I have been directed from the introduction subforum, so let’s start. As I don’t know if there is a more convenient way of showing my deck, I will just type out its components by the order they show up.
Argeon Highmane, Slo x2, Azurite Lion x3, Ephemeral Shroud x2, Sun Bloom x2, Sun Wisp x3, Tempest x2, Windblade Adept x3, Afterblaze x2, Divine Bond x2, Martyrdom x2, Saberspine Tiger x3, Silverguard Knight x3, Holy Immolation x2, Lysian Brawler x2, Primus Shieldmaster x2, Suntide Maiden x1, Ironcliffe Guardian x3.
I am well aware there are multiple approaches to each faction (which is basic game design, but you know, nonetheless, it is good to find it well implemented), and Lyonar is not different. From the basic I can see, myself a beginner player, they can either really play on the “get stronger with healing” aspect to snowball, or use their quite strong units with plenty of provoke to build up a nice pool of units out of which you can draw a sudden threat by the use of Divine Bond and Afterblaze (those two, used together, grant at least an extra 6/4 to any body on the table, and the more health, the better). As I am used to Argeon (didn’t play for long, have in mind) with his bloodborne to increase the attack of any nearby unit (therefore contributing to the sudden threat aspect threat aspect), I chose the later.
The problem as of late is that I am having to deal with quite the number of removals. First off we have outright hard removals, in which the unit is completely destroyed. After that, we have soft removals, in which the unit is either unable to participate on the combat because it was thrown at the other side of the table, turned into a weaker unit, or rendered permanently immobile. And then, of course, to my injury, lots and lost of dispels which make it extremely unwise to buff an unit before I am capable of making actual use of it.
Regardless, what do you guys think about the composition? Anything I could improve? Thanks in advance.