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    Elder Scrolls: Legends Yagrum's Workshop Quick Analysis (external link)

    Elder Scrolls: Legends Yagrum's Workshop Quick Analysis (external link)


    Yagrum's Workshop Quick Analysis (external link)

    Posted: 06 Nov 2020 08:38 AM PST

    Cards allowed in gauntlet oversight

    Posted: 06 Nov 2020 10:11 AM PST

    Hi, u/CVH, sorry to bother you but there are cards allowed (most of them monthlies, like workshop, dragonmage and dark mane) in this gauntlet that shouldn't be legal. I know it has to be an oversight because there are a whole lot of other monthlies that are banned, like apprentice necromancer.

    I assume the monthlies allowed are the most recent ones,

    submitted by /u/Sahpna
    [link] [comments]

    When you're indebted to a false God with a penchant for disturbing acts of passion... ��

    Posted: 05 Nov 2020 08:58 PM PST

    CALL it a comeback, lol. Right before this turn, I had one health, he had 22. Unstoppable rage on hand of Dagoth got me 30 health, lol. Killed him the next turn. Dagoth deck may be slow most of the time. But it does serious damage.

    Posted: 06 Nov 2020 10:04 AM PST

    most out there character concepts?

    Posted: 06 Nov 2020 09:13 AM PST

    Doesn't matter how bad this build would actually be in play I want to hear them

    submitted by /u/Omega2178
    [link] [comments]

    Very In-depth Workshop Dwemers Guide (3/3)

    Posted: 05 Nov 2020 04:32 PM PST

    Counter-play

    While the ability of this deck to be strong in every stage of the game makes counter-play difficult, there are some things you can do if you're more interested in beating than playing the meta deck. First I'll talk about decks as a whole that have a fair, maybe even favorable matchup against Workshop, then I'll list some cards in particular that Workshop hates to face.

    -Prophecy Decks - Long the bane of aggro players and source of complaint from the player base (and no few salty scoops), prophecy is a polarizing mechanic. What's not up for debate is that Prophecy decks absolutely stuff the plan A element of a Workshop deck. While the Dwemers do have the strongest kill-by-six potential, that is without factoring in three or four free cards popping out while you're attacking. But don't think beating Workshop is as simple as just loading up your deck with Prophecies and rolling face. The second your Workshop opponent sees a Protector of the Innocent or a Lurking Crocodile, your prophecies will dry up as he transitions into the value and control half of his deck. You will need a very tight decklist with well-chosen non-prophecy cards to apply enough pressure to break through the defensive aspect of Workshop once the jig is up.

    • Dagoth- Almost all of the individual cards Workshop dislikes facing happen to be gathered nicely into a good deck of these three colors. Workshop is very bad at dealing with big creatures, especially if they have breakthrough, and that's pretty much Dagoth's jam. Dagoth is still in danger of getting alpha striked, but with sufficient preparation for the early game Dagoth can prey on Workshop's weaknesses better than any other color combination.

    -Combo Monk - Technically there is one deck faster at alpha striking than Dwemers and that's Combo Monk. Dune Smuggler, Master of Thieves, Thieves' Den, Mad Dash, Swift Strike, Monk's Strike and Cliff Racers can go toe-to-toe with what Dwemers are trying to do and end the game before they can come online. It's not even a terribly inconsistent deck and can run prophecies without giving up on its core plays, making life even harder for Dwemers since yellow/green is not typically prophecy-heavy apart from Javelin and they won't be cautious most of the time. One of the most consistently-underrated decks out there and simply the fastest potential kill in the game.

    -Invade - Please don't hit me! One of the biggest reasons for Dwemers to run Dismantles or Edicts is because it has a very hard time dealing with Invade otherwise. Invade will fold to a good Alpha Strike, but unlike other archetypes it won't be outvalued in the midgame while simultaneously being able to heal back up out of lethal range of late-game bombs if plan A goes wrong. If you suspect you're facing a Dwemer player while running invade, keep anything in hand that can deal with Sanitizers and subsequent Factotums and prepare to build up your gate in relative peace.

    -Goblins - This is probably the least scary of the matchups I'll mention, but due to it's high roll opener and smattering of Dwemer checks I'll mention it here. Obviously an early Murkwater Skirmisher is extremely powerful, and two probably end the game since you'll be getting good trades and hitting face faster than Dwemers can keep up. It's also noteworthy that there are more targets than usual for your Curse effects since many Dwemer can have high attack and 1 toughness, making Murkwater Scourge one of the scariest anti-Dwemer cards. But unlike other matchups as Goblins, if you fail to get the high-impact cards early enough, Dwemers will be able to recover from your early game and out-value you in the mid. Still, early Scourges, Skirmishers and Butchers will beat Dwemers just like any other deck.

    -Redoran (Honorable Mention) - Not really a bad matchup because it's not a great deck on its own, but worth mentioning that Redoran can run every single piece of Support hate in the game. 3x Edicts, 3x Dreughs, 3x Archers, 3x Dismantles, 3x Giants and 3x Shadowfens (technically along with 3x Soul Tear and 3x Reanimate and 3x Black Worm Necromancer and 3x Ordirniran Necromancer with buff if you want to be truly ridiculous) can mean that your supports are basically always removed, but that doesn't make for a particularly strong deck.

    Silver Bullets

    The following cards are especially effective against Workshop Dwemer, either because they are particularly good at disrupting the Plan A or because they are able to overcome the insane midgame value. I will not include cards that are are only threatening in a mirror match as those are inherently difficult and I've already discussed them. The first seven mentioned are a chain in Red that if played in sequence will beat a Dwemer deck every time, especially the last three.

    -Tiny Dragon - Much higher value against Dwemers than any other matchup, due to the high frequency of 1 toughness creatures. A Dragon will answer a Constructor better than any 2-drop except Barrow Stalker, but will also put the screws to an Ally's spiders and a Dynamo plus the odd single-buff Assembled Sentry. Dropping a Tiny Dragon will often be the difference between getting run over by a Halls and completely neutering it very cheaply.

    -Skaven Pyromancer - Similar to Tiny Dragon, Pyromancer has all the same benefits at the cost of an extra Magicka, but is also able to completely answer an Ally (in terms of board state if not value) and a Dwarven Spider, as well as a double-buffed Sentry.

    -Dushinkh Yal Archer - An Arabic curse or the absolute best card to use against Workshop Dwemer? The absolute best card to use against Workshop Dwemer. For a measly 4 magicka you will take out a support (Workshop if played on curve, Halls if saved for later) or a 1 defense creature and put a 3/3 guard on the field. It will always be at least a 2-for-1 and often more. In this meta, if your deck has red, you should be running this card.

    -Hand of Dagoth - This guy is everything Dwemers hate. His Breakthrough lets him attack through Factotum guards (unless they are very buffed), his Drain lets him aid the stabilization effort, his Ward means it will take at least two of your guys to bring him down, and his stats mean that Crushing Blow and buffed 0/1s won't handle him even with his ward down. He is the first in a sequence of four cards that will beat Dwemer every time, though his deckbuilding requirements make him less consistently drawn than the other cards on this list.

    -Cradlecrush Giant - Similar to Tiny Dragon and Skaven Pyromancer in terms of one-sided wiping, costs a lot more, and comes with a very threatening body. The tempo swing this giant brings with him is usually enough to put the Dwemer player on the defensive, and his reasonable bulk means not even Lightning Bolt will be able to answer him. Usually the strongest turn 6 against Dwemmers, and if played immediately following a Hand of Dagoth is a complete nightmare.

    -Belligerent Giant - When this guy comes down he often signals game-over for Dwemers. Destroying a support and putting down seven breakthrough offense that threatens to Rage the next turn is completely crippling for a deck that has a lot of low toughness creatures and relies on its supports. If you just got done playing Hand of Dagoth into Cradlecrush Giant when you play this guy the Dwemer player is all but doomed. That doom will be assured if the follow-up is:

    -Unstoppable Rage - One of the few things that can kill a stabilized Dwemmer decks, Unstoppable rage is pure hatred for weenies. When played with Breakthrough it's likely to just do lethal damage on its own, but even just clearing the lane is often enough to break open a hole that won't be recovered from.

    -Ice Storm - While Dwemers doesn't immediately lose to this like many aggressive decks, it still doesn't like to see it. It's a boardwipe (one of surprisingly few in the game) and it hits almost everything Dwemers can play up to that point (the only exceptions being Hulking Fabricant, Cliff Racer and Dwarven Dynamo or Wardcrafter's target).

    -Immolating Blast - Not quite as scary as Ice Storm as it will leave a body up in each lane, but still not something you want to see the turn before Halls comes online.

    -Dismantle - Against most decks this is just Support hate, but against Dwemers it also functions as the cheapest spot removal in the game.

    -Azura's Edict - Dwemers are more dependent on their supports than anything but Support Monk. Edict is basically a more expensive Dismantle against Dwemers that's also a great card against other decks.

    -Shadowfen Priest - In kind of an awkward place where he's more expensive than most of the Support hate and has a worse body than Archer, while cheaper than Giant but much less threatening. Most of the time you're actually ok with your opponent taking a turn to play this card as a result, but it is worth mentioning. The silence is sometimes relevant, especially silencing something you were counting on being shackled to win a race.

    -Defense of Bruma - Nothing ruins a Halls turn like a wall of guards out of nowhere, potentially for free. Since Dwemers tent to have poor toughness, they will have to trade for even 1/1 tokens that get buffed by this most of the time.

    -Shrieking Harpy - The bane of all aggression. Nothing is worse than thinking you're about to get lethal and then Bam! one of your attackers is taken out of the fight. It's especially infuriating on prophecy but can still ruin your next turn when played from hand, and trades with most of your creatures.

    -Defender of the Innocent - Another card that is primarily troublesome because of its Prophecy status, though still effective from hand. Pretty much the same entry as Harpy except it is more threatening but vulnerable to a breakthrough assemble-boosted Factotum.

    -Piercing Javelin - One of the cards I swear is programmed to proc way more frequently than it should off rune breaks. This one is much less scary from hand since you're usually going wider than you are tall, but can still answer a Hulking Fabricant or big Factotum.

    -Lightning Bolt - Similar to Javelin except it also has the potential to kill you, costs one less to remove basically any of your creatures, and is in a Dagoth color. Yikes!

    -Sharpshooter Scout - Definitely something that was put into a deck specifically for Dwemers (unless Doomcrag decks are still a thing?), and it will do its job. Removes a lot of your creatures for 1 at prophecy speed. Probably not something you'll see a lot since there is no sideboarding, but worth mentioning.

    -Fear Totem - Probably better in the deck than against it, because many of your attackers don't mind being played again for more value, but still something that can disrupt a lethal attack.

    -Flaming Breath - Another pure silver bullet, this card is laughable against anything else but surprisingly good against Dwemers. Another reason not just not attack rather than reduce your opponent to 1 above a rune break, albeit a minor one.

    -Green Pact Ambusher - In addition to disrupting a lethal attack, Ambusher's little-used ability allows it to come down and attack for free if you end a turn with a full lane, something that happens a ton. That extra 4 damage out of nowhere even when you avoided breaking a rune can be just enough to kill you.

    -Cast Out - Pretty much only scary as a Prophecy as most of your creatures like being returned to hand, but as a Prophecy it can disrupt lethal.

    -Covenant Plate - Disrupts lethal as a prophecy and has reach and creates a guard from hand? Now that's a card Dwemers would rather not see played at all.

    -Dremora Archer - Ridiculously bad most of the time (just a sharpshooter that costs 2 more), but occasionally sees play in Invade decks and is still perfectly capable of disrupting lethal.

    -Morkul Gatekeeper - Similar to Covenant plate, offers a lot of what Dwemer doesn't want to see. Lethal disruption, reach and a guard body are all bad news.

    -Grahtwood Ambusher - Lethal disruption and board clear for weenies isn't really enough to justify the 5 cost when played from hand on a 4/2, but it's another possibility to be aware of.

    -Cliff Hunter - This is pretty much a more expensive Javelin, except it can't kill Dynamo targets and it can become a 3/3 if it kills an unbuffed weenie. Javelin is really good so maybe a Javelin that costs 6 is playable in some decks.

    -Pointy Wall of Spikes - There are a couple other cheap lethal disrupters in Blue but I'm not including them because they don't threaten back or even kill the attackers. Pointy Wall of Spikes, however, usually does kill the attacker, though you get to choose which one eats the spikes so it's still not amazing.

    -Blast from Oblivion - One of Invade's only prophecies and super-triggering when it procs. Kills one of your attackers and buffs their gate at the same time, feels bad.

    -Burning Touch - A Fire Bolt that costs 2 more from hand an usually not played, but it can disrupt lethal and kill the attacker.

    -Camlorn Sentinel - Not particularly threatening, but still disrupts lethal and can 2-for-1 against a lane with only buffed 0/1s.

    -Fire Storm - Been just a list of most prophecy cards for a while, but this is one that is more than just lethal disruption with crackback. I expect it to see a lot of play in the current meta. As a prophecy it is devastating as you'll probably lose all your creatures in a lane, but even from hand it's basically a one-lane Ice Storm that costs 2 less against Dwemers. Very scary and what do you know, in a Dagoth color!

    -Grave Grasp - Another mostly-techy card, but a particularly effective one. The 1/1s it generates will be able to trade with a lot of your creatures and it has to potential to blank not just one, but two of your attackers.

    -Spear of Embers - Pretty much only played in a deck that is a little too devoted to being stacked with prophecies, but does have both reach and lethal disruption. Can also pump a guard in a lane you were planning on removing later in your attack sequence. From hand it's a lot like a Javelin against Dwemer so not awful.

    -Staff of Ice - Another blue weapon that is mostly bad but much better against Dwemer as it can disrupt your lethal and pump a guard out of nowhere. From hand it's not the absolute worst as it functions similarly to a Javelin against Dwemer and buffs a creature for its trouble.

    -Fate Weaver - This is a bit of a meme card most of the time, but with how good Prophecies are in the meta right now this is potentially just adding a free 3/3 body to whatever else prophecy you just triggered. From hand it's super-expensive but will usually be a double-play in decks that were built to support it.

    -Golten Initiate - Yellow also has a lot of cheaper prophecies that can disrupt lethal that I won't mention for the same reason as in Blue. Golden Initiate breaks the mold a little bit because while it doesn't disrupt Lethal, it does have a fair body with drain, making future attacks less likely to kill. It also trades safely with most of your creatures when Halls isn't up.

    -Xivkyn Channeler - What happens when you let your cat name a card. While it doesn't disrupt lethal by stopping an attacker, it does put your target at least 4 (usually 6) points further out of reach. Where this is really scary is if you chose to ignore a big gate and go face and suddenly there's another 3/3 who might get guard and maybe even ward standing in your way while your opponent is about to go off next turn. This is the biggest reason Invade is a scary matchup.

    -Cloudrest Illusionist - One of the strongest cards with prophecy in the game. As a prophecy it blanks up to 4 damage which is bad enough, but it's also very threatening for a prophecy with 4 offense. On top of that, it's still good from hand with a respectable body for its cost and the ability to clear out one of your bigger bodies without trading. There's nothing about it that's threatening to Dwemer in particular, it's just a crazy good prophecy.

    -Loyal Housecarl - Yep, it's here because it can disrupt lethal. But it has more ability to do that with most, as in addition to becoming a 4/4 blocker on its own (and therefore impervious to Crushing Blow), it can also give its buff to a beefier creature and potentially blank a ton of damage. It also has the dreaded component of extra reach, making it still good (though not great) from hand. This is a card that pretty much only sees play at high levels because it's not flashy, but it does a lot of very specific things very well, and top players know its power well.

    -Fighter's Guild Recruit - It's FGR. Everyone should know what this card is about and why aggressive decks hate it by now, but it's especially nasty because it can take out buffed Factotums later in the game.

    -Bitterfish Witch - More lethal disruption, but being a Goblin makes it more than just a thing that pings a 1 toughness creature. It threatens to turn into a 4/4 on the crackback and boosts Butcher, and even if none of your attackers have 1 defense it still blanks 1 attack, which can be the difference between victory and defeat.

    -Blacksap Protector - Nothing fancy here, just a guard with reasonable stats that can pop out of the deck. Still enough to ruin your day, and an option for a Dagoth deck that wants to hard tech against Dwemer.

    -Moonlight Werebat - No lethal disruption (yay!) but a threatening offense and drain (boo!). Similar to Initiate, trading the ability to easily trade for more crackback and healing. Oh, and Dagoth coloring.

    Valenwood Sentry - A worse Blacksap Protector.

    Assassin Beetle - Not threatening on his own, but in a Prophecy-saturated deck he tacks on a 2/2 body to another cast. Unlike the Fate Weaver, however, you get to choose which prophecy is cast and it can't fail to find one off the top, but it can fail to find one in your hand and you don't get the cantrip. Wouldn't even be here if it weren't for how much Dwemer hates Prophecies and he just adds a 2/2 body to a different Prophecy.

    -Ransack - Another mostly-bad card that gets better against Dwemer. It has double-duty lethal disruption, killing an attacker and gaining 3 health. From hand it is expensive but again is mostly an expensive javelin against Dwemer with a heal for 3 on top so completely rotten.

    -City Guard - Completely unremarkable but disrupts lethal and adds 2 threat.

    -Fharun Defender - Orc Aggro will never be completely unviable as the beefiest aggro archetype, and while he was far from an automatic include before, his usefulness against Dwemers in particular means he'll probably be in every Orc deck, of which there are always some.

    -Covenant Mail - Lethal disruption, tiny bit of reach, ability to block multiple attacks under the right circumstances. Not one of the worst but still not something you want to see on top of your opponent's deck when you decide to go swinging.

    -Mentor of the Watch - One of the best aggro counters out there and a card I'm shocked doesn't see more play. Not only can he disrupt lethal, but he also gives guard to another creature of your choice in hand, which can help stabilization immensely! It's a good thing he's Purple which is arguably the least threatening color to Dwemer because he's a monster at stopping plan A.

    -Mummify - A Javelin that leaves a 2/2 body and exiles its target. There are worse things to get hit by as it still leaves you with the mummy but lethal disruption is lethal disruption. Can also be frustrating if you were wanting to Yagrum or Headless Zombie its target later.

    -Bonewalker - Another card I'm very glad is Purple. With your wide boards, this guy is very frequently a free 4/5 or even 5/6 guard. Even from hand that's potentially better than a Hive Guardian. Against a full lane he can eat two things that aren't Ally or Dynamo buffed even with Halls up. Frightening.

    -Midnight Sweep - The final reason that I'm glad Purple tends to be weak to Dwemer as a whole. Can disrupt lethal in two lanes simultaneously, puts out 4 damage if neither summon died, and is a reasonably-priced card from hand.

    -Lurking Mummy - Has the distinction of being the only prophecy with an offense that lets him eat anything but an Ally and a defense that lets him eat two things if not being attacked by an Ally. Makes him a particularly threatening card for Dwemers but he's pretty bad in general as he costs way too much from hand for what he offers against any other deck.

    -Guildsworn Apprentice - Disrupts lethal, Cantrips, and lurks in one of the hard matchup's colors.

    -Tyr - Please no! No more daddy, make it stop! Tyr is the absoute worst card to reveal when attacking face. He can stop lethal if he needs to and if not that's 5! breakthrough crackback your opponent just got for free. Even from hand he's a good card all around. His colors also allow him to go into arguably the best decks for non-Dwemer aggro. This guy is one of the reasons you cringe and brace yourself when facing Crusader.

    -Midnight Snack - Not too exciting, just a lethal disruptor with a little bit of crackback. There is the fringe benefit of reducing a dragon's cost, but dragon decks are a good matchup anyway.

    -Sparkling Spider - A card so bad it's not even recommended from Dwemer decks, but it is still lethal disruption with some crackback threat.

    -Portcullis - This card is on here for a very obscure reason. On its own it can eat as many as three attacks with Halls up and that's something. But it's also part of the Bone Armor+Ring of Imaginary Might deck which, while not exactly a bad matchup due to its complete relying on drawing Ring, is one of the few decks capable of holding off plan A and delivering its OTK combo before Workshop can deliver its own. Between being a part of that deck and blanking an insane amount of damage at prophecy speed, I thought this card deserved a mention.

    -Dark Harvester - The Prophecy Hall of Villians section ends with a whimper, as the worst-of-them-but-technically-still-lethal-disrupting Dark Harvester rounds out the set. For four magicka, a 2/4 guard body that gains 4 health isn't great, but coming out for free sometimes makes up for it. Wait, what's that off-camera guy? It doesn't cost 4? Well ok I guess since it has prophecy I can see it costing 5. What? More? Seriously, a 6 cost? Ok that's pretty terrible and if you ever have to cast it from hand it will feel really...WHAT? SEVEN MAGICKA!? * flips table *

    -Murkwater Scourge - Ok please don't play this card. I like winning with my Workshop deck so if you could kindly dust all of your coppies of this card that'd be great, thanks. So the reason this guy is on here despite me saying that Goblin matchup isn't the end of the world is that he doesn't need the rest of the Gobbos to do his potentially 3-for-1 thing. At the very least he is pretty much always a 2-for-1 and he can't just be left alive because 3 attack is a little too much to let hang around for multiple turns. While Tyr is the worst of the Prophecies and Hand of Dagoth is a close second, this is the guy I most dread seeing on my opponent's side of the board.

    Conclusion

    Did I spend my time wisely while recovering from Covid writing an absurdly long article for a dying game about a single deck archetype? Maybe. Did I do a thorough job of it? I think so. Please let me know what you think of my analysis and especially what possible counters and flexes I may have missed. Love you all, even if you're like a flat-earther or something. Peace!

    submitted by /u/DannyMcClelland
    [link] [comments]

    Very In-depth Workshop Dwemers Guide (1/3)

    Posted: 05 Nov 2020 04:26 PM PST

    Workshop Dwemers Guide

    With the release of the new support, Yagrum's Workshop, the meta has been turned on its head. Gone are the days when Invade was the villain of the meta, from this point on the meta will be warped around how you run/counter Workshop decks. After reaching Legendary in a day and seeing a lot of poorly-constructed Workshop decks along the way, I decided to write a guide on how to run and how to beat the new deck in hopes that people won't get frustrated and my queue times won't go up do to lost players! Without further ado, the guide:

    The Philosophy

    The best Workshop decks will be built with a mind to doing well in all stages of the game without having a glaring weakness that can be exploited by anti-meta decks. The ingredients to success in this area are Crabs and Dwemers for a strong early and mid game, Factotums for a strong late game, and the glue that allows you to play all three themes in a cohesive, consistent deck. It's also nice that the deck is pretty cheap, so newer players will be able to start using a meta deck much quicker. I will first go through all the neutral cards that are required for the deck, then some of the neutral flex slots, and then some options for colored choices that may be useful. Finally I will talk about some checks to be mindful of (or use yourself if Workshop isn't your cup of tea).

    Early Game Aggro

    Dwemer decks have been high-performing aggro decks for a while. While Workshop allows for a much better all-game deck, the parts that made it able to close out a game by turn 6 have only gotten better. If you have the hand for it and you're not in danger of being run over by another aggressive deck, this should be plan A.

    -Enraged Mudcrab - If it weren't for Old Salty this would be a pretty bad card. While 2 offense on a 1-drop is nice for aggression, the colored versions of this card have additional upside. What they don't have is the amazing Mudcrab creature type. The decision on how many of these to run will be one of the more meaningful flex choices. Running only one maximizes your later draws, but runs the risk of being drawn before assault is played, drastically weakening it. It also means no matter how many assaults you draw, only one will get all 4 crabs. Running two means the first Assault is almost guaranteed to be full, and perhaps a second one later. It also allows you to keep one in hand when you are on the play without completely neutering your assault (though it may still happen). Running three means you can always keep one in hand on the play and still (almost) always use the first full assault, as well as likely a second one. But if you end up only playing one Assault early on, it makes one of your later draws a bad draw. Never keep if you have the ring, almost always use it to trade unless you are in position to win early, and keep track of whether there is one in deck when deciding to assault. I promise this is one of the longest entries! Recommended: 1-2

    -Mudcrab Merchant - Ok, two long entries back-to-back but it just so happens that the one-drops are complicated, ok!? Mudcrab merchant could honestly get its own article. One of the cards that benefits from Workshop, but rarely worth blowing a charge just to get an extra random card. The uses of Merchant are as follows: curve smoothing, value generation, dynamo target. For curve smoothing, this means that an early Merchant can give you a cheap card to play on-curve if you are lacking early plays so that you don't waste magicka and lose tempo. Value generation refers to pulling an extra powerful card from a late Merchant. If you end up with a Merchant still in your deck late-game, it is not necessarily a bad draw because you could potentially get something very useful from it, like burn or silence or removal or a threat. In both of these cases, make sure you are not giving your opponent cards that hurt your strategy or help his, and it is generally better to keep a card that is useless to you than to give a potentially useful card to your opponent. As for being a Dynamo target, people often do not prioritize destroying Merchant as its stats are not threatening and it is not a Dwemmer. As such, it is a useful card to plant a flag somewhere you would like a 4/5 guard later on who is likely to still be there. Since it is not always a bad draw late game it's normally fine to run all 3, though you could go down to 2 if you really need the flex slot. Side note, in longer games you can use Merchants to fill your opponent's hands with useless cards, burning his draws, but be carefully you are not also clogging your own hand. Recommended: 2-3

    -Mudcrab Anklesnapper - Honestly not a bad little bit of value for a Neutral. A 3/2 body for 2 is fine for aggression and the extra ping (which can be duplicated by Workshop) can be nice, though it's also something to keep in mind if you are facing an aggro deck so you don't take the first 4 damage and then end up giving them a card when you Assault. Since you are less likely to have this as your only turn 2 play and it's often not worth burning a ring activation to play turn 1, you'll only want 1 or 2 of these. Running one means your Assault can get neutered and you can only do it once while running two means you may have a bad late draw if you only Assault once. Recommended: 1-2

    -Steam Constructor- A fair value card even without Halls buffs, a 2/2 and a 1/1 for 2 is more than reasonable. Almost always play it turn 2, in front of an attacker if you are facing aggro or into an empty lane if you are not. Don't try to hard to save it for a Workshop because an extra 1/1 isn't a ton better than its normal play on turn 2. Recommended: 3

    -Mechanical Ally- One of the cards that benefits the most from Workshop. A 3/3 that cantrips for 3 would be pretty good even if it didn't make a 0/1 and both were dwemers. Unless you have a full curve ready to go for alpha strike (Constructer, Ally, Dynamo, Assault, Halls), consider delaying this play if you have a Workshop in hand as with Workshop this card is insane. Not only does it create 2 spider workers, but each worker activates twice as well, turning this into a 3/3, two 0/1s (all Dwemer), and a D4 for just 3 magicka. If you pull that off on turn 3 or 4 it's difficult to lose the game. But don't save them too long, it's still a fantastic aggressive play without the workshop. Recommended: 3

    -Dwarven Dynamo- Another fabulous benefactor of the Workshop and MVP of this deck. Buffing a creature for 3/3, giving it guard, and also producing a 2/1 dwemmer for 4 magicka is pretty ridiculous, let alone when it can give that buff twice and potentially to two different targets under Workshop. Against Aggro it can be used to get a 2 or even 3-for-1 while blocking face damage, and if you are on the attack yourself, putting 5 damage (3 of which is hasty) and a dwemmer body on the board is backbreaking. It does feel bad when you don't have a good buff target, but you rarely ever need to play him without one. He can also be an incredible source of reach in the endgame, as it's pretty common to be able to close out the game with another 3 or 6 damage from hand. Recommended: 3

    -Old Salty's Assault - I never would have expected this card to be as good as it is when it was spoiled. It pulls one of each unique mudcrab out of your deck, but they're all mediocre cards and there are only three of them! But wait, says Reflective Automaton, there's more! The ability on Automaton is what allows this card to go from total crap to amazing. 4 bodies with 8 attack between them and a Merchant trigger for 5 magicka is such value, and the Automaton pulls double-duty as a Dwemer as well! Show me another card that puts 8 damage on the table that can't be responded to with spot removal as well as sort-of cantripping for that price. I'll wait. It's absolutely best played on-curve, either to set up lethal damage in a turn or two when you're on offense or to clean up a whole lane when you're on defense. It loses value quickly, especially as your deck runs out of crabs for it to pull, but it can still be used as a quick rebuild following a board wipe or even just as a tutor for the Automaton (who can be well worth the 5 magicka) later in the game. As a result of its diminishing returns, you may only wish to play 2 since the third one is usually a dead card, but its so crucial on-curve that playing all 3 isn't absurd. Recommended: 2-3

    -Halls of the Dwemmer - Oh boy, look out, here's the gatecrasher. Look, this card would be incredible even if it didn't give the free Dwarven Spider (2 under Workshop!) and usable if the damage only lasted for one turn. It's not uncommon to just win outright the turn Halls comes down, but even if you don't, your opponent will have taken so much damage that they'll be on the back foot the rest of the game. It's even a servicable turn 6 play if you're fending off aggro because of the guard it gives, although if your're on the defensive you'll probably want to play it after you've stabalized. Once it's down, most of your creatures become threats that must be answered for the rest of the game (unless your opponent removes it) and later on a second one will make everything a nuke. Recommended: 3

    Early Game Defense

    While it's always nice to smash face and move on to the next game, sometimes it is your own face which is in danger of being smashed. If your opponent starts playing aggressive creatures such as Orc Clan Captain or if you are playing a mirror but your opponent has the ring, it's probably time to switch to plan B and look to play the longer game.

    -Assembled Sentry - In a vacuum it's not a great card. Modality isn't worth much when your options are to be a 1/1 guard or a vanilla 1/3 for two magicka. However, like all Factotums, the modes apply to all other Factotums in your hand and deck (though bear in mind that Automatons retrieved by Yagrum are reset!). Some aggressive creatures can be outright answered by a 1/1 guard and that will feel good, but even just chumping 3 or 4 damage will be important when you are looking to fend off a rush. But unlike most rush answers, this little guy doesn't completely fall off later as will be discussed in a later section, so running all 3 feels way better than most early aggro checks. Recommended: 3

    -Reflective Automaton - Sometimes putting a trade in front of a creature is the best you can do, but if an Assembled Sentry has already assembled Guard, he becomes a much more servicable stabilization tool. This little guy will be discuessed in much greater detail later. Recommended: See Later Entry

    -Assembled Sanitizer - Similar to Automaton, not great at stopping damage unless he's been passed a guard assembly by Assembled Sentry, but unlike Automaton (except for ones played after Sanitizer), he comes with lethal. This is especially important for answering threats such as Pit Lion which otherwise threaten to stay on the board and beat you down. In a pinch he can be played as a more aggressive 3/2 if you're still on plan A but lack a good turn 3. And again, as a Factotum he does not fall off once you're safe from smorcing opponents. Recommend: 3

    -Dwarven Sphere - One of the reasons this deck is so viable. Shrieking Harpy and Sanctuary Pet find themselves in nearly every control deck that has their colors, and even some aggressive decks. It's easy to see why: blanking an opponent's creature's attack while adding to your board is seriously good tempo. And while it costs one more than Harpy and loses prophecy, while lacking the lethal of Pet, it gains the Dwemer creature type meaning it can do something the other shacklers can only dream of: turn into an offensive threat. The 3 defense also allows it more opportunities to get 2-for-ones with clever shackle targeting. That's not even counting the huge value he gets from Workshop, being able to target two creatures if it's active! This allows you to be reasonably confidant about winning an aggro face race much of the time, though always remember it's better to stabilize and win than get them down to 1 and lose. Can also be useful for stopping your opponent from stabilizing with a drainer when you're right on the razor's edge of closing next turn. Recommended: 3

    -Assembled Conduit - A little expensive and very disappointing without any prior assemblies, but with at least guard passed he can be serviceable at walling wide rushes while with lethal passed he can take out a tall threat. Not really what you want to be doing at that point of the game but sometimes all you need is one more turn to stabilize and conduit can provide that. Recommended: See Later Entry

    Midgame Value Once you've stabilized, you have a lot of options for how to proceed. You can keep the pressure up with halls, outvalue and combo, or some combination of the two. Almost every card in this deck has a purpose at every point in the game, but here are the cards that are mostly for use in the plan B midgame:

    -Spider Worker - While not a horrible 2-drop on curve as it cantrips and threatens to grow into an attacker later, where it really shines is in a Workshop environment. A D2 for 2 is pretty nuts, especially one that can also be a 3/1 or even 6/1 body. Prophecy doesn't really matter a ton on this card but ends up allowing lethal or stabilization that wasn't there before occasionally. Recommend: 1-2

    -Yagrum Bagarn - Famous for crafting Dwemer and sounding like something the Wet Bandits would mutter, Yagrum himself is no slouch in the deck built around his workshop. While he does have a place in plan A (most notably salvaging a steam constructor for play on turn 4 with another 2-drop when you lack a Dynamo), he really shines when he's able to sit cozily in his Workshop and craft some value. He functionally cantrips, and with Workshop his value is nuts. Even if he didn't give the thing he retrieves an additional 2/2 it'd be worth it. Opponent thinks he wants to keep racing you? Get another Sphere. Looking like you'll be able to get lethal soon? Grab a Dynamo. Need a healthier grip? Grab a Spider or an Ally. His very reasonable cost means you'll probably be able to play whatever he grabbed immediately, making it a very high-impact midgame card. Of note is his ability to come back on turn seven with a 5/7 guard and a 4/3 following a turn 6 board wipe, something control decks will struggle to effectively answer. Recommend: Yes

    -Yagrum's Workshop - Yes, this is what the fuss is all about. A truly broken card that would still be incredible at 2 charges and usable at 1. I won't say too much here because its effect on each card is discussed in their own sections, but it is worth noting that it's important to figure out when it should be played on curve (still a good move in plan A), when it should be held for combos, and when it should be played as-needed. Against Dagoth especially don't play it unless you're ok with it being destroyed next turn. Recommended: can we have like 10 of these please?

    -Merchant's Camel - This card has seen its stock fall considerably since the nerfing that took out the early Ebon Legion reanimator decks, but things are looking up for our friend Humps! Normally paying 4 for a 1/4 body and card selection (albeit very good selection for TESL) is a decent but slow proposition that's more of a calamity insurance than a proactive play. In the Workshop deck, though, it's a perfect storm of playability. There are several high-value targets that you want to be digging for, there are a few less-good late draws that you won't mind skipping over, and with Workshop it lets you look at a whole 12% of your deck and end up with two cards instead of one, which is a much better deal. While there are times when all six of your supports are in the bottom ten cards, Camel is excellent insurance against bad draws and is a big part of why this deck is ludicrously consistent. It is a somewhat expensive card for not impacting the board and drawing the third one feels bad most of the time, but there are also games where all three were needed to win. Recommended: 2-3

    Special Cases

    The next four cards are the most in-depth cards in the standard build, two because the choice of how many to run is crucial, and two because they are complicated in use.

    -Reflective Automaton - This little 2/3 for 2 doesn't have awful stats, but they're not great for pressure early on and the lack of guard or lethal makes him mediocre-at-best for facing aggro. What he does bring to the table is being a Dwemer, an Mudcrab, and a Factotum, the three creature types this deck cares about. His Mudcrab means that he's part of the Old Salty's Assault team, his Dwemer means that he benefits from Halls of the Dwemer (as well as being a Yagrum target but that's rarely useful), and his Factotum means that he gains the assemblies for all other Factotums. As a result, knowing when to play him can be difficult to master. He can be played as a 2-drop in plan A if you're missing a steam constructor and become a 5/3 when your Halls comes down as well as a target for Dwarven Dynamo, but he then can't be used later as an assemble beneficiary. If you've assembled a lethal and/or guard, you need to remember how he's going to come out when Assault is played (for example if he has Guard he's not going to be able to sneak in his 2 or 5 damage through shadow lane if it's contested). You also need to keep track of assembles because it can be important to know what he looks like in deck when considering using Assault to get just him. It is important to note that even though he doesn't have Assemble himself, he will still double-trigger the gain health and opponent loses health assemblies from Assembled Titan if he comes out while Workshop is active. Knowing how to play him will take time getting used to his unique attributes, but hopefully this section takes some of the mystery out of it. Recommended: 3

    -Dismantle - I have this card here instead of in the flex choices section because as a neutral and support remover that is neutral itself, and the mirror match is likely to comprise such a large number of your difficult matches, it's hard to see not running at least one of these. But how many after that is an important decision. Unlike the rest of the deck (except very late Assaults), this card can be completely dead in certain difficult matchups, most notably traditional aggro and Dagoth. On the other hand, it is your only source of direct removal for Invade gates without going into colors, and it is also stellar against the still-popular Support Monk. Even in the ideal situation, you have it in your hand versus a mirror, it is very tricky to know when to use it on a Workshop and when to use it on a Halls. If your opponent drops a turn 2 Workshop with the ring and you have Disassemble ready in response, you have to think about whether 1. you can win the alpha strike race even with your opponent potentially having double Ally, Dynamo and guard from Halls, 2. whether you can survive the turn his Halls comes down if you save it to turn that off and adopt the defensive stance, 3. Whether your turn 3 creature drop is necessary to achieving either the ends of killing or survivng based on the current board state, and 4. Whether disassembling a Dynamo target will be a more optimal play later. Disassemble is such a high-value card in the mirror match and such a useless card against some other decks that the choice to play 1-3 really comes down to personal preference and the meta. In faster (or more Dagoth-infested) metas, 1 or 2 is your best bet, while in heavily Workshop metas you'll want 2 for sure, maybe all 3. Recommended: 1-3

    -Assembled Conduit - The choice of how many of these to play will also be heavily dependant on the meta. You'll likely always want to play at least one because the Regenerate assemble is so useful, but this card has some problems. First, it doesn't really help stabalize in the early game the way the cheap ones do, and it doesn't create a wincon later like the Titan. Its baseline 3/3 stats mean that even if both cheap factotums boost their stats early on, he's just a 5/6 Regenerate or a 6/5 Breakthrough for 5 on curve which is poor value. Even in the ideal situation with full dedication and maximum boosting he can only get to be a reasonably big boy who dies to removal early on, and that's with making very sub-optimal early plays. Where he really shines is in the late game. Since there are only 10 other factotums and usually only 3 or 4 of them can be big enough to be dangerous after sufficient assembling, each Conduit is another potential game-ending big boy once your opponent is exhausted of removal (which is not hard to do). It's also important to have enough Factotums to finish the job if the Titan combo isn't enough to win outright. In the mean time he takes up valuable hand space at a piggish-for-this-deck 5 magicka cost. Since Workshop has a good matchup against Control decks, I want to say to use him on the low side, but he's also particularly good against Dagoth which is a difficult matchup, so it really depends on how many of those versus how much aggro you anticipate seeing. Also noteworthy is that in a mirror where both players failed to alpha strike, it's usually the one with more Conduits who gets the edge in the late game. Recommended: 1-3

    -Assembled Titan - Ok, big daddy time. This single card is the reason this deck can exist in the form that it does without having to commit to an early-game strategy. He also has the single biggest power difference between being played with Workshops and without. Without workshops, he's an unremarkable and expensive card even with some assembly buffs (although he does have 2 reach even without workshops which can matter sometimes). With workshops, he is a storm of destruction to his enemies and a healing rain to his player. With only a single Workshop, he can drain for 8 when he comes down. Yes, 8, as in 3 more damage than Ancano with 8 healing thrown in for 2 less Magicka. With two workshops he can drain for 18! Not only that, but he enables each subsequent Factotum to drain for 4, multiplied by Workshop uses. This is pretty much game-over for any opponent that has sustained even minor damage in the early game, and even against things like Support Monk who like gaining health it's usually enough to end the game over a few turns. There are also times when he will forgo the face damage and gain defense and health instead to finish the job of stabilizing against a very persistent midrange player, counting on the constant pressure from Halls and other beefy boi Factotums to finish the job. If TESL had a Commander function, Workshop would basically never lose to anything but another Workshop, and the times it does lose for any reason other than being run over by aggro or blown out by Dagoth, it's because Titan is in the bottom 10 or so cards in the deck. You still have to do the work setting up the conditions for big daddy to come finish the job, so don't be tempted to treat Titan as an "I win" button. Just almost. Recommended: Necessary

    submitted by /u/DannyMcClelland
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    One of the most stressful unite the house win - bad draw start

    Posted: 05 Nov 2020 08:05 PM PST

    Very In-depth Workshop Dwemers Guide (2/3)

    Posted: 05 Nov 2020 04:31 PM PST

    Neutral Flex

    -Dwarven Spider - Just a chump body without Halls, a 3/3 guard for 0 with it. Probably not worth it unless Aggro is really cleaning your clocks, and even then its lack of Prophecy makes it less useful than the other options. Still, technically part of the most 100% optimal turn 5 kill and does have its uses dealing with hand clog in a long game with a lot of Ally drawing.

    -Close Call - This deck is chock-full of creatures with useful summon abilities, and Close Call allows you to pick them up, brush off any damage they might have, and use them again. Can also be used with Titan for an OTK with 12 magicka available, though that's usually a very winmore case. Beware, picking up Factotums resets them to factory settings!

    -Blackreach Rebuilder - If you find yourself getting run over by aggro a little too often, this might be the choice for you. Sometimes having a 3/1 guard that heals for 2 pop up in the middle of an attack sequence is the difference between dying and stabilizing. Very inferior to Gearwork Spider.

    -Oblivion Invasion - Trick your opponent into rage scooping right out of the gate!

    -Gearwork Spider - This is probably the first card I'd look at when wanting to replace unplayed crabs in the flex spot they provide. It's a guard with prophecy that's also a Dwemer so it can be helpful against aggro without being entirely useless otherwise, especially with multiple copies. But that strength is also its weakness. While it does get more powerful as more are drawn, it doesn't really get enough more powerful to justify the weak draw you just pulled. Still, probably your first add if you're losing a lot to aggro.

    -Lute - Kind of a counter-counter mirror card. Dropping one of these on something your opponent wanted to hit with Verminous Fabricant is probably game-ending, but a little too specific to be a good idea in a game with no sideboarding.

    -Ring of Lordship - Always worth at least a passing thought in a deck with Automaton. Can enable some favorable trades and plays your opponent wasn't expecting, but a bit niche to be spending a turn drawing.

    -A Night to Remember - Similar to Close Call but better for use on creatures with higher magicka costs (mostly Dynamo and Titan). A less memey OTK enabler at lower magicka levels and honestly an intriguing pick.

    -Barded Guar - The ability to give guard to any creature including your opponent gives this a lot of flexibility. Good at getting in front of aggro and allowing you to kill something about to go off in the shadow lane unexpectedly. Could also be used with a Breakthrough-enabled Factotum to cheat around a big guard. A bit pricey for a block-and-die or a trick, but the modality might make it worth it to some more mischievous players.

    -Crushing Blow - One of only a few options for interaction in Neutral and probably the best. 3 damage fails to get a lot of important kills and it's a big ask in the early game at 3 magicka to give up tempo destroying something, but may see more play as the meta adjusts to the dominance of a low-interaction deck and starts running cards that punish lack of removal.

    -Fork of Horripiliation - Probably not particularly necessary in a deck with so much draw, but could be a cute way to get advantage in the mirror while bopping spiders.

    -Forsworn Guide - Another nod to the excellent summon abilities in this deck that's more expensive but also leaves a 3/3 body. Could be a nice turn 7 play when a Dynamo is all you have on the field but how often does that happen?

    -Frenzied Watchman - No, no, hear me out. Adding 4 points of damage for 3, two of which is hasty, isn't too bad on its own, and if you're able to get a favorable trade and 2-for-1 out of it that's a really nice play. Suffers from really only being good in the first few turns.

    -Ghost Fanatic - Again only useful in the early game, but getting an extra 3/3 onto the board after a turn of trading can be massive tempo in the mirror or against aggro.

    -Heroic Rebirth - Pretty memey, but having the option to reroll on a Merchant creature or upgrade a late crab isn't awful.

    -Silent Pilgrim - If you elect to use colored cards and have a two-colored inclusion, this guy can tutor it (or two with workshop). Of particular note is Edict of Azura; getting two of those for three magicka and a Workshop charge can be game-changing.

    -Dawnfang/Duskfang - Can enable a favorable trade and net 5 health in the bargain if it's Dawnfang at the right time. Duskfang is less useful but still affords a bit of reach and card draw. A bit pricey for what it offers but don't you just want to role-play as a soulless robotic paladin?

    -Dragon Aspect - Gets a mention just for being neutral interaction but honestly way too expensive for what it offers. Although this deck is blisteringly fast so you might get a chance at casting the 2nd and 3rd copy which are much more worth it.

    -Knife to the Throat - Neutral interaction that asks for way too much magicka for what it does, especially in an already speedy deck. But, neutral interaction.

    -Mundus Stone - Some people are in love with this card, but I've always found it to be underwhelming. This deck does create a ton of weenies who are most likely to benefit from a Lethal or a Charge or even a Guard so I can see playing it. I just don't like how unreliable it is for having spent 4 magicka on it.

    -Sparkling Spider - Almost all of its value is from the prophecy. It's a tech against aggro but even with Halls it's only a 5/3 guard. From hand it's atrocious. Unless you're teching extremely heavily for aggro and putting all your eggs in that foolish basket, avoid.

    -Vicious Dreugh - Now this is a flex pick that has some major merit. It costs one more than Dismantle and only hits supports, but unlike Dismantle is not a dead card against aggro and Dagoth as it's attached to a 3/4 body. I prefer the cheaper cost and flexibility of hitting creatures on Dismantle, but this could very easily be your support hate instead (or both if you're teching hard for the mirror). Feels amazing if you're able to use it with workshop to hit two supports.

    -Abandoned Imperfect - Honestly I thought a lot about this card, and it's really more that the deck doesn't need it than that the deck doesn't want it. With the ring, you could drop this on turn four and use an Ally draw to activate a 8/8 guard breakthrough on turn five plus the D4 and three bodies and whatever else you want to do with the remaining magicka making for an absolutely enormous turn that fits with plan A. If for some reason you hate crabs and want to focus more on the late-game aspect of this deck, running this instead of Assault would be the way to go.

    -Barbas - Too expensive for what he offers, but what he offers is pretty nice: some reach when you're on offense or some reasonably bulky guard when you're on defense. I really wish this good boy were 4 magicka. Be careful, if you choose +1/+1 and then charge with workshop, the +1/+1 will disappear.

    -Clockwork Dragon - A reasonable include if you want to keep pressuring instead of valuing in the mid-game, and rare access to Drain in neutral. Does gain double pumps from Workshop, and a 8/4 with drain for 5 is a lot better than a 6/4 while a 4/8 guard absolutely sits in the lane if that's where you're having trouble. But you won't always have Workshop available so don't count on this.

    -Stronghold Eradicator - Very expensive tricks with a surprisingly overstatted body. Does put 9 damage on the field for 5 magicka with Halls up, perhaps has a place in the mirror.

    -Stronghold Incubator - Another random card that's not really necessary. There are more useful Dwemers than stinkers so it's a bit more than a coin flip that you'll get good value out of this, but it has an awful fail case.

    -Dwarven Centurion - Another card to consider for people who want to keep curving up after the Halls drops, he's honestly pretty good under Halls as a 9/8 breakthrough for 7 who farts out free 3/3s whenever he takes damage. But he's pretty expensive to have no immediate impact on the board and if he dies to removal you're going to wish you'd just played anything else. Quite bad without Halls up as well.

    -Goldbrand - Neutral interaction. Thanks, I hate it.

    -Journey to Sovngarde - Only for the absolute grindiest of mirror matches. This deck can run out of cards, but if you can't win with the 50 you started with you're probably not going to win with deck clock reset.

    -Ulfric's Uprising - An interesting option to consider. It can be used to re-trigger the Titan drain abilities, so it can be a finisher on turn 7 if you had a workshop TItan on turn 6. There are many great summon abilities in this deck to retrigger. Ultimately it feels a bit winmore as if you have to board state to really get value out of this card you're doing great anyway. Unsure how it interacts with Workshop. If anyone has tested this could you let me know?

    -Wilds Incarnate - Not exactly a bad include, just not a particularly great one. Yes, he can potentially draw 4 cards with a Workshop, but there's a 3-cost card that can do that regardless of rune status, and if you have no broken runes that probably means you've been on the offensive and do you really want to spend a turn casting a 5/6 guard in that case? Suffers from how much draw is already available in this deck, making the D2 seem weak by comparison.

    -Mecinar - Could be a great late-game play. I don't like the randomness but it does technically get you closer to Titan if you're digging for that, and his value goes way up when he triggers multiple times. 8 magicka is a big ask, and I'm not sure when the window would be for him to be your optimal play, but he could maybe see some use. Taking your opponent's Titan or Dagoth Ur is obviously the dream.

    -Odahviig - It's a testament to this deck's power that a 10/10 with an almost-guaranteed one-sided board wipe seems a bit drab. Could be a fine include if you're looking for more hits than just Titan to close out a long game, but usually a long game means a successfully stabilized control deck who will just lob a javelin at him and go on about their business.

    -Paarthurnax - It would seem to be a given to include this beastie in a deck with Workshops, but honestly the shouts he gives are pretty underwhelming without Call Dragon support (and that card just does not fit into this deck at all). Sure he can loop since you're probably getting a Tear Soul if you use him with Workshop, but that's not guaranteed. I haven't found him necessary, but I could see him being a valuable wincon alongside Titan, especially since he's only asking for one card slot (and potentially a dead card in hand through most of the game).

    Colored Options

    Think hard about what you're giving up if you choose to include colored cards in the deck. While you'll probably always have one in hand for Assembler when it matters, you risk bricking on Ally, one of the best cards in the deck, and that can be game-ending. For any colored card you're thinking about including, you have to ask yourself, "is this worth increasing my chances of missing out on a D4 and two Dwemer bodies?" The following is a selection of cards for which the answer may be "yes:"

    -Edict of Azura - Dismantle for chads. Back when Dwemer was an aggro-only deck, this was one of the most common includes. Very easy to slot in because it can replace Dismantle, and can be tutored. While it costs one more magicka, missing out on the opportunity to respond to an on-curve Workshop before it can be used, it is also never a dead card and is very useful against Dagoth, one of the hardest matchups. Doesn't do a good job of disguising your deck at the start, as normal Spellsword is awful.

    -Euraxia Tharn - Especially useful in the mirror but also very useful against Dagoth which is a lot going for it. There are a lot of excellent supports for it to steal, most notable being Halls and Workshop, but it can also swing the game against Support Monk by stealing and consuming a Forward Camp if you have three supports up at the time. Can also be tutored. Same problem not disguising your deck as Edict, but it also means you can do all 4 if you really want to be risky with your Allies.

    -Ahnassi - sometimes you can bog down against a deck with a lot of guards and support hate and may not have time to dig for Titan and Workshops. Ahnassi allows you to bypass the guards and get in unexpected damage while still adding to your board. It also has the benefit of clearing out any Drain your opponent may be using in an attempt to stabilize. Finally, there are a lot of great targets in Dagoth that do not appreciate their keywords being stolen. Combine all that with the potential for big reach if your opponent has a haster and you're looking at an excellent tool. Unfortunately, while it does disguise your deck, it disguises it into a heavy support archetype so your opponent will probably still keep support hate.

    -Shalk Fabricant - A 2/4 guard for 3 can be useful against aggro, but what really makes it worthy of consideration is the action it provides. Getting an Execute against a Warchief can end your opponent's whole career. Of course, you're just as likely to get a Vvardvark Experiment so be prepared for the fail case if you decide to use it. If you combine it with a colored card of different alignment, it can effectively disguise your deck.

    -Verminous Fabricant - I decided to add this because I've seen a lot of people running it, but I'm not sold on it. It seems to be a mirror pick, but I'm not sure countering a Dynamo or shutting down a big Factotum is worth a colored card. I will say it's good at disrupting your opponent's plan A, but at the cost of sacrificing a turn of your own plan A so it's kind of a wash.

    -Supreme Atromancer - Four damage from hand is a pretty good amount of reach. Eight damage from hand with a Steam Constructor, even more with Workshop, is a crazy good amount of reach. If you find yourself falling just short or having trouble finding Titan too often, Atromancer is an excellent alternate wincon to get in that last bit of damage on a stubborn opponent. Being blue helps with disguising the deck as well, though you will need to pair it with another color.

    -Laaneth - This is basically just another Titan or Workshop hit for when you need to combo off to finish the game but one of the pieces is hiding (less frequently a Halls for fringe cases where you have nine magicka and another turn but need Halls to get in). Blue is good for disguising.

    -Tree Minder - The 1/1 guard body will be able to soak up a little damage early, but the real kicker is increasing your max magicka early enough to play your 5 and 6 drops a turn sooner. If you're in a mirror where your opponent is counting on hitting Assault into Halls before you because he has the ring, Minder flips the script. Still not a dead card late game because having extra magicka allows you to make more efficient plays with your Workshop charges. I really like this one, but it can be difficult to find a good window to play it. Its purple alignment is also good at disguising your deck if you pair it with another color other than yellow and to a lesser extent blue, and can be used in conjunction with Edict.

    -Headless Zombie - Easily the best way to recur destroyed or exhausted supports. Also able to bring back a Titan which is enormous. Can be tutored. This pick is more for grindier matchups, and the deck already has a good matchup against control, but if the meta shifts into a slower pace with a lot of control decks running anti-workshop cards, Zombie can really shine. Fair at disguising the deck, but there isn't a good Sorcerer deck in the meta so not great.

    -Cornerclub Gambler - Merchant gave you a crappy card? Just ante it away for a shot at two from your deck! The 4/3 body is respectable as well, and may even eat an Edict that otherwise would have had your support's name on it. Sometimes you'll even want it to die as hand clog can be a thing in the late game. Green is a very solid color for disguising the deck, less so when paired with yellow, so that's handy too.

    -Kagouti Fabricant - 6/6 worth of stats across two bodies for 4 is nice, and this deck is light on good 4-drops other than Dynamo. Not really something you want to draw late, especially as it's harder to double- or triple-play when one of the cards you're wanting to dump costs 4.

    -Nix Hound Fabricant - One of the worst Fabricants for plan A, but extremely effective at helping win a race or surviving an alpha strike. Illicit Butcher exists, works even if your other creatures are dead, and has one more attack for the same cost, but at the cost of the very nice Drain ability. Dropping this will almost always make you at least 7 healthier while adding 3 offense to your board, which is enormous in a race situation.

    -Hulking Fabricant - Probably the best of the Fabricants. Puts out as much offense for 5 magicka as Assault, and on a body that won't die to Ice Storm (or Immolating Blast depending). Allows you to have a higher chance of pulling off Plan A without overloading on Assaults that are way less useful later than a Fabricant.

    -Lady Syl's Cruelty - A combo card that has never seen much play because of its stringent requirements to be worth it. You have to have a high-offense creature you don't mind losing and something to do with the magicka in order for this to be worth it. Fortunately, this deck is really good at meeting those requirements. It's also able to do something no other deck can do: use Cruelty to combo from hand. Normally creatures don't have much higher offense than their casting cost (and if they do they're not great outside being a combo piece), but with Halls it is very easy to cast a cheap creature with at least 3 more attack than its casting cost and sacrifice it immediately to gain magicka from hand. Especially worth noting is using it with a turn 8 Titan choosing attack as one of its boosts to get back at least 4 more magicka for the turn than you would have had otherwise (way better with Workshop). It can also get you to Halls a turn earlier if played on an Ally or Dynamo target. There is the potential it's just a dead draw, so don't get too starry-eyed about its amazing success cases.

    -Dushnikh Yal Archer - A sneeze addressed to a group of southerners or the absolute best card to use against Workshop Dwemer? The absolute best card to use against Workshop Dwemer. Which means if you are playing Workshop Dwemer yourself, you can include it to really get the edge on mirror matches. Even against normal aggro it commonly gets 2-for-1s while slowing your opponent down. The only real downside is that it's a poor late draw in a grindy match where your opponent isn't using supports. As a final benefit, pairing it with a Yellow colored card disguises your deck quite effectively, as Crusader is a commonly-used aggro archetype.

    -Obstinate Goat - More of a fringe pick but if you are running full crabs and putting more of your eggs in the Plan A basket, this guy puts up as much immediate pressure as Constructor while also having the potential to Cantrip into a Mudcrab. If you do go with the high-animals build, you may also want to consider Guar Stablemaster.

    -Lightning Bolt - A better, more expensive, colored Crushing Blow. I think the game is coded to have way too many Lightning Bolts and Piercing Javelins proc off rune breaks, even if they are the only prophecies in the deck, but maybe that's just a conspiracy theory. Like the existence of New Zealand. Anyway, 4 damage hits a lot of important things that 3 damage does not, and the prophecy can be the deciding factor in the game if it gets procced.

    -Ancano - Sometimes you just need a little more damage to close the game, and Ancano gives you five for eight magicka, as well as a healthy breakthrough body in case you still need to swing next turn. Feels very bad to draw early, but having him in your grip does allow you to plan out your damage and trading knowing that you get a big blast on turn 8.

    -Wardcrafter - One of the most annoying cards in the game has good potential in this deck. Making a 1/1 factotum guard able to take two attacks, enabling a great trade, or making sure something survives an Ice Storm are just a few of the uses for this little mage. Usually feels bad to be drawn late, but still has the potential to be useful throughout the game.

    -Shrieking Harpy - One of the best cards against Aggro, this pick is purely for giving you more early-game answers to being overrun. It is very good at its job, but doesn't do much of anything after the first few turns.

    -Cruel Firebloom - This deck is very good at getting out a lot of expendable weenies and dorks, and turning them into a huge blast to a random creature can feel really good. What doesn't feel so good is taking out an opponent's dynamo when you were hoping to hit his the dynamo's target. If you're not playing with Edicts this is pretty much your best way to deal with beefier creatures, especially guards that are blocking your lane, but the random targeting makes it pretty RNG-dependent.

    -Cliff Racer - This card could be included for three reasons. First, while not as threatening as Assault in the ensuing three turns, it does get its damage out immediately meaning over the first two turns it can deal just as much damage as Assault (minus one for the Anklesnapper ping). This makes it a fine play in plan A, and it doesn't become a bad draw later on because of reason two: reach. Something all aggressive decks have to worry about is running out of steam just shy of closing the game. While Workshop is less worried about that than other decks that try to win quickly, it will still feel wonderful any time you're able to get the last bit of damage in with a hasty boi. Third, it is the best answer to an Archer. Losing a support or a 1-health creature while your opponent plops down a 3/3 guard hurts, but you can turn the hurt around on your opponent by removing that guard and leaving a 4/1 on the board in response. It reverses the momentum swing and forces your opponent to deal with both a reasonable attacker and the threat of Halls coming down next turn.

    -Razum-dar - One of the best cards in the game can find a home in Workshop Dwemers. Four reach for 7 with less toughness doesn't sound great when Cliff Racers exist, but what about if it also (sort of) cantrips two or more times, gives you information about your opponent's hand, and has to be dealt with immediately or the game is probably over? It's an especially good play the turn after Halls comes down, as you're probably either close to winning and can use the reach, or looking at a decimated board where this speedy thievey kitty cat really shines.

    -Tazkad the Packmaster - The most reach available in a single card not named Assembled Titan is no joke, and even though he's really expensive you probably won't mind as he smashes through the guard your opponent was counting on and wins you the game. He is also part of one of the best colors for disguising your deck, so that's nice too.

    -Odirniran Necromancer - Workshop has quite a few high-value targets for Necromancer to resurrect, especially Dwarven Dynamo. While you almost always want Halls to be your six-drop, bringing back a Dynamo will put 8/7 worth of stats on the field with 3 of the attack hasty. That is not a bad turn 6 play at all and it's a testament to Halls' power that it's not the play you want to be aiming for. Bringing back a Yagrum can also be extremely potent, netting 5/7 of stats on two bodies right away plus a buffed Dwemer. In fact, if Halls is up it's likely that Dwemer can be another 3/3 to add to the pot in addition to Yagrum getting buffed meaning a turn 7 Necromancer can add a heavy 13/12 across three bodies, one of which is a 5/5 guard. That is an outrageous followup to a turn 6 Halls and can let you trade to clear the board and then immediately threaten your opponent's face the next turn. That is the ideal situation and won't happen every time, but even just bringing back a Steam Constructor under Halls is 11/6. Adding Workshop from a previous turn to any of these plays makes them ludicrous. Do bear in mind that any Factotums you bring back will not have theirs buffs from previous Assembles.

    -Defense of Bruma - One of the best anti-Dwemer cards is also one of the best in a Dwemer deck. Buffing all your creatures by 1/1 and giving them guard is useful both for offense and defense, as you are likely to have many creatures on the board at any given time. It is not the easiest to get the cost reduced but Dwarven Dynamo can set it up nicely, as well as later boosted Factotums. Cards like Hulking Fabricant get better when you are also playing this card so be on the lookout for synergy if you're wanting to play it.

    -Divine Fervor - Some Dwemer players swear by this card, and if you're not going to Mudcrabs route it is a very solid 5-drop replacement for Assault alongside Hulking Fabricants. Getting that extra point of toughness on all your creatures can ruin your opponent's racing plans and open up a lot of great trades.

    -Fear Totem - Always worth a look in decks with good summon abilities. Nice against aggro for disrupting an otherwise-lethal turn and replaying another Dynamo for 3 mana always feels great.

    Feel free to let me know if I have overlooked your favorite addition to the Workshop Dwemmer deck! Since the backbone of the deck is neutral it can run literally any other card (from up to two colors) so I'm sure I've overlooked some good ones.

    submitted by /u/DannyMcClelland
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