High Elves' Deceiver Spam

The Deck
2x
Commons
3x
2x
4x
4x
3x
Champions
Events
1x
2x
2x
1x

(by Profit)

The crazy world of Deckbuilding is intimidating to say the least. Finding the right combination of cards to create powerful synergies while remaining consistent is a tough formula to crack for even the most veteran of players. I figured I'd share the deck list for the most recent deckbuilding tournament that PHG hosted.

The deck performed much better than I expected in a competitive setting - with a final record of 16 wins and 1 loss. The main theme of this deck focuses on creating value through preservation of units and board control. Deceivers help accomplish this efficiently at just 1 magic cost and becomes a nearly unkillable unit when supported by Peace.

As with standard High Elves, there's a strong emphasis on formation here still. Luckily, Valeria, Liberty, and Oblige can help ease formation requirements, allowing you to shift positions during Move and Attack phases as needed. The deck can sometimes struggle against very aggressive factions (like Cave Goblins, Wayfarers, Cloaks, etc.), that focus on rushing Valeria down before she can get her formation up. Sanctity is there to help even the odds should you find yourself facing one of these decks.

Commons

So the core concept of the deck is Deceivers + Arbiter of Peace to slowly creep value over the course of the match. Thoughts on my other commons:

Champions

I chose mid-range Champions between 3-4 costs that don't really require a lot of set-up or supporting units to start returning value.

Events

The standard High Elves' event suite works great in this deck so I kept it mostly the same. Only noticeable difference between this decklist and the one from the base deck is I swapped both Law of Loyalty for a copy of Call Forth and a copy of Transfuse. I found that I never played Loyalty, so I decided to swap it.

Early game strategy

Early on you'll want to make a move for mid-field. To do so, Valeria will need to have a gate in hand to support the push upwards, with some defensive units at the flanks to discourage a counter attack. An aggressive early discard strategy might be warranted to search for the second gate or Sanctity to prepare for mid-field positioning.

Discard Strategy

Generally, you'll want to play most of your units and focus on discarding to search for more gates to slowly increase your board presence. General rule of thumb is to try to have at least 1 unit in your hand you can play the next turn, with enough magic to summon 2 should you draw another unit.

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