Blood & Steel

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Blood & Steel

“Blood & Steel” is a midrange balanced deck that plays well in all stages with a minimum of situational cards.
“Blood & Steel” deck is focused on micromanaging cards effects to gain victory through fair and calm plays.




Try to get a perfect curve for rounds 3 — 6, with a chance for additional Inferno Cannon for round 2.

  1. Replace Caldera Nova. You never want to play this card.
  2. Replace Nox to gain better Curve, as she is meant to be played in Combo.
  3. Replace Discordia and remaining cards that costs 6 or more: Dishonorable, Sylvanus, Terra, Power Delve, and Fire Giant, as they are meant to be played in late game.
  4. If you have more than one card that costs either 3, 4, or 5, replace all but one of them.
    1. In first place, replace situational cards: Chaos SpawnCupid, and Enlist.
    2. In second place, replace partially situational cards: MercuryHercules, and replace Venus in favour of Gladiator to gain possibly higher Gladiator‘s effect uptime.


As a summary, you want to keep Inferno Cannon, one Bacchus, one Gladiator and War Behemoth as Best in Hand.

Best in Hand
  • 2Inferno Cannon1
  • 3Bacchus1
  • 4Gladiator1
  • 5War Behemoth1




Standard rules applies: Try to use all mana every turn, but don’t be afraid to loose one, or even sometimes two mana points in order to kill threat unit.


Board control

Our gameplay will be quite linear, and we should begin with a draw or a max 1 mana point Board Control power below opponent. Allowing opponent to gain more than this one mana point of Board Control power for more than two or three rounds can result to loose, but should not be a case in standard play until we get a really bad RNG, what happens really rarely.


Micro management

We want to micromanage our card effects in order to gain small advantage over opponent and slowly lower his tower HP until 0, dealing with his spells and units on the same time. Choosing beetween a few units to play, prefer Ramp up Bacchus and units with passives: GladiatorVenusWar Behemoth, and Sylvanus.



Leader Ability: Bellona

Move a unit up to 2 tiles away.

Our Leader Ability: Bellona has a big connection with Caldera Nova‘s Fire Pits and Gladiator, that reduces cost of our Leader Ability: Bellona by 2.

  • If you have a small advantage on Board Control, try to use Leader Ability: Bellona to get a better card choices in late game.
  • Otherwise, try to maximize mana usage, until using Leader Ability: Bellona allows you to get rid of threat enemy unit.


  • 2Bellona


Inferno Cannon

Attacks knock enemies back 1 tile.

Inferno Cannon is a fair early game Ranged Structure.

Place Inferno Cannon close to centre and use Leader Ability: Bellona to move it one, or preferably two places towards opponent, focusing either units, or preferably tower so enemy have to trade it, usually with a bit of loss.

Don’t hesitate to target opponent’s tower over non threat unit in early game.


  • 2Inferno Cannon1



Warcry: Enter a friendly unit and give your attack and health as a buff to that unit.

Nox is a situational card that allows you kill opponent’s unit if lacking attack points on unit, and this is Nox‘s best use that can turn loose into a victory. Micro management in it’s best.

Nox makes a best synergy with buffed Bacchus, and with Ranged units: Inferno CannonCupidDiscordia, Venator, Sylvanus, Isis, and Cursed Dragon.

Do not use Nox with no Warcry effect even in second round, and keep in mind that she will quit defeated friendly unit. Nox‘s full power comes when used on friendly unit that can attack same turn. Avoid using Nox‘s Warcry on friendly unit with summoning sickness.


  • 2Nox1



At the start of your turn, Bacchus drinks his wine and gets an additional random effect.

Bacchus is a very strong unit that gains up to one of the following effects every round:

  • +1/1
  • +1 Protect
  • Cleave: Source
  • Immune: Melee

Cleave, in connection with Leader Ability: Bellona, can completelly destroy multiple enemies, especially when they are close to opponent’s tower. Plan to attack with Bacchus enemy tower about three rounds after spawned, and plan your movement before first spawn. Because Bacchus is a Ramp up unit, spawn him as soon as possible, even loosing a mana point.


  • 3Bacchus2


Chaos Spawn

Warcry: Silence an enemy.

Chaos Spawn is used just to Silence the enemy.

Don’t hesitate to use him early, as he has a solid body aswell. In late game, you should have small board advantage and Chaos Spawn should not be so useful as in early game.


  • 3Chaos Spawn1



Warcry: Randomly deal 1 damage to enemies three times.

Mercury is a RNG affected unit that can deal with low HP units, but keep in mind that he can fail, attacking three times a tower. Plan to use him most effectively. Think about most unlucky scenario and don’t take the risk leaving with a opponent’s threat unit with a 1 HP left.

Analyze all possible outcomes and play Mercury when he can give you best results. Sometimes it’s best to place him at the beginning of round, to finish opponent’s unit, for example moving him into Fire Pit, but sometimes it’s better to kill some units so Mercury‘s Warcry does not gets wasted into the enemy that would be dead already.


  • 3Mercury2



Warcry: Stun an Enemy and knockback adjacent enemies.

Cupid is a situational Ranged unit used to deal with a threat opponent’s unit, saving our unit, or to prevent unit from attacking us on next round. Unkilled becomes fast a solid threat to opponent.

Because of it’s situational state, we don’t want more than one Cupid in our deck.


  • 4Cupid1



Your Leader Ability costs 2 less.

In practice, Gladiator gives us free Leader Ability: Bellona, that in connection with Caldera Nova and Venus, provides up to two additional damage per round.

Try not to place two Gladiators at same time, but also do not hesitate to attack with Gladiator as he has a really solid body.


  • 4Gladiator2



Whenever an enemy unit moves, it takes 1 damage.

Venus is a very annoying for opponent, solid effect card, with quite well survivality.

Place Venus quite late in game to gain better synergy with Leader Ability: Bellona. Keep her close to friendly tower, and use to help dealing with sneaky opponent units.


  • 4Venus1



Warcry: Swap your hand with your opponent's.

Discordia is a great counter for Ramp up decks, our biggest weakness.

Usually, she will never be used. Do not use her early to gain more cards than you have. Keep in mind that your opponent will often have cards that requires synergy with his other cards, and they can be very bad for you, even if you get more of them. But when you get out of cards, it’s time for Discordia to shine, usually followed by opponent’s instant surrender.


  • 5Discordia1



Deal 3 damage to an enemy and spawn a Venator.

Enlist is a quite situational unit, able to deal early with threat enemies.

Use Enlist early to gain Board Advantage. Do not hesitate using him on two HP threat enemies.


  • 5Enlist2



Warcry: Deal 1 damage to an enemy unit and pull them to you.

Play Hercules to move opponent into the Fire Pit. It will take 2 damage, and you’ll be often able to finish Hercules target with friendly Ranged units close to base, or Ramping up Bacchus.

Hercules is a great example of micro managment unit.


  • 5Hercules2


War Behemoth

Whenever this unit takes damage, draw a card

War Behemoth‘s main task is to generate additional cards.

If possible, place War Behemoth in a Fire Pit to generate a bonus card every round. Do not dive into attack with him. Rather force opponent to deal with him early before you gain a lot of cards to choose from.

Do not hold against playing War Behemoth even with Discordia in your hand. Having multiple own cards is usually way better than having a few opponent’s unknown cards.


  • 5War Behemoth1


Caldera Nova

Explode all Lava tiles dealing 1 damage to adjacent enemies. If this card is included in your deck, the match starts with two Lava tiles on the battlefield.

Caldera Nova gives us Fire Pits on board, but is almost useless played actively. Until playing Caldera Nova from hand kills a big threat enemy, do not play this card. At all.

Fire Pits, beside a great synergy for your Leader Ability: Bellona, should be taken into account when placing your own units, especially Melee ones. Plan your next few rounds. Think about your path. Board Positioning is important, especially with your Leader Ability: Bellona.


  • 6Caldera Nova1



Deal 4 damage to all enemy units who are not adjacent to other enemy units.

Dishonorable is a very powerful late game spell, allowing you to deal with multiple opponent’s units at once, especially with connection with your Leader Ability: Bellona.

Do not place more than one Dishonorable in your deck as it can lead to loosing Board Control through no available plays when no solid enemies are present on board.


  • 6Dishonorable1



Afterlife: Spawn an 0/3 Sapling. Sylvanus is respawned from the Sapling at the start of your next turn.

Sylvanus is great in late game thanks to his Afterlife ability, if played with our Board Control or draw close game. Sylvanus is also a great tower defender, and can easily provide huge advantage over cardless opponent.

Sylvanus is a weak play when enemy controls the board, but we should prevent this in mid game. In summary, Sylvanus can increase our Board Control very efficiently.

Do not play more than one Sylvanus as it can turn our againsts you with opponent’s Board Clear Combo. Don’t be greedy.


  • 6Sylvanus1



Warcry:Stun all enemies on target row.

Terra is a very good, but situational melee unit with solid body and an AoE stun.

Terra used to deal with a threat opponent’s units, saving our units, or to preventing unitsfrom attacking us on next round. Terra, in opposite to Cupid, has a very solid body and because of her AoE stun, she is a very powerful choice, preferably for a mid game.

Terra can easily become our winning condition, allowing us to deal with multiple enemies at once. Terra makes a great synergy with Cupid, and another Terra.


  • 6Terra2


Power Delve

Discover a unit that costs 7 or more and reduce its cost to 7.

Power Delve is a RNG affected, late game card, that gives us a less or more powerful unit to play, often with Charge, allowing us to finish opponent, or crush his remaining units efficiently.

During Discover, prefer, depending on Board situation and cards played:

  1. Accensus if your opponent has no units on board and is unlikely to kill your Accensus.
  2. Isis if you have many valuable units on board.
  3. Cursed Dragon if he can Poison multiple threat enemies.
  4. Ares if playing him allows you to kill a threat enemy unit safely.
  5. Osiris if you have Afterlife unit in Graveyard, especially Sylvanus.
  6. Fire Giant as a best general purpose card to play.


  • 7Power Delve2


Fire Giant

Attacks hit adjacent enemies. Warcry: Deploy two Fire Imps.

Fire Giant is a very powerful unit, with solid body and comes with 2 Fire Imps with Charge, that can easily deal with lower opponents, finish bigger ones, and bring us victory.

Prefer playing a Power Delve if no opponent threat units are present on board to keep the Fire Imps Charge in emergency. Fire Giant is best used as a one of last cards in play, providing a winning condition even when you run out of cards eventually in a very close and draw match.


  • 8Fire Giant1



Triple Threat

“Blood & Steel” is perfect for “Triple Threat” gauntlet, no changes are ever required to get easy 5/5 vs average players.

"Triple Threat" 5/5 win



“Blood & Steel” logo



12.02.2017: Update with Release Patch Notes.

One thought on “Blood & Steel

  1. Djo
    February 23, 2018 at 10:28 pm



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