Hale



Affinity Cleric



Healing Aura



Aura Aspect: Good Karma



Divine Altar



Diligent Study



Shrine of Briggadon



Blessed Birth



Child of the Right Hand (picked because with your talents, cards get added to your deck, diluting your resource pool of cards; this helps mitigate a low resource starting hand)



Holy hands



Premonitions



6 x Wild Shards



6 x Diamond Shards



4 x Well of Life



4 x Monsagi Coins



4 x Wakuna Coins



3 x Adamanthian Scrivener



3 x Righteous Paladin



3 x Radiant Physician



3 x Feralroot Archdruid



3 x Ethereal Healer



3 x Mesa Totemist



3 x Ghost Howler



none



3 x Verdant Mill



3 x Hallowed Radiance



3 x Blizzard



3 x Enter the Dream



3 x Decree of Banishing



None



Helm of the Wild Cleric



Sigil of Grace



Winter Coat



Writer's Guard



Ethereal Coated Boots



Totem Crush Maul



Hawkor (because Nicosharp has a Hawkor build that works great against Mad Adaram)



anyone really



ditto



Final Build(edit) Final-er Build 4/7/2017Switch Inner Conflict for Decree of Banishing,Switch Ink-stained Gloves for Writer's GuardSwitch Scepter of Nightmares for Totem Crush MaulClass: ClericTalents:Decklist:Resources:Troops:Actions:Constants:Artifacts:Equipment:Mercenaries:Details:This build takes advantage of the Monument of Faith, Divine Altar and Healing Aura that you start any battle with.Constants:Decree of Banishing is there for spot removal. It has an advantage over other spot removals in that as a constant it can power up the radiant Physicians, and with all the extra resources that you will have, allows you to play the enemy's own troops against him, provided you have the Writer's Guard equipment. Plus, only cost 2 resources.Verdant Mill is there to generate Wild Child clerics who, with the the Helm of the Wild Cleric Equipment, gives you free clerics. With 4 Wild Childs out, every cleric you have is free. But wait, what if I empower my 3 cost Mesa Totemist you ask? Well, with 3 Wild Childs out, the unempowered totemist costs 0 resources. Empower that, and zero times two equals zero. Still free. Wild Child Clerics are also great chump blockers, as they are totally expendable in this build (especially if you have gotten your resource pool way up by abusing the Feralroot Archdruid/Blizzard/Enter the Dream mechanics).Hallowed Radiance is there to be another source of gain life, which in turn power up your clerics.Blizzard makes life miserable for your opponent and is 1/4 of your unlimited resource engine. Your troops are steadfast because of the Monument of Faith, while almost all of your opponents troops are not. Getting a blizzard out early allows you time by dramatically slowing the opponent. Be careful about putting down a second blizzard. I will do that if I have draw cards in hand (Blessings or Coins), and want to free up the lanes for an attack. If you do lay out a second Blizzard, just make sure that there is no next turn because 2 blizzards out means that one drawn card untaps 2 troops. Also, be certain to have the Winter Coat equipment.Enter the Dream is a win condition, next turn (if not one the turn it comes out). When it gets out, you will be chaining blessings, and your hand will just grow and grow, especially if the Divine Altar is out. This is 1/4 of your unlimited resource engine. Get this puppy out, and a loss deserves a Darwin Award (if you know what that is).Troops:Adamanthian Scriveners are just there to help pump up your other troops.Feralroot Archdruid is there for only one reason, to abuse the 'Blizzard-ready exhausted when you draw a card' mechanic. If you have a Divine Altar down and a Blessing in your hand, you are likely going to chain blessings. You can re-exhaust him time and again for potentially unlimited resource generation. He constitutes 1/4 of your unlimited resource engine.Righteous Paladin is there to grow. Enough said.Radiant Physician is there to give you an extra card each turn. If the Divine Altar is out, it becomes 3 cards per turn, by which these have proven really good at speeding up the deck.Mesa TotemistThese guys are can become swift strikers on the fly. I have never deployed them without empowering them. As Coyotle, you start your deck with at least 2 Zodiac blessings. These blessing get multiplied by a divine altar. They are also quick actions, which means they can be cast on the opponents turn and after he has declared attackers.Ghost Howler can make your turn ridiculous. With multiple sources of life gain, I have ended battles with over 5000 life while dealing as many points in damage in a single turn, and I only stopped pumping because there was no point. I know, no reason to pump up your troops that much; I did it just for the grins. "There is no better kill than over-kill" as the saying goes.Ethereal Healers are there because with the Ethereal coated boots, they will appear out of nowhere. And keep re-appearing, if you need a chump block.Opening hand has to have at least 1 Diamond resource in it. I have only lost when I played opening hands that did not have one, and then failed to draw one for 4+ turns. Because of your talents, your card pool gets diluted after you get your opening hand, making resource draws a little tougher. Just something to keep in mind.Opening plays should prioritize constants over troops, especially against ruby or blood, and doubly so if going second against ruby or blood. Placing a Scrivener who gets toasted with a burn next play is a waste. But placing a Verdant Mill 1st turn, a Hallowed Radiance turn 2 (pick diamond), then turn 3 can lead with a Paladin, who then becomes 4/4 after you place a resource down (don't place resource then Paladin, or you lose the double bump), then becomes 5/5 after the Scrivener goes down, so even if the Scrivener lasts only 1 turn, he has still already made a contribution.Unlimited resource engine: This is made of 3 critical and 1 optional pieces: Feralroot Archdruid, Blizzard, Enter the Dream and (optional) Divine Altar. With a Blizzard down, every time you draw a card, you can untap your Archdruids (which you should then immediately exhaust). The Divine Altar has a multiplying effect, but not always absolutely necessary to generate a crazy number of free resources, because even without it one Blessing will generate 2 draws as long as Enter the Dream is out as well.Well, that is the build. Open to constructive criticism if anyone thinks they can improve upon it.wphmd (in game name Tekumel)