Okay, so it’s not flashy but it’s consistent. That’s what we prefer here anyway, right? The idea is to buy some time with multiple deadly units until you get set up and then use your efficient units to wrestle the odds into your favor. Here’s a basic run down of why I have each card here and what synergies they may have.
Blistering Wasp: He flies, he has 3 hp, he buys you time early and can save you from a giants even late.
Curtain Call: Now this card... is a STAPLE. Just wow. It offers lifesteal, a bit of reach to enable your unit to kill a blocker AND since it’s fast, your deadly units can block and kill attackers without losing them in the process. It can also just save a unit you’d rather not lose... oh, and did I mention- WOW.
Desert Alchemist: I love ambush+deadly. Bait them into losing a buffed or otherwise crucial unit. Plunder can be cancelled if you don’t need it, otherwise it helps balance your hand in the case you’re power-flooded/screwed (too much/ too little)
Devotee of the Sands: Play it on 2, save yourself the tempo lost on turn 3 and play the Titan sooner. I usually shift mine, it’s nice to be able to rely on that power for a few turns and get some face damage over a potential blocker.
Even Handed Golem: Don’t rush to play him. He’s a tempo loss. Hes still worth building a deck around(obviously), but not always the best play early. If you need more power or have a brick for a hand, go for it, we can catch up.
Magnificent Stranger: The only stranger we run, but it’s okay. He’s a good body for the cost and can potentially act as pseudo ramp (by making your next card cheaper).
Spiritweaver: I don’t always love this card, but it’s helpful most times. The ability to give your big bois lifesteal helps you survive, and the AI knows this and will target her without mercy. That’s just fine with me. She also plunders, which adds to consistency.
Thief’s Pick: This card helps break stalemates. Play it on a big boi like the Titan and go face. It can also draw a card which helps more than you think late game.
Xenan Initiation: It’s removal. Ideally, your unit survives. That’s important. Sometimes however, a trade is still good.
Sandstorm Titan: Hes a star monster and his ability keeps enemy fliers grounded. Play this guy whenever you can. He’s worth it.
Twinned Spriteling: 5/5 stats across two bodies AT WORST, in addition, you get unblockable and deadly on the little dude, and the big guy makes drawing power late a little more exciting. Lol
Wasteland Broker: He’s the best merchant an even deck will likely ever get. Good stats for the cost too.
Xenan Obelisk: Helps the weenies stay relevant late game. If you should get 2 of these out and have at least 8 power, Spiritweaver gives all your units lifesteal. It’s GG by then.
——Market——— (in an even deck?!)
Ancient Lore: it’s like Nahid’s -except worse- except it works in even decks... having more draw is never a bad thing. It even buffs the units you draw. (It never draws units for me, but it SHOULD be possible in an alternate universe)
Gentle Grazer: “What is an even time staple doing in the market???” Well, he’s kind of like card draw and that becomes all the more important as the game wears on. ...It’s for consistency okay??
Gnash: He scares the F**K out of fliers. His little killers can also be useful if you have obelisks. But he’s mostly for the fliers which get booted -even off the ground(thanks, Titan Boi). We really don’t like fliers.
Touvon: Big☑️ Takes advantage of bigness(overwhelm)☑️ Draws cards☑️ Gets even bigger☑️ ...Sneaky(ambush)☑️ ...hey, I didn’t make this card! I don’t know how that makes sense! It’s just good. Pick him when you need some gas late game.