Details" faction="SKELLIGE" color="dark"]

Hello guys, I present you another cheap and easy deck, now a Skellige Resurrect deck tuned for the latest Patch (0.8.25). So it includes the same mechanics from original Skellige resurrect, with the [card_link name="Clan Tuirseach Skirmishers"] and the [card_link name="Clan Tordarroch Shieldsmith"]s, but now includes the new OP Leader [card_link name="Harald the Cripple"]. If you haven't seen the recent patch notes, now his ability does 2 damage to all enemy units (even gold), and 3 damage to wounded enemy units, which is absolutelly insane.

So the basic strategy is based on 2 basic concepts: getting your [card_link name="Clan Tuirseach Skirmishers"] out in Round 1 and buffing them with the Shielsmiths, and bring them back with the Priestesses in Round 2 and Round 3. As Skellige scales better with each passing round, it is normally best to wait and concede either the first or the second rounds, that is up to your choice and your starting hand.

 

[card name="Clan Tuirseach Skirmishers" side="right"]

ROUND 1: get [card_link name="Clan Tuirseach Skirmishers"] out, normally 1 or 2 is enough. Use [card_link name="Clan Tordarroch Shieldsmith"] to slowly buff their base strenght. An alternative atrategy involves using other cards in the place of the Skirmisher (In the case you didn't draw one) like [card_link name="Queensguard"], [card_link name="Olgierd"] or [card_link name="Morkvarg"]. [card_link name="Ermion"] is a great starting card, as you can use it to filter your deck for powerful cards and also place Skirmishers/Queensguard in the graveyard (and you can just resurrect them afterwards). Do not push too much in this round, It is okay to pass if the oponent has wasted enough cards. If not, go ahead and win the round.

 

[card name="Priestess of Freya" side="right"]

ROUND 2:  This round can be played differently depending on your first round result.

  (A) In case you won the first round, you must use your cards to bait the oponent to waste most of his strength. This means, use [card_link name="Priestess of Freya"], [card_link name="Queensguard"] and bring enough strength on the board to make your oponent use [card_link name="Scorch"] now. Always try to keep at least one Queensguard on hand for the last round, just in case, and [card_link name="Restoration"], so you can chain last round Restoration->Sigrdrifa->Priestess->Anything.

   (B) In the case you lost the first round, the oponent is not obligued to follow you. this means, you gotta be real careful so as to not waste any powerful cards, as he can pass anytime. But the oponent in the 99,99% of cases will try to make you waste cards (Priestess most likely) by playing cards himself. Getting him to play [card_link name="Scorch"] in this round is a great advantage. Beware of [card_link name="Borkh Three Jackdaws"] or [card_link name="Geralt: Igni"].

[card name="Savage Bear" side="right"]

 

  (X) There is still one hidden combo that can tilt the battle into your favor. The use of the [card_link name="Savage Bear"] is highly underrated (as the card has been nerfed quite a bit in this patch). The combo is as follows: use [card_link name="Savage Bear"] and/or [card_link name="Blueboy Lugos"] at the start of the the second round, play the necessary cards in (A) or (B), and afterwards use [card_link name="Warcry"] to double your units while using [card_link name="Harald the Cripple"] to wound the oponent. This can be useful for both situations.

 

[card name="Restoration" side="right"]

ROUND 3: Card advantage is really important in this round, so keep it in mind. Play your remaining cards, always trying to use [card_link name="Restoration"] for chain combo last. this way, depending on the enemy cards you have quite flexibility to counter their effects. For example, in the case of the oponent placing [card_link name="Borkh Three Jackdaws"], do not resurrect [card_link name="Clan Tuirseach Skirmishers"], but better [card_link name="Queensguard"] which has a low strength value and will most likely not afected by the effect. [card_link name="Commanders Horn"] can help you get the necessary strenght to win. [card_link name="Cerys"] is just a big gold Card to help you win , in case you have made good use of Queensguard.

 

Additional Observations:

[card name="Dimeritium Bomb" side="right"]

  - [card_link name="Olgierd "] and [card_link name="Morkvarg"] are also two excellent cards that people normally do not use with this build, that synergize really well. Both have a simillar effect, and can be buffed with the Shieldsmiths instead with great result (I included Olgierd because he's cheaper in scraps and a neutral card that you can use in other decks). Morkvarg has the advantage that resurrects whenever killed, that means a Scorch only makes him lose 2 strenght.

  - As the buff from Shieldsmiths is in base strenght, you can counter other Buff Decks (NR cheese, Dwarven decks, Breed decks, etc) with the use of [card_link name="Dimeritium Bomb"]. It is more of a risky choice, but remember to always use it before [card_link name="Commanders Horn"]. Beware because it will also undo the wounding from the [card_link name="Savage Bear"] and [card_link name="Harald the Cripple"]. It is more of a last resort against certain oponents.

[card name="First Light" side="right"]

  - [card_link name="First Light"] (previously Clear Skies) is mandatory in this deck, as the resurrect strategy suffers greatly against Monster Weather decks (your biggest challenge most likelly, together with Scoia'tael Burn). If not needed you can allways use it to rally some units.

  - [card_link name="Aeromancy"] is included in this deck to make even more devastating the use of [card_link name="Savage Bear"]. With both of them, you can completelly negate the oponent from placing units in one row (except monster units inmune to weather). More of a situational choice.

  - Also [card_link name="Blueboy Lugos"] is included for the combo with the [card_link name="Savage Bear"] and [card_link name="Aeromancy"], as you can wound all 3 rows of the oponent. Oponent should pass even before you use [card_link name="Harald the Cripple"].

  - [card_link name="Manticore Venom"]/[card_link name="Lacerate"] are aggresive cards to use, effective against monster decks, breed decks, dwarven decks, etc. Can replace it with other cards if you prefer.

 

 

Feedback is appreciated. Thanks and see you in the game!

ROUND 3: Card advantage is really important in this round, so keep it in mind. Play your remaining cards, always trying to use Restoration for chain combo last. this way, depending on the enemy cards you have quite flexibility to counter their effects. For example, in the case of the oponent placing Borkh Three Jackdaws, do not resurrect Clan Tuirseach SkirmishersVeteran: 1. Whenever this Unit enters the Graveyard, Strengthen it by 3., but better QueensguardDeploy: Resurrect all your Queensguards. which has a low strength value and will most likely not afected by the effect. Commanders Horn can help you get the necessary strenght to win. CerysAfter 4 Units are Resurrected on your side while this Unit is in the Graveyard, Resurrect it. is just a big gold Card to help you win , in case you have made good use of Queensguard.

 

Additional Observations:

Choose 3 adjacent Units (can be Golds) and Reset them. If any are Gold, Demote them first.

  – OlgierdAt the start of Rounds 2 and 3, if this Unit is in the Graveyard, Resurrect it and Weaken it by 2. and MorkvargWhenever this Unit is Discarded or Destroyed, Resurrect it and Weaken it by 3. are also two excellent cards that people normally do not use with this build, that synergize really well. Both have a simillar effect, and can be buffed with the Shieldsmiths instead with great result (I included Olgierd because he’s cheaper in scraps and a neutral card that you can use in other decks). Morkvarg has the advantage that resurrects whenever killed, that means a Scorch only makes him lose 2 strenght.

  – As the buff from Shieldsmiths is in base strenght, you can counter other Buff Decks (NR cheese, Dwarven decks, Breed decks, etc) with the use of Dimeritium BombChoose 3 adjacent Units (can be Golds) and Reset them. If any are Gold, Demote them first.. It is more of a risky choice, but remember to always use it before Commanders Horn. Beware because it will also undo the wounding from the Savage BearDamage each Enemy that appears by 1. and Harald the CrippleSpawn: Harald the Cripple Deploy: Damage a Unit by 5. If this Destroys it, repeat this ability with Damage Power reduced by 1.. It is more of a last resort against certain oponents.

Spawn Clear Skies or Rally.

  – First LightSpawn Clear Skies or Rally. (previously Clear Skies) is mandatory in this deck, as the resurrect strategy suffers greatly against Monster Weather decks (your biggest challenge most likelly, together with Scoia’tael Burn). If not needed you can allways use it to rally some units.

  – AeromancyPlay a Bronze or Silver Weather card from your Deck or Graveyard. Shuffle the others from your Deck back. is included in this deck to make even more devastating the use of Savage BearDamage each Enemy that appears by 1.. With both of them, you can completelly negate the oponent from placing units in one row (except monster units inmune to weather). More of a situational choice.

  – Also Blueboy LugosVeteran: 1. Deploy: Spawn a Spectral Whale on your opponent's side. is included for the combo with the Savage BearDamage each Enemy that appears by 1. and AeromancyPlay a Bronze or Silver Weather card from your Deck or Graveyard. Shuffle the others from your Deck back., as you can wound all 3 rows of the oponent. Oponent should pass even before you use Harald the CrippleSpawn: Harald the Cripple Deploy: Damage a Unit by 5. If this Destroys it, repeat this ability with Damage Power reduced by 1..

  – Manticore VenomDamage 5 adjacent Units by 4./LacerateDamage all Units on a row by 3. are aggresive cards to use, effective against monster decks, breed decks, dwarven decks, etc. Can replace it with other cards if you prefer.

 

 

Feedback is appreciated. Thanks and see you in the game!

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