Control Spella'tael 4K+MMR

Created by Petruch94 May 14, 2018

Last Updated May 14, 2018 (The Arena Update)


  • Attack 9
  • Ranged 12
  • Siege 12
  • Total Strength 33
  • Total 26
  • Silver 6
  • Gold 4
  • Scrap Cost 5580
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Brief Summary of Build

      Sorry for the late guide but I didn't want to rush it, I wanted to are more of what the deck cand do and I was very surprised of what the deck can do.

      This deck is performing amazingly and it has a whooping 81%WR in 25 matches. It is a bit hard to play but extremely rewarding and I am happy to sau that spella'tael is back with a vengeance.

    It is a perfect combination of tempo and control as it has just enaugh control to keep at bay the most proactive decks out where  ( Skellige and consume ).

  P.S. This deck got me to 4150mmt

     It is a great deck, have fun!

Card Combos

Vesemir for runestone or mandrake or ales. 

Renew for any gold card (  great value)

Triss for doppler if you don't have ale targets .

Aglais for anything

General Guide

    So this variant of spella'tael makes use of dopplers in order to have ale targets and also for buffing the senties.  Then it is pretty simple , you use mercenaries to pull ales so you get a lot of tempo to win round 1. You have a lot of control options as well if you need to ( compression and mandrake ). Then in round 2 you can go minus 1 or even 2 depending on the match-up as you can out-tempo your opponent.  Finally in round 3 you have 20-21 points finishers in your sentries which you should better pull out with tutors.


Card Replacements

Maybe Alzur's double cross bit I wouldn't recommend on repacing anything. I believe this is the perfect card balance. And don't worry about the sentries being the same power as you can use an ale and solve the problem

Put your spoiler here.



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