Today I bring you one of the most fun decks I've made from the Calbria expansion, my Unbound/Strive for glory errant! The moment unbound was changed to draw a card when your hand is empty, I knew I wanted to make some wacky deck abusing it to its full potential. This deck is the end result after testing various specialisations. The strive for glory and incredible errant cards make this the best unbound deck I can think of. Errant's ultimate itself also helps to stabilise your hand as you get to use it pretty much every turn after the attacking has begun.
The idea of the deck is to be as aggressive as possible, mercilessly discarding your own hand with strive for glory to create long chains of attacks with unbound. It is entirely possible to get a full 40 damage or more turn if the stars align correctly and your opponent doesn't have enough interaction available. You still need to make wise choices during gameplay, however. Judging your opponents tools is important to know which ability cards you can afford to discard immediately and which to keep around for a while.
Errant has so many good cards! The ones that benefit this deck the most are these. Cut down and wild steel are absolutely necessary for actionless damage, allowing those crazy long chains of attacks. Strike true makes it possible to clear any disarm you might have effectively, while also being a great finisher due to almost always resolving. We have one rite of arms to get some more reliability to the deck, being able to fetch any attack wanted back to the hand, for example the said strike true.
To battle is an amazing card that completely negates your opponent counting on only slows to keep you out of their range, and swordplay is a very solid instant that can also be played pre-emptively if you get stuck with it in your hand. I used to run 3 of each without having the rite of arms, and it is personal preference would you rather have 3 to battles or swordplays. Personally I went with the extra interaction piece.
Ah, good old warrior package of pure damage! These don't need much explaining. Cripple is the staple for preventing enemy interaction, fight with honor is great value and tenacity can really save the game. A couple charges are added to go with the to battles as using actions efficiently is very important for the game plan, and you can always discard the unneeded movement cards with strive for glory. The deck does not run dismember despite its awesome value because if you get stuck with it before a player has second winded you would have to play it with terrible value. Or be stuck with it in your hand, unable to get unbound value, unless you get wild steel. Both options would spell your doom!
For unbound, we need a red class. Sorcerer is the better choice here, giving some solid utility options. We get another attack with slow that shuts down most interaction in enfeeble. Inner fire is a great card to get some early cycling and power, and flare can be used to either gain early power or discarded with strive to sneak in a free stun.
Even the most aggressive deck should probably run 3 card destr