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#2833
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Here's the deck I'm using: link
I haven't played it much, though. My impressions: Centaurs and Lancers work well; the former benefit greatly from the commanders, the latter are good for defense. The unique unit is basically like a Lancer, so I've been using a bit of both. Lumino Knight is decent when combined with Lumino Mage. The control spell for 2 mana is a must-have; Vampires with Mouse Guard are still viable. Healing Angel – I added it as an experiment, but I might remove it later. Troopers are okay, as usual, but not exceptional in this deck. Assassins haven't been very useful so far. White Paladin is essential; ideally, I'd include more, but I need to craft them. Thief – I haven't figured out how to use him effectively. Standard – decent. Uriel is needed. Amelia – I haven't tried her out. Govein – I've already commented on him, but he can be a substitute for Geno. Execute – in a control deck, I found it more useful than Dance; there are many dangerous amulets around. Aurelia, Albert – no comment. I've commented on the Cannon; it could be better, but it provides some synergy. Otherwise, the commanders wouldn't have any advantages... Lumino Mage – pleasantly surprised me; it's almost a win condition. And no Olivias are needed. Rogers – a bit unpredictable, but the good stats for 6 mana are important, and in a not-so-hopeless, but precarious situation, he can be quite helpful. Frontguard – essential. Charlotte – worked out very well. Sasha clears the board very effectively. Leonid is bad because there are already too many amulets, but he's good in every other way. I once had four amulets on the board (one from Leonid) and only one space left to play a follower, but I had Charlotte, who, with a +4/+4 buff, went berserk and killed everyone on her own. They then barely managed to get rid of Charlotte, but the first Trooper played in the freed-up space finished the job...
Something like that.
 

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