A perfect run with careful play and no terrible hands,
Air Support overperformed at a critical moment.
## Deck Overview: Iron Mandrake Hive
Strategy: "Consistency First." This deck leverages an elite resource-filtering engine (8 sources of Plunder/Fixing) to ensure you never miss a power drop. By establishing a high-health "Iron Wall" of Mandrakes and Sentinels, you buy the necessary time to scale Stealth finishers into massive, game-ending threats.
The "Power Trio" of the Run:
*
Growing Sludge: The primary win condition. In most matches, it stayed hidden until it reached 9/9 or 13/13, bypassing all damage-based removal.
*
Pollensprayer: The ultimate aggro deterrent. Its 1/5 body effectively neutralized Ground-based AI archetypes while providing team-wide buffs.
*
Iron Priestess: The MVP of value. Using her as a sacrificial blocker to "pass" a weapon to a Flyer or a Stealth unit was the key to breaking several mid-game stalls.
------------------------------
## The 7-0 Match Summary
* Match 1 vs. Students of Hooru (Justice/Primal) (9 turns):
Result: Win. Plundered a
Gravity Glove early to hit 5 power on curve. A 17/17
Growing Sludge eventually crushed their Aegis/Stun defense in a single wave.
* Match 2 vs. Heart of the Vault (Fire/Time) (10 turns):
Result: Win. A total blowout. The AI’s damage-based removal couldn't interact with the Stealth engine.
Inquisitive Alchemist and Sludge scaled safely in the shadows.
* Match 3 vs. Power of Fire (Mono-Fire) (16 turns):
Result: Win. A scary start. Used the 1/5
Pollensprayer as a "Human Shield" to absorb 5 damage and stall their Haste units until the ground was stabilized.
* Match 4 vs. Ancient Excavations (Time/Fire) (12 turns):
Result: Win. A battle of giants. Used 2x
Overthrow in a single game to delete their big Sentinel units," opening the door for a lethal ground push.
* Match 5 vs. Minions of Shadow (Shadow) (12 turns):
Result: Win. High-roll moment.
Air Support generated a legendary
Alhed, Mount Breaker. Used Alhed’s ultimate to double a Mandrake's stats, creating a 10/6 to kill a 7/5
Dark Return-ed threat/blocker.
* Match 6 vs. Stalking Beasts (Time/Primal) (11 turns):
Result: Win. A desperate resource war against Hunt mechanics. Used
Infuse with Venom and
Battlefield Chanter's
Synchronized Strike to thin their board and won a close damage race with a 6/6
Populace Controller.
* Match 7 vs. Scout's Honor (Fire/Primal) (9 turns):
Result: Win. The Master Rank-up. Baited out a
Char with
Iron Priestess, passing her weapon to a flyer. Used
Cobra Gear (Amplify) to give Deadly to two units, outracing their
Clan Barracks 4/4 army for the 7-0 finish!