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 destruction cards, so we have 2 make so here to go with the rite of arms. This card is super flexible, allowing again another way to sneak your way out of disarm, ideally using it with cut down or sever if there are no cards to be destroyed. A couple glares were added in the last set of changes for that little bit of extra interaction, and it is another card you can play any time even without any instants being played to keep the chain going. And yet another slow source never hurts.
Being a hyper aggressive deck, most of the time you want to get attacking as soon as possible. Usually the first turn you should do two moves, one with action and one with initiative; this deck doesn't need to stock up in cards as the whole deck is your hand when you get going. However, you have to judge your opponents deck and your own hand. If you go second and the enemy is another heavy damage combo deck, you might have to take a slower start. Another situation where you might have to take a bit slower approach is if your hand doesn't have enough attacks, in which case you might want to initiative to draw instead.
When you get in range, it's time to unleash your fury! Start with attacks like cripple or enfeeble to force your opponents interaction out early. The general gameplan usually is to soften up the opponent on the first turn of attacks, bringing them close to 20 health but not giving them second wind. Ideally, you have some resources left and end up with 3 or less cards, drawing one from errantry. Then for the following turns, you try to find the opportunity to go all in with unbound and finish the job!
Sometimes easier said than done. Heavy interaction decks will keep your game exciting as you try to find the correct time to go "all in". Sometimes you will get just the right combination of cards to keep drawing more and more attacks and ability cards to discard after resolving them for that sweet extra damage. Sometimes you end up stuck with 2 ability cards in row that you can't really play, and have to adjust to the situation.
A good general pointer to avoid this is to save your initiative as long as you can if you don't need to move/have plenty of actions. This way, when your unbound leaves you with an ability card you can't immediately play like fight with honor in your hand, you can still draw another card and hope to find an attack to fix the situation.
That's it for this deck. I recently played it in a tabletop simulator tournament, and barely lost due to a bad draw at the finals against a very control heavy enchantress. While the slight inconsistency of relying on unbound might make the deck not reach the absolute S tier decks, the unholy amount of damage it can pump out definitely makes it more than just a meme.