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The Ghost Guardian

Rimea Careworn

  • Battlefield 4
  • Life 20
  • Spellboard 5

Cards 30 / 30

Allies (9)

Action Spells (3)


This is the official deck for Rimea Careworn, available as a small-box expansion.

First Five suggestion pending.


  • anyone want to throw out a recommended first five for this one?

  • If you play against a random preconstructed deck i would suggest :
    Summon Ghostly Mount
    Ancestral Army
    Dark Presence

    Balanced against aggression and slow opponents.
    Activates your strongest cards early.
    Creates Fodder for Shared Sorrow later.
    Realistic to play and activate all cards.

  • I have played this deck a couple of times now against other pre constructed decks and i must say this one is by far the one that feels the most like you need a degree in rocket science.

    If anyone out there has some good tips on how to play this i would be thankful.
    Up to this point i have mostly failed to turn the card draw in the deck into any advantage.
    The main problem for me is the cost of cards - everything has play costs and most cards are expansive.
    There are so many possible game plans with this as well and the ones i have tried out all did not do great.

    Obviously Summon Ghostly Mount is kind of a center piece of the deck.
    The main advantage of them being that they provide a virtual battlefield slot and allow you to build up permanent resources.
    Since most precons allow for a slow grindy approach i tried that and it did not work. The Horses just end up getting killed by damage spells and against Units with 4 Life they are mostly a resources sink.

    My second approach was to try and get more allies out with augury, but ultimately i just run out of material and die.

    Then i tried Summon Ancestor Spirit as a way of saving dice but the play costs are too high and i ended up getting only one copy in play every time i tried.

    I also seem to fail to see when playing Dark presence is the way i should go. Currently i have never put it into the starting hand and i end up discarding/meditating it every game.

    With all the Cards from Battle Seer and Augury i often end a round with 1 to 3 cards in Hand that i can not play, but also do not want to keep.

    So there are still tons of strategies for me left to try. I have not really attempted to just [[Illusion]] for its dice power to shorten the rounds and i have also not rushed for double focus in the first round which might be the entire point of the deck.

    Any tips from people that play preconstructed ?

  • I'd recommend a different first 5. Always include:

    Summon Ancestor Spirit
    Summon Ghostly Mount
    Battle Seer

    And then top off with two of:

    Hex Bane

    Against a deck that has a lot of first 5 attacking power, Hollow has priority. Against decks that are likely to put up a big wall, Resonance. Hex Bane is great against burn or dice exhaustion decks.

    Ghostly Mount focus 2 is your easiest wincon (Nightmare Mounts swinging past the battlefield for 4 damage). Having at least 1 copy of Dark Presence on board is nice for the visions combo as this will allow you to use targeted mill to weaken the opponent.

    A first round Pale Steed will protect you in the early going. Mount the Battle Seer for the draw, which will feed you the card you need to discard for Ancestor Spirit summon (Visions will ensure you draw a junk card like Augury that you don't mind discarding). Ideally you can make it out of the round with the Battle Seer still alive.


    More generally:
    - Use Visions every chance you get. Try to get your opponent to meditate key cards, and set your deck so your meditates are the cards you don't want.
    - While one copy is great, extra copies of Ancestor Spirits aren't worth the investment.
    - The first copy of Dark Presence is great once you get Nightmare Mounts online. Focus 2 is also a good late game finisher so don't pitch all your Resonance/DP cards if you can help it. Focus 1 is not worth it until you get the Focus 2 benefit.
    - Augury is junk; use it for discard to summon Ancestor Spirits (along with second/third Ancestor Spirit books)

  • I don't think Augury is that bad in precon. You can double focus Ghostly Mount round 1 with it.

  • I get all the card interaction but in my experience the opponent just performs more important actions per round because of dice costs.

    My main example is Rin vs. Rimea.
    Rin can summon at least a bear and a Golem per Round if really nothing gets going for him. I usually can summon 3-cost ally or 1-cost ally and a mount, but he does not have a hard time removing the ally after it dismounts - it is either damaged or exhausted.
    Most decks do not have trouble adding more exhaustion or dealing 2 damage to a unit.
    I do not get to carry over any advantage to the next round while my opponent always seem to have something carry over.

    There is also the problem that my playgroup is convinced that visions only allows you to reorder if you pay the basic.

  • How exactly should we interpret Visions?
    Does it mean that if I don't pay a basic die, I won't be able to reorder?

  • Does it mean that if I don't pay a basic die, I won't be able to reorder?

    The consensus on this Forum is that you always get to reorder.

    Rimea Careworn
    You could read it as a Text consisting of 3 parts.

    • (I) Look at the top 3 cards of a target draw pile.
    • (II) (II.a)You may spend 1 [[basic]] and place 1 exhaustion token on this card to (II.b) place 1 of those cards on the bottom of that draw pile.
    • (III) Place the >remaining looked at cards< on the top of that draw pile in the order of your choice.

    Clearly you always do the first part, once activated.
    The second part is clearly optional. You do not have to pay the [[basic]], exhaust ...
    The third part is where the problem lies.
    In what is, to my knowledge, the official intend you would always be able to reorder at least 2 cards, often 3 cards.
    If you wrote it as code you would write this as :
    Do (I)
    if (II.a) do (II.b)
    else do nothing
    Do (III)

    The way my playgroup tends to read it is as follows :
    Do (I)
    if (II.a) do {(II.b) then do (III)}
    else do nothing

    Some even make the argument, that , should you not pay the [[basic]] the set of 'remaining looked at cards' is just empty - you just look at 3 cards and there is nothing remaining in a meaningful way.
    So you also would skip the 'put them back on the top' part of (III) but since in (I) it only says 'look at' you have to put them back anyway after you are done looking.
    Then it does not even matter which of the above codes you think are correct.

    Usually i'm able to dismiss this kind of discussion by pointing to the FAQ or the Preview article but the preview only mentions what you can potentially do with visions - it does not explicitly say 'you can do this even without paying 1 [[basic]]'. At least my friends are not too convinced by the text in the preview.

    If there is going to be a community made FAQ it should definitely include a clause about this - just to spare me some arguments.

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