Brief Summary of Build
Hey guys, lately I've seen lots of Foltest decks around high ranks, figured i'll publish a variant I made. Tested this deck around 4250MMR and on pro ladder and it preformed pretty good, with around 65% WR.
The closest I got to a video guide is this game session on twitch: https://www.twitch.tv/videos/205817475
Follow on Twitch for more: https://www.twitch.tv/hannibhal_
I'll summerize the main synergies and value generating combos here:
Reinforced Siege Tower: You'll want to place these next to 2 crewman, for some 15 points.
Kick any Blue Stripes Commando or Temerian Infantryman. Always blacklist the card with the biggest risk of drawing a copy of him first. Ideally you'll want 2 Blue Stripes Scout in hand, as one might get removed. Usually you'll prefer playing Reaver Scout from Marching Orders, so kick him too. Also keep in mind that you don't want all Tactic cards in hand, as you risk a dead John Natalis. Also you'll probably want to play Ronvid of Small Marsh first round, so having him/John Natalis/Reinforcement is also important.
The main goal of round 1 is to get all the Blue Stripes Scout out of the deck. I always open with Foltest, just to make them a bit harder to remove. I also prefer using John Natalis first round: either to bring Ronvid of Small Marsh out or for Marching Orders to Reaver Scout to another Blue Stripes Scout. U also want to use your Reinforced Siege Towers this round, because this is the round were you have the most units with Crewman tag on them. Push this round hard, pass only you are certain your opponent needs more then 1 card to even the score. Use Commander's Horn if you don't see a way to line up 5 units in future rounds, but keep enough bodys to enable Mahakam Ale in future rounds. I usually keep Temerian Infantryman for third round, but honestly using them 1st round gives you more flexibility in mulligan for next rounds. Use Muzzle and Keira Metz freely.
If you took round 1 and your opponent has no carryover, drypass. If you lost and he is bleeding you, do your best not to use Shani , as she is probably your biggest source of tempo round 3.
Round 3: Basicly there are 2 ways to go here depending what cards are left in your hand and how long the round is: spreading in all 3 rows to enable Mahakam Ale or stacking a row to Commander's Horn. Keeping Temerian Infantryman obviously helps in achieving the latter. Anyway Shani is a huge boost to both aproches, and thats why it's so important keeping her. My favorate combo is to res Síle de Tansarville with Shani, use a Mahakam Ale from hand and draw a card to hand. That a 25 points combo, pretty sweet for round 3.
Dijkstra is great, but somtimes this deck thins itself too much for him. Also you have to keep him for round 3, and that pretty difficult.
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