[AllianceWar UPDATE V1.0] Roar to Legend ++Syn

By: Jarzarro
View other Decks by Jarzarro
Posted: 2 months ago
Updated: 2 weeks ago
Up to date (AllianceWar patch)
Crafting Cost: 15500crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
Edit: Doing Great so far after some changes - Dont be afraid to loose some HP - the comeback Potential is insane - so far even can control Aggro - and if this deck is about to show its full potential its unstopable!

*** Click Picture for a fullscreen view ***

Rank Games: 7 WINS 1 Loss


Non-Rank Wins:


Examples of Board-control:




Would like to get some helpfull suggest!

The only real Core Card is "Conjurer' Spirit"
Do not roll it away if u have it on your Starthand and play it asap.

Every other Cards can be replaced, playing other cards included. Playing this Deck should feel smooth. Beside high mana Cost cards in early turns nothing should interrupt this smooth feeling.
Most of the Card draws should give you the feeling of :" exactly what i need right now"

Besides the nice combo, mentioned by Caffiend, you can win by just out controlling and spamming and boosting.

Be shure to leave a like - if you like it ;) and help me improve this Deck

In-depth-guide will follow: ---

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Really funny and nice Deck
1 Reply
Jarzarro 2 months ago
Thanks :)
Caffiend 2 months ago
Hey Jarzarro, great deck. A couple of suggestions i have would be to play Golden Initiate, Ring of Namira and Ebonheart Oracle.
3 Replies
Jarzarro 2 months ago
Im so glad to see someone answers on this :). I really like to talk about it.
When i build this deck with the deckbuilder - i did it with a good friend and we both decided to take out "golden initiate" because we nearly have 0 prophecy Cards included and just for the 3/3 drain for 3 we didnt thought its "worth" enough.
Also because we had to cut the Deck from 74 Cards to a maximum of the minimum ;) (50 Cards) - The former full 74 Card list included following Cards:

74 Card start reduced by:

VORACIOUS SPRIGGAN 3x->71 (Core) 1M - (Reduced number by 1)
SnakeTooth Rausnehmen 3x -> 68 (Core) 2M (deleted completly)
Feasting Hunger 3x -> 65 (HoM) 3M (deleted completly)
Vivec City Pilgrim 3x -> 62 ( HoM) 2/5M (deleted completly)
Golden Initiate 3x -> 59 (IoM) 3M (deleted completly)
Penitus Oculatus 3x -> 56 (DB) 3M (Stayed in the Deck - just love it so much)
Brynjolf 1x -> 55 (HoS) 5M Stayed - Awesome Syn. but my friend hates it
Clockwork Scorpion 3x --> 52 (CoC) 6M (deleted completly)
Moonlight 3x --> 49 (Core) 4M

Jarzarro 2 months ago
let me check out the Cards you mentioned
Jarzarro 2 months ago
Ring of Namira seems pretty Strong also for the Lategame.
We also talked about Ebonheart Oracle before - but so far we had no life issues and it seems we just dont need it - maybe we Cut one Card from 3x to 2x and put it in.
Caffiend 2 months ago
The reason i mentioned Ebonheart is because of the combo potential it has with Ring of Namira. Seeing as Ebonheart doubles your healing, it also doubles the damage dealt by Ring of Namira. Picture this: Undying Dragon at 10/10 swings at opponent, deals 10 damage, but you gain 20 health and Namira deals 20 damage. Pretty hype or no?
1 Reply
Jarzarro 2 months ago
i really loved combo based decks - like i used to play alot of swift monk.
The problem with this Combo decks is even if they are fun 10/10 - if ur core cards get destroyed ur chances to win get plummet.

Thats why i tryed to build something related on synergize - and even if u delet 50% of the cards this still can work - i guess - anyway i updated the deck - including the cards you mentioned - replaying 1 Dragon and 1 Agent. But still let got the golden initiate.
Prophecy is just not a thing for this deck - and including the cards you mentioned alrdy slowed the deck down a bit.
Fast board control helps alot - also if u can spawn wolfes with the giant bat at anytime
What about Burma profiteer? Great synergy with conjure and also P.O.M. he is especially useful in jacking protector up while continuously triggering conjure spirit
1 Reply
Jarzarro 2 months ago
good suggest!

i didnt take any cards to gain health without attacking the opponent so far (for example health potion).
But this also offers a nice body for 2 mana.
Ill guess i swap out the Fith legion trainer - in about 40 matches i played this card has not a lot of impact and was just there to distract the enemy from the real buisiness
Apaseman 2 months ago
I’m attempting to build this deck, put together what I had and made the Conjurer spirits that are core. I know I’m missing a few others that I need but wanted to play the decks basic idea before committing to get a feel. It’s definitely fun but I struggle against control decks especially with a lot of guard cards, and seem to run out of cards a lot faster than my opponent despite adding cards that give me a draw.


Added most every card sans a few legendaries that I can’t craft thusfar but replaced them with some I had. This is definitely a fun deck, and while there is some luck on the draws it can certainly come back from games I honestly thought were certain defeats. The synergies it has can be a force. My only struggle is lack of control (other than sheer trading) that it has and a few times resources can run thin with little to no extra card draws, however with the wolves being summoned by conjures spirit and wolf cage it gets negated to an extent.

Another problem is little to no real early game but again, this allows cards to build up to plan and introduce some combo synergies be it drain or a pack of wolves. I can honestly imagine your opponent face when you go from little threat to a significant presence in a single sometimes 2 turns after they have watched your health deplete and thought they had you on the ropes. As you stated, strong comeback potential forcing your opponent to go in to reaction mode after their initial plan has hit a crossroads. However many games I lose as an aggressive start by the other player can stifle the play.

There are definitely more core cards to this than conjures spirit. I feel the deck actually needs most of the cards to feel the synergies happen. Ring of Namira is brutal! It essentiall doubles the damage dealt directly to opponents face by a drain card, and the gain to your own life is just icing in the cake. It also acts as an improved breakthrough for any drain card. I just all but won a game by hitting the face with a drain character of 8 (dealing 16 damage and gaining 8 for a net of 24 points. All that was left st that point was to hit any character of choice with a drain character to finish off. Crazy good combo opportunities here so Id say the ring is a core element.

Another would be all the wolf cards so the pack synergy can happen.

One note is from my experience card draw is a major factor to success in the beginning. If I don’t get what I need early it’s an uphill battle. Currently I’m about 50/50 win/lose. I’ll take some credit on a little loss as maybe could have made better decisions.

Cards I have substituted since I don’t have them:

Sails through storms which puts another card from our deck in play
Moonlight warebat for drain
Brignjolf for drain and bonus Magicka when drain is used.

Love to see some more discussion on this deck you did a nice job with the synergies.

——update 2———-

Deck doesn’t work as well as it started for me. Lose more often than win, too slow in beginning, lack of extra cards, and too dependent on drawing the right cards at right times. Don’t get me wrong it’s fun, but I lose 2 to every win. Gonna take a look at what cards I can sacrifice to present a little more control, card gain and early game to attempt to refine. Possibly it’s the few legendaries that I’m missing but I don’t believe that’s it as they are high Magicka and by that time I. The game if the synergies haven’t presented themselves I don’t see them as a tide turner but I could be wrong.

Also I’m potentially playing the deck incorrectly, but all too often my key card gets silenced, shackled, or destroyed and takes me out of the synergies. Or the opponent has too much in the lanes and spending 6 Magicka to throw down a wolf cage is only viable if I have enough bodies in lanes myself as the wolf it spawns only gets value in that way. This is just an example of it not being a cakewalk to create the synergies.

Love some advice as I feel the deck is very fun to play and when it works it works it just isn’t working more than it is. Obviously I enjoy the deck as I’m putting in the efforts here to gain insights and share my thoughts. Perhaps you will still be presenting the guide you said was coming?

Lots of fun, thanks for the deck!

Apaseman 2 months ago
Another update for those who care lol

Added ebonheart oracle, and replaced undying dragon with clockwork dragon which may not be as good, still at least allows me to either have another 5 powered drain card in left lane or a guard in the right adding some control as an option. Had more luck as of late, as I learn more about which cards to mulligan-as example I used to keep snow wolf as it’s a 2 drop with the thought that I’d at least have a card down early-this was a mistake as it only good if it’s in a lane that has more creatures than opponent so in the biggini g it’s an easy counter and a waste of a card. Basically you just need to plan to not be able to throw down much which gets highlighted even more if you plan on using conjuring spirit ASAP. Deck benefits from having the ring a lot more than some others I’ve played. I guess this is normal for a midrange Aggro (I’m classifying this deck as that).

You really created a deck with two different synergies that then synergies with each other. Very thought out, it my final over-all experience is in the current state or meta, this deck isn’t working, at least not for me after 7 losses in a row at rank 8. Guess I go back to house degoth which just performs better which is too bad as I really enjoy this one more. I am going to assume you have hit a similar wall as you haven’t been back with a guide or responded to this.

2 Replies
Jarzarro 1 month ago
Hey mate,

first of all - thank your very much for this comprehensive Feedback. I really would have loved to join the discoussion 3 days ago but for different reasons i stopped to work on this deck in public.

1) the last 2 - 3 weeks i was just about to finish my bachelorthesis which took nearly 100% of my time.

2) now that i got the time coz im done with the studies (yay) - my other reallife stuff .. Girl, dog, friends etc. want some time so .. im still a bit busy

3) Division II got released fml… :D ..

4) i just didnt receive any more Feedback so i thought nobody was interested.

i read all of your Feedback - but i got to say - atm im kinda stoned - and im not english main soo.. i really got to read that again tomorrow :D... but i cant wait to Reply right now - at least a Little.

i worked alot on this Deck in privat - got now alot of different Versions and testing stuff - as you mentioned Carddraw and the early game are could be a Little difficult. As i played alot of other Decks i really can say that this isnt a beginner deck and dont get me wrong, im not saying if you got 50/50 you cant handle it. I mean i catch myself alot of times doing stupid moves. And you have to be kinda blithely not to do wrong stuff.

Atm im like you playing this over and over again ( dunno got now 150 games + but alot of them in versus) just to see which Cards i like/Need and dont Need.

If you not facing a hard aggro deck - my playstyl is pretty defensiv. Dont use Cards in the early game < 4 Magica if you dont Need to - catch some dmg until you pull 2 Cards. And then use ur 7 - 8 Cards you have at the Moment and the strong Comeback potential - its not Always Need to trowdown synergice main Combos in the 1st turns - even if you have Cs - but you feel uncomfortable to use it this turn - just dont use it and get some life.

I cant write now a full guide (coz im def. to yeah.. and build is not up2date) but ill defenetly write you tomorrow, update this to my current Version and maybe create the guide.

Thanks alot for your Feedback for real - but i defently got to read it again tomorrow and then ill write u - sober -
Jarzarro 1 month ago
Holy shit - i just saw this deck is sooo far away from "up2date" - ill got alot changes for you Incoming
Apaseman 1 month ago
I personally madesome changes, added some lower defensive cards to ride out initial play and hold out until I feel cards are ready to be thrown down, and it’s performing better for me than it was. I’m sure some games were lost due to errors in play. I’m sure I was and am too eager to throw down the synergy. Who knows, the deck IS fun and Mi love the potential of it. Be interested to see your changes!
2 Replies
Jarzarro 1 month ago
Thanks again :)

check out the latest change log. i did some of the changes quick for you - this is some Cards i changed the last days ( which i can remember). The Elixier is a nice draw in early and it works great into the Comeback potential - you dont Need to save all for the CS but if u dont have a Bruma or drain - this comes in everytime u want to prog and dont have the right mob - the rest of the early i try to controll using , execute, shadowshift, the Agent ( steeling guard, lethal). Also you can use shadowshift if u got the Bruma out early and Need to protect it. just try it with the new Cards you may like it - the other changes i did i need to look up :P
Jarzarro 1 month ago
And of Course i really like to read your changes aswell :) we can work together on this ;)
Apaseman 1 month ago
I made the new deck and it went well. I will try to figure out how to post the changes I made, I know one of them was substituting 2 pillaging tribunes for a monks strike so ran 2 of those as they do a similar effect (giving a creature drain for the turn-but no bonus damage the trade off being it leaves a 5-4 on the board while monks strike does not. Of course you don’t get the change lanes effect but that can be a detriment as well as a bonus In certain situations. I will figure out how to post my changes once my work week is over. The concept behind this deck is fun, when it works perfectly you can demolish the opponent and be sitting with twice the health you started with.

I do like the changes you made from the few games I played, more tempo than the original. I love when you throw down a protector of the mane and it goes unanswered and before you know it you have a 12-12 guard with drain. I can quickly get out of hand for the opponent.

Tower alchemist may be interesting-the effect being giving the support unlimited use-would benefit the healing elixir as well as a wolf cage. trick being keeping him alive and deciding which card to sacrifice to add him to the deck.
Apaseman 1 month ago
Played more with it, it’s working pretty well as is, at least initially. Don’t think people expect it but you can get leathal on the board pretty suddenly when things go your way. Not sure how or if I’d change it-perhaps subbing one or 2 monk strikes for pillaging tribunes but not convinced of that as it’s 5 vs 4 Magicka but if you have a Devine Ferver the fact that pillaging tribute sticks around at a 6/5 it could represent more damage in the long run and an additional threat that your opponent would have to handle with its significant damage potential.
1 Reply
Jarzarro 1 month ago
hey as i mentioned the changes i uploaded last night where just from my mind - there are some other cards i changed, ill post it to you in a few hours.

the easiest way for me to understand which cards you change ( Enter/takeout) is like this

For example:

- cardname 1A
- cardname 2B

+cardname 1C
+cardname 1D
+Cardname 1E
Apaseman 1 month ago
1Territorial viper/cast out (dont have these)
1 praying eletra/cast out for the card draw
1 mundus stone/devine retribution-adding a keyword vs +1/+1 unsure here which is better as ine of the key words would be drain.
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