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As you venture northwards, the sporadic ice burgs become more and more prevalent, until the sea starts to become more rare than the ice. It becomes increasingly difficult navigate between the sharp crags, to stay warm, and to even move. The only sign of life is an occasional tiny wurm, aggressive but forgettable, a nuisance really. Then though, came a wurm not so easy to forget.

I kind of doubt this deck would ever actually win? The point is to create an interesting game rather than to win outright. Basic strategy is stall the opponent with walls and cards that disable whatever they can cast (with ice!) If you can stall long enough to get High Tide and Polar Kraken in your hand, things suddenly get more interesting. Everything is water and frozen water, where the opponent is in a kind of battle against themselves, until the Kraken comes out. Couldn't get the idea out of my head so I had to make it!

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