Grandma came back from fighting Harpies in the North to visit her cute grandson Sigvald. With a basket of Mardrome (kids, don’t do drugs) and Mead (please drink responsibly), she wanted to surprise the young lad. She looked around, but everyone was an adult. Where was her sweet boy? “Grandma?” a burly man called out. It seemed that in the time Grandma was away, Sigvald had grown. Apparently the “god” Melusine had been putting him on some steroids or something. “My, how you’ve grown since I last saw you.”
This deck is actually quite complicated, so be careful.
Beware of mighty Melusine
Or you will be part of Skellige cuisine
Ferocious berserkers under Sigvald’s command
Bend your knee, listen to their demand!
Mighty Knut is leading the charge
They will plunder, put treasures on their barge
Hearts stop, wives cry, children in despair
But Ardent Censer is their nightmare!
Fierce in raid, struggle in final battle
Go long round 3, their knees will rattle!
Gameplan
Mulligan:
You need Fucusya in hand. If you don’t have her, you need Decree. You also need Covenant of Steel and Melusine. If by some miracle you draw none of the cards you need or the tutors, then you have to go all in Sigvald R1 to have a chance. If it gets removed, however, you just lose.
Round 1:
Okay, this is the “easy” part. You need Melusine to get large in round 1, and for her to not be banished. That means you need to bring out Covenant of Steel first. If you have them both in hand, good. You can use Decree to pull the other. On red coin, there is no reliable way to put her in hand, so hope you get lucky. If you really need to, you can pass on 7 R1, play Fucusya R2 to defend bleed, and try for a long R3. You can use Restore. You can use tutors if you already have the combo pieces (see R3) in hand.
Round 2:
For the sake of simplicity, assume you won R1 and dry pass for a long R3. You can risk playing Sigrdrifa’s Rite on Melusine for Bleeding, but now it’s vulnerable to Heatwave or even worse, Yennefer’s Invocation.
If you lost, try to defend with just Fucusya and bronzes, but use Sigrdrifa’s Rite if you really need to. If they are trying to 2-0 you, you can also employ the normal R3 strategy combo (see R3), saving Sigrdrifa’s Rite, and take the short R3 with Melusine carryover.
Round 3:
Okay, this is the not so easy part. Sigvald can get realllly big, but only if you play it properly.
Consideration 1:
If they still haven’t used Heatwave, you need to bait it with Melusine. If you suspect they have two tall removals left, try to spread the points instead of pumping Sigvald, even if it’s less point efficient.
Consideration 2:
Mardroeme and Knut the Callous all pair very well with Sigvald, but you have to play them properly.
Mardroeme plays for 12 points on Sigvald, since he turns the 3 damage into bleeding, and boosts by 9. Your leader Ability is best used here.
Knut the Callous, can be worth a lot on Sigvald, but remember that he needs to be at Berserk 5 to do this every turn, which is somewhat hard to accomplish. You can always put him next to Melusine or a Svalblod Priest, but then you need to watch his health.
Consideration 3:
What do you do with Bride of the Sea and Restore?
Restore is best used on Melusine after taking a lot of damage. This can best be accomplished by using a turn of Knut or even two, and by placing her next to a cultist (Sigvald and Hermit on left both work very well for this, and Svalblod Priest and Knut also work). If your Melusine is dead, it’s pretty much a brick, but as a last option can be used on a Hermit for up to 12 (if you self-damage it to 1).
Bride of the Sea can be used with no rain for a Mardroeme or Mahakam Ale, with 1 rain for Restore (not recommended), and 4 rain for Sigrdrifa’s Rite. You can get turns of rain from Melusine, Fucusya, but note that the only way to get 4+ rain on board is with a bronze pull with Fucusya or a combination of multiple cards. Melusine can also do this, but only if you stack the rains in the same row 3 turns in a row (which obviously takes a few turns of set up). You have a few good targets, so you can figure out if they’re worth more than 12 points from the Mardroeme or not.
Matchups
Details
Good against:
Assimilation
Bad against:
Elves
Win condition:
Melusine. Sigvald.
Card replacements:
Nope.