- Mobilisation15
0
Solution d'ingénieriex112
Assaut amphibiex16
11
Faliborx13
11
Madocx110
Fournaise de Korathx14
10
Triss : télékinésiex13
10
Reine Adaliax19
Malédiction corruptricex19
Contrée des Mille Fablesx15
7
Egmundx11
5
Ronvid l'Importunx15
Magie interditex15
Vent du nordx25
Poussière de lunex24
5
Revenant de Kaedwenx23
5
Archer redanienx24
4
Massier d'Aedirnx24
4
Gardes royaux de Radovidx23
4
Balistex2
Madoc is here and he's pretty cool! I wanted to try him out in Revenants as this is a deck that I feel can definitely justify playing not only a handful of bombs, but also Triss: Telekinesis. Madoc is great for a little bit of extra R1 tempo, which is great since this deck really wants/needs to win that first round. He's also carryover that can remove himself from the board (to avoid overswarm with revenants) and put his points to better use! The cataclysm effect can be useful to set up easier kills with archers and revenants.
Land of a thousand fables is a card I wanted to try because this deck has a lot of powerful special cards you really want access to, but not a whole lot of consistency tools (despite Madoc's best efforts). I'd rather play thousand fables than put Oneiromancy in here, as I feel oneiro is really outshining a lot of thinning tools that I personally would like to see more of in the game, making it kinda boring. With some provision-tinkering you could turn Land of a Thousand Fables into a plethora of other good cards to play instead, of course!
This isn't the best way to play Revenants, but it still contains most, if not all, the power playing Revenants can provide, and it's a solid way to play the new card imo. Madoc 4 life!