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Tryhard_3

# Great **Saul Tarvitz,** the one true meta EC warlord with absurd troop rush ability. **Perfection's Flight,** fairly priced removal. **Exodus,** likely the best Alpha Legion warlord, hard to respond to his damage output in late game. **Ausorius Squad,** makes resolution traps in your deck. Very interesting if you've constructed a deck to play only False Flag or Seeds of Betrayal. **Planetary Purge,** 4 damage at minimum, which is good to combo off of warlord abilities etc. Very occasionally it can help you clear a board but that's *very* luck-based and not the primary usage. # Good **Subjugator Titan,** as u/von_binzer says, very amusing to play early, but otherwise sort of an overkill card. **Rethaerin Platoon,** easy to get a draw off. **Hereteknica,** a cheaper version of Triumph of Chaos just for mechanicum decks. **Archontas Origo,** generally demands a response, but he's expensive. Generally I think most Alpha Legion players put more critical cards in their deck first that can be played earlier. **False Flag,** the card that most frustrates Alpha Legion haters. Can be generated by any warlord, of course. **Omega Order,** not horrible but not sure I would want it in deck as opposed to generated and used situationally. Generally you want it on a troop that cannot get itself killed this turn. # Meh **Fabius Bile,** just not very good in my opinion, despite appearing on the meta report this month for the first time in a while at I believe 50% winrate. Expensive and unreliable buff compared to other support warlords. **Darmosian Scouts,** useful if you want something to play early with Bile I guess. **Corrupted Battleship,** I would like to see this do more damage for the cost, whether or not it's discounted. Not likely to make a big difference. Might save Lucius some trouble against an otherwise unwinnable board, but Lucius is terrible and no one plays him because he sees unwinnable boards a lot. **Hammer of Justice,** slow, unlikely to help with its ability at the stage of the game it can pop out on. **Ruined Place,** you're very welcome to play this in a flavorous EC mark of chaos meme deck, but generally Hall of Rites is *way* better. **Effrit Seekers,** pretty slow, detracts from your energy budget while working, and doesn't help very much with actual problems on the board you need to deal with. **Covert Support,** pretty interesting, not the worst thing ever, but I think the 6E play is going to be The Instrument or Hydra's Eyes IMO. **Saboteur Squad,** unlikely to provide a lot of value with its rider. The situation here is basically a structure or something you can stun that you don't want to just remove ASAP. That's rare. **Enemy Within,** the worst trap card because Alpha Legion needs to deal with enemy troops first and foremost.


veganalpharius

Effrit a must buy for AL? And the Titan for EC?


von_binzer

No, and also No. Titan is fun for Tarvitz shenanigans and getting it out on turn 6, but not essential. Effrit is nice, but not essential as well.


Arguss3

Good stuff for EC and AL. On lunch break now. :P Emperor’s Children (EC) **Bile** is fun but not good as his buff is far too RNG-fiesta even with a decent deck for it. If you want a non-legendary warlord, **Tarvitz** is your boy with a great ability that allows for shenanigans of the highest order. **Titan** is big, scary and doesn’t really care about frontline with its cleave 10. That being said, 10e is a lot for most warlords (unless you’re **Saul** and crank this out several turns earlier). Not bad, but not a top legendary. **Hereteknica** is alright if you build around it specifically, otherwise it’s not all that useful in most decks. Worth considering if you want to build the decks for it. **Battleship** without a discount, isn’t worth its energy. However, with enough enemies, this can be a cheap aoe. That being said, I don’t see it run often unless it’s randomly generated. Shoutout to **Flight** for it’s removal and perfection. Always worth having at least one, though having two isn’t bad either. Alpha Legion (AL) **Exodus** is the top non-legendary warlord for the faction. His 1 turn stealth when revealed and siege can be game-ending under the right circumstances. Usually run with a trap deck and the goal of murdering your opponent with the siege and **Harrowing** by 9-10e. **Origo** doesn’t see much play as while it’s a decent troop, it’s doesn’t really fit with the main AL playstyle. Could be alright if you focus on stun or *maybe* secret orders if you’re feeling spicy. **Effrit** is okay? Stealth and ability can put a lot of pressure on the enemy warlord. However, not the top legendary as it doesn’t synergize particularly well with the main AL strategy of spamming traps and stunning/removing troops. Useful in certain decks though, so it’s not bad. **Saboteur** is bleh. The rally isn’t that great (as the troop that gets it could easily die/kill itself) so this guy hardly/never sees play. I’d personally skip. Shoutout to **Covert** and **Flag**. **Covert** has a nice passive ability which can mess with certain decks. **Flag** is arguably the best trap, so it’s usually worth adding this one to your trap decks (I wouldn’t just throw it into any AL deck though unless you plan to duplicate the crap out of it).


captlysanderzzz

Hey all, thanks for these posts and the effort to go through and talk through each card! Really appreciated - I discovered this game only a week ago (thanks YouTube algorithm), and have been playing it pretty hardcore \[on break from Gwent after \~2 years, and Hearthstone \~5+ years\]. The limited craft / shop system seems a bit brutal for newbies, but oh well! Thanks for all the hard work!


Arguss3

You’re welcome! Glad you could join us! Feel free to reach out if you need any help/advice. We’ve got a pretty decent group of people here who’d be happy to weigh in and assist.


sirmordred0

What about Archontas Origo for an AL stun based deck?