This deck utilizes a lot of draw and warcry to buff its weapons. Use the relic weapons to clear the board. Use your creatures with their own weapons to defeat the enemy.
are win conditions in case of stalemates. With a couple warcries + a weapon, they'll take down the enemy in 1-2 turns.
You can add more Harsh Rule
in the deck if you feel like it. I rarely find myself needing it, and usually I have enough draw to have drawn it. A second one might increase the chances to draw it, but it will be unnecessary if you draw it twice.
is usually the target of removals. Don't expect much from her. Play her before your important stuff which is Oni Quartermaster
and Longhorn Sergeant
. Most of your warcries will occur from Crownwatch Paladin
and from Crownwatch Deserter
I only have 1 Rakano Artisan
in my collection and I don't feel he has much of an impact. It's nice to draw him, but he might not be worth playing very often. I didn't spend the shiftstone to make a new one. If you don't have him, then put another warcry creature in. Sometimes it's nice to draw him and play him, but usually his effect doesn't have as much of an impact, unless he's played immediately on turn 2.
If you don't have Jekk, the Bounty Hunter
, you can add another 2x Rebuke
or 2x Valkyrie Enforcer
(although Rebuke is preferable I think because of its stun, letting you get more warcries in). I used to run 4 Jekks, but I found that it was overkill. Their damage didn't really matter most of the time, because the game was already won by then. Therefore, I added the more cost-effective Rebuke. Jekk can still be very useful if I'm approaching a stall.