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Monday, February 24, 2014

Faction Breakdown: Filth Part 1

The masses have spoken through the polls, and our next faction breakdown is the Filth.

The Filth were one of the last faction decks I added to my collection, and I wish I had bought them earlier. They have quickly become Flavid's favorite faction. They are among the most complex factions when it comes to the amount of different units they can field in one match. This makes them one of the most unique and fun factions to play.

Lets jump in and take a closer look into the lair of The Demagogue.


With two ranged attack and six life, The Demagogue has a standard stat-line. It is his ability that defines the entire deck. Mutagist is an ability you want to use as much as possible. Since it limits you to only two attacks, this entices the Filth to play a more defensive game then most other factions. The big draw of the ability, beyond simply searching for cards, is that you can take cards back out of your discard pile and reuse them.  This means you can search for some mutations units early in the game, build them as magic, use that magic to summon either a champion or a different mutation, and then use mutagist to bring the spent mutation card back to your hand. This gives the Filth excellent flexibility and even better magic economy.

Events:
Possessed wall is a great card to draw early in the game, or when your opponent only has one wall. It forces them to burn two cards to be able to summon units again which can completely screw up their game plan. Even when your opponent has multiple walls out, you can deny the best summoning spot which will help keep your defenses secure. Great card.

Shield of the Hopeful is a great card to keep your commons alive for one more turn before mutating them. Because you only have a limited amount of commons to mutate, you cannot let your opponent pick off your common units before you get to mutate them. This event card also allows you to summon a mutation deeper into the opponents territory, as you can move up the common, play shied of the hopeful to avoid damage, and then next turn summon a full health mutation. Just remember that you can't play this card on a mutated common (how crazy would that be?)

Channel Corruption is a very straight forward card, and it is very powerful. Try to use this card on a three or four cost mutation to maximize your value on this card. This card can create an extremely powerful turn if you save up to play a champion like Abomination, and then also summon a strong mutation for free.

Heretic's Rebuke is my favorite card in the Filth deck. Extremely powerful against factions with strong, expensive commons, as you can make them waste so much magic by stealing them. Four spaces (not clear spaces) is a very long range from your summoner and gives you tons of options to pull this card off. Again, as with most Filth cards, try to maximize your magic economy with this card, which in this case means targeting high cost units that your opponent just burned a lot of magic to summon. Hopefully you can time it so that you leave him with a powerful mutation to deal with in a situation where he has little magic left to summon units to fight it.

Well that is all for part one of our faction breakdown. Check back soon for part two where we will be going over the commons and champions, and then later part three will cover the mutations. If you missed our last faction breakdown of the Sand Goblins be sure to catch up.





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