(I'm posting my fighter deck so you can see the differences between this and the deck that I posted (LoN Protector Deck) and see the same archtype)
Avatar:
I have a custom fighter avatar here, but since I don't have any units, the special I have is "Exert this avatar -> Get +1 total defense for each opposing combatant." This way if the computer is able to get a few units out on me, I can at least boost my defense.
Quests:
Blackburrow Stout (5F30) "All units are played exerted."
Any units that come out in the beginning are played exerted to make it easier to damgae them while questing. In at least one scenario, the computer plays a quest that damages units when they become exerted. In that case, you start off with the opposing units damaged!
Oceangreen's Finest (6F2) "When a player completes this quest, until the end of the turn, each ability he plays costs -1 power to play."
Normally, I would go with the quest that destoys all all units at this quest or the other quest (see my other thread), but in this case I decided to go with this card so after completing it, I can pull out and fill all my abilites slots.
Vengeful Musicians (1U236) "When this quest is played, each player deals 1 damage to one of his own units."
Since we won't have units out, this won't affect us, but it will damage any units left by the computer.
Cleansing the Corrupted (5F31) "When this quest is played, put all opposing items in their owner's hands."
This card has just been nerfed (compare the text to the one in the other thread that puts all abilities in the computer's hands). I may revisit this.
Abilities:
4x Blessed Aid (1C11) "When you play this ability, search your deck for an item card and take it into your hand."
Same thing here -- this card is to get out any items (defense or power) that I need early in the game.
3x Bloodlust (1C12)
The only reason I have this card in here is so that I can play it durning my quest phase and ready my Militia War Horse (which deals 1 damage to a unit). This way I can damage a unit twice.
4x Forge Ahead (1U245)
Level 3 quest for only 2 power? Great trade off.
3x Relcaim (1C249)
Once again, more power = good. Plus it sometimes is an advantage for have level 1 cards (see Journeyman's Boots and Cloak of Flames).
4x Firiona's Blessing (1F2)
This card is good for 2 reasons. #1) Healing your avatar is always good (especially since your avatar is open to attack), and #2) The +3 defense comes in handy.
1x Tranquil Blessing (4C15)
Since I don't have any weapon items, I don't have to worry about the special here. For me, it's just a level 3 ability for only 2 power.
1x Voyage (4R130)
I wish I had more of these cards. I usually try to save this card until the last quest (the level 6 quest). Add the Journeyman's Boots and the Cloak of Flames, and you can complete the last quest on one turn.
4x Flanking Maneuver (5C131)
This card is good for getting rid of units that you've damaged at a quest.
4x Clever Invention (5F22)
Being able to damage units here will help avoid the computer stacking units against us.
4x Dauntless Stamina (5F23)
Once again this card is great for 2 reasons: getting us more power and more defense (+3). Played at the right time, and this little card can be very helpful.
4x Strength of Will (5F25)
Another heal card that also has +3 defense.
1x Divine Purpose (6U4) "(While light) You may play this ability for no cost by setting your faction to neutral instead. When you play this ability, search your deck for an item card and take it into your hand."
This is a level 3 questm, which is good. Plus you can pull out an item card that you need (Journeyman's Boots, Cloak of Flames, etc.). In this deck it's hard to get light faction (and if you do, you probably want to stay light for the next card).
3x Avoid (6C129) "(While light and defending) Exert this ability -> Set your faction to 7 light. You get +4 defense."
+4 defense is awesome, but as I said sometimes it's hard to get light in this deck.
Tactics:
3x Wind Walk (1C56) "You get -1 total damage and +4 defense"
Especially early on when you're still getting your cards in place, it's good to have some extra defense.
4x Sunder (1U274) "Destroy an item on an opposing avatar combatant."
EVERY DECK NEEDS THESE 4 CARDS. It's very rare that the computer does not have at least one item you'll need to destroy. In some scenarios (especially Otahbound 14), you'll never survive without these cards or a similar card.
4x Outwit (1C267)
So helpful for questing and not worrying about damage bonus or defense from an opposing unit.
4x Pierce (1C268)
Helpful when units are at your quest. Pair with Outwit, and you can then use your avatar as damage bonus.
3x Sidestep (1C271)
Good defense card.
3x Slash (1C272)
I actually don't know why I don't have this card paired with Dispach (which destroys a damaged opponent). This card plus that one will wipe out a lot of cards.
4x Punch (5C153)
This cards works for offense and defense, so it's a helpful card.
1x Staight Thrust (5R158)
I added this card to try and gain light faction to use the other cards above.
1x Bright Idea (6U150) "(While attacking) You get +2 total attack and gain 3 light faction. (While light) This tatic costs -1 power to play."
Another card to build faction and help attack.
To be continued .....
Avatar:
I have a custom fighter avatar here, but since I don't have any units, the special I have is "Exert this avatar -> Get +1 total defense for each opposing combatant." This way if the computer is able to get a few units out on me, I can at least boost my defense.
Quests:
Blackburrow Stout (5F30) "All units are played exerted."
Any units that come out in the beginning are played exerted to make it easier to damgae them while questing. In at least one scenario, the computer plays a quest that damages units when they become exerted. In that case, you start off with the opposing units damaged!
Oceangreen's Finest (6F2) "When a player completes this quest, until the end of the turn, each ability he plays costs -1 power to play."
Normally, I would go with the quest that destoys all all units at this quest or the other quest (see my other thread), but in this case I decided to go with this card so after completing it, I can pull out and fill all my abilites slots.
Vengeful Musicians (1U236) "When this quest is played, each player deals 1 damage to one of his own units."
Since we won't have units out, this won't affect us, but it will damage any units left by the computer.
Cleansing the Corrupted (5F31) "When this quest is played, put all opposing items in their owner's hands."
This card has just been nerfed (compare the text to the one in the other thread that puts all abilities in the computer's hands). I may revisit this.
Abilities:
4x Blessed Aid (1C11) "When you play this ability, search your deck for an item card and take it into your hand."
Same thing here -- this card is to get out any items (defense or power) that I need early in the game.
3x Bloodlust (1C12)
The only reason I have this card in here is so that I can play it durning my quest phase and ready my Militia War Horse (which deals 1 damage to a unit). This way I can damage a unit twice.
4x Forge Ahead (1U245)
Level 3 quest for only 2 power? Great trade off.
3x Relcaim (1C249)
Once again, more power = good. Plus it sometimes is an advantage for have level 1 cards (see Journeyman's Boots and Cloak of Flames).
4x Firiona's Blessing (1F2)
This card is good for 2 reasons. #1) Healing your avatar is always good (especially since your avatar is open to attack), and #2) The +3 defense comes in handy.
1x Tranquil Blessing (4C15)
Since I don't have any weapon items, I don't have to worry about the special here. For me, it's just a level 3 ability for only 2 power.
1x Voyage (4R130)
I wish I had more of these cards. I usually try to save this card until the last quest (the level 6 quest). Add the Journeyman's Boots and the Cloak of Flames, and you can complete the last quest on one turn.
4x Flanking Maneuver (5C131)
This card is good for getting rid of units that you've damaged at a quest.
4x Clever Invention (5F22)
Being able to damage units here will help avoid the computer stacking units against us.
4x Dauntless Stamina (5F23)
Once again this card is great for 2 reasons: getting us more power and more defense (+3). Played at the right time, and this little card can be very helpful.
4x Strength of Will (5F25)
Another heal card that also has +3 defense.
1x Divine Purpose (6U4) "(While light) You may play this ability for no cost by setting your faction to neutral instead. When you play this ability, search your deck for an item card and take it into your hand."
This is a level 3 questm, which is good. Plus you can pull out an item card that you need (Journeyman's Boots, Cloak of Flames, etc.). In this deck it's hard to get light faction (and if you do, you probably want to stay light for the next card).
3x Avoid (6C129) "(While light and defending) Exert this ability -> Set your faction to 7 light. You get +4 defense."
+4 defense is awesome, but as I said sometimes it's hard to get light in this deck.
Tactics:
3x Wind Walk (1C56) "You get -1 total damage and +4 defense"
Especially early on when you're still getting your cards in place, it's good to have some extra defense.
4x Sunder (1U274) "Destroy an item on an opposing avatar combatant."
EVERY DECK NEEDS THESE 4 CARDS. It's very rare that the computer does not have at least one item you'll need to destroy. In some scenarios (especially Otahbound 14), you'll never survive without these cards or a similar card.
4x Outwit (1C267)
So helpful for questing and not worrying about damage bonus or defense from an opposing unit.
4x Pierce (1C268)
Helpful when units are at your quest. Pair with Outwit, and you can then use your avatar as damage bonus.
3x Sidestep (1C271)
Good defense card.
3x Slash (1C272)
I actually don't know why I don't have this card paired with Dispach (which destroys a damaged opponent). This card plus that one will wipe out a lot of cards.
4x Punch (5C153)
This cards works for offense and defense, so it's a helpful card.
1x Staight Thrust (5R158)
I added this card to try and gain light faction to use the other cards above.
1x Bright Idea (6U150) "(While attacking) You get +2 total attack and gain 3 light faction. (While light) This tatic costs -1 power to play."
Another card to build faction and help attack.
To be continued .....