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Main Deck - 56 cards, 20 distinct
Columns
Name  Race Type Cost Edition
Unit (23)
3 Dreamer of Dragons High Elf Unit 3 + Redemption of a Mage
3 Envoy from Averlorn High Elf Unit 1 + Assault on Ulthuan
3 Initiate of Saphery High Elf Unit 3 + Assault on Ulthuan
3 Keeper of the Flame High Elf Unit 2 + March of the Damned
3 Lion Chariot of Chrace High Elf Unit 3 + The Fourth Waystone
3 Skinks of Sotek Neutral Unit 2 March of the Damned
2 Spawn of Itzl Neutral Unit 3 March of the Damned
3 Temple Guard Neutral Unit 3 March of the Damned
Tactic (16)
3 Greater Heal High Elf Tactic 3 + Core Set
2 High Elf's Disdain High Elf Tactic 2 + Assault on Ulthuan
3 Innovation Neutral Tactic 0 Core Set
3 Innovation Neutral Tactic 0 Assault on Ulthuan
2 Order in Chaos Neutral Tactic 1 The Burning of Derricksburg
3 Tear of Isha High Elf Tactic 1 + Assault on Ulthuan
Support (17)
3 Citadel of Dusk High Elf Support 2 + March of the Damned
2 Cloak of Feathers Neutral Support 1 March of the Damned
3 Dragon Mage Wakening High Elf Support 0 + Assault on Ulthuan
3 Isha's Gaze High Elf Support 0 + The Deathmaster's Dance
3 The Glittering Tower High Elf Support 2 + Assault on Ulthuan
3 Warpstone Excavation Neutral Support 0 Core Set
Sideboard - 13 cards, 8 distinct
Name  Race Type Cost Edition
Unit (8)
1 Illyriel High Elf Unit 4 + Assault on Ulthuan
2 Lelansi High Elf Unit 3 + The Burning of Derricksburg
2 Loremaster of Hoeth High Elf Unit 2 + Assault on Ulthuan
1 Silver Helm Brigade High Elf Unit 3 + Core Set
2 Sword Masters of Hoeth High Elf Unit 4 + Assault on Ulthuan
Tactic (1)
1 Gifts of Aenarion High Elf Tactic 4 + Tooth and Claw
Support (4)
3 Contested Village Neutral Support 1 Core Set
1 Elven Steed High Elf Support 1 + Legends

Notes
 
High Elf The Dream of Dragons

Introduction:
OK this is the High Elf version of my healing combo deck. I think the old High Elfs with Wizards version was ok and the Empire version I made afterwards was good, but the Hemmler combo is a bit fragile. This is the High Elf version and I think it looks just brutal on paper/screen. I cant wait getting everything I need to play it.


Dreamer of Dragons:
The card I build this deck around is the Dreamer of Dragons (hence the name). 3R/HE 1P 3HP Action: This unit takes 1 uncancellable damage. If it does, it gains 1P until the end of the turn. The deck might run without them but this makes it fast and hit really hard.

Dreamer of Dragons + Dragon Mage Awakening. If you charges him to the maximum you can get 9 resources in your second turn, witch is enough to get the full healing combo going). This is really good but its a one turn wonder, unless you can heal him. Thats why there are 3 Tear of Isha in the deck. Every Tear is onther turn with 6 power card. 3 Initiates of Saphery add staying power and turn them into a 3 power unit every turn (4 power with dragon mage awakening). Well cards with 6 Power are nice but surely we can do better? We could add a Temple Guard and redirect some dmg to your other units, lets be realistic and say we can do it 3 time (2 to the temple guard, 2 to a Initiate and 2 to a swordmaster in the battlefield). 12 power here we go. Luckily we have a greater heal to heal all that dmg, with means 18 power. And the temple guard can also redirect all the dmg the dreamer is going to take as long as you have resources and units left. Thats why I have 5 additional units with 3 HP in my deck. And if you want to do the same thing next turn just play Order in Chaos to get the heals back or if someone gets him off the table it will get the dreamer and the attachment back.

Dreamer (3) + Dragon Mage Awakening (3) + Tactic Heals (6) + Temple Guard (2) + (Order in Chaos 3)


The Temple Guard:
The Temple Guard needs a special mention: As long as you have resources and 2 HP on units you can redirect dmg from one unit to a unit somewhere else. That means every of your units potentially has HP equal to the HP of all your units, as long as you have resources. He can turn a single envoy in a 5 HP unit for 2 resources.


Heal the clumsy elfs:
Well the dreamer is awesome, but what if they get killed or they hide somewhere in your deck? The deck works even without them because there are other clumsy elfs who injure themselves if they try to do stuff. Keepers of the Flame burn them self and get rid of attachments and the Lion Chariot of Chrace hit each other. With Dragon Mage Awakening you can get the lions to counterstrike 8 which means they can kill a bloodthirster before it can eat you. How do clumsy elfs help us? We can heal them of course. And since its easy to destroy a limited building or a single attachment we have both of them

A: Glittering Tower
Like in the other decks the Tower transforms healed units into targeted dmg on enemy units or capitals. Since you have your clumsy elfs, the dreamer and the redirected dmg from your temple guard, you should have units to heal every turn.

Glittering Tower + Heals + Lots of units we can dmg

B: Isha's Gaze:
The downside is I don't have units with a lot of normal power but we have this attachment and if you get some damaged units on the table you will get lots of power out of this attachment. This will give you your battlefield a lot of punch or help you if you don't have a dreamer for your kingdom/quest zone.

Isha's Gaze + Heals + Lots of units we can dmg


Dead Elfs don't do dmg:
Yes but thats why we will not put them in the discard pile but back on our hand, we have Lelansi after all! And since we have a zone where our units just go back to our hand we will use Skinks of Sotek and Loremasters of Hoeth. Bouncing those is fun, since we can have more dmg on enemy units and we have more dmg we can place on units to heal it. If we want to bounce them but our enemy wont attack the zone we can use the temple guard to kill them ourselves and start something vicious. Loremasters can bounce themselves with Lelansi and as long as you have 2 resources you can keep this going.


Defense:

Swordmasters are the perfect unit to defend the battlefield until all this gets going. Furthermore they are the perfect unit to use isha's gaze on. Since they have 3 HP and can not be damaged in combat they are a great place to store some dmg.

Greater Heal and Tear of Isha can help to save your damaged units in the opponents turn and if one uses it as soon as attackers are declared, it turns into a perfect (splittable) counterstrike. The damage from your heals will also help you to get rid of utility characters.

High Elfs Disdain will help against something like Troll Vomit or other resets.

Order in Chaos will help getting the key cards back we lost or used.



Economy:

This is the part where i am not really sure. I want to use Innovation, since I have no cards that use developments anyway. And they will be useful to get resources in the opponents turn to use heals or the temple guards.

Warpstones are free so i take them too. Envoys (to get the loyalty) + Citadel of Dusk is great and an early boost is all one needs to get this going, but thats 6 cards. Contested Villages are good too. But if we take 3 of everything i mentioned this will get close to 60 and this is a combo deck. Since i have Envoy + Citadel, Dreamers and some weird combos with ishas gaze (+Initiate + self dmg) make a bad turn one but a great turn two i am ok loosing the villages, but only testing will tell.


I hope you had fun reading this and tell me what you think or try it and tell me afterwards.

Wichtel
Comments
  • Wichtel | 16-Dec-2010 15:26
    The description is a bit out of date. I will fix it as soon as i have some time on my hands.
  • Wichtel | 26-Nov-2010 20:58
    Ok this deck is ready now. Tell me what you think.
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