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     Ngozi's Way 
    A periodic column on Sanctum strategy, theory, and fun,
	   by Ian Schreiber, Sanctum player name Gannon.  You can reach Ian at
	    ai864@yahoo.com.
     
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  Deck Concept: War Shift to Hope
   March 20, 2002
 
 
In the list of early-game Houses, aside from Despair (which we already covered), 
  War and its stereotypical Combat Speed strategy should easily be near the top. 
  Likewise, of Houses known for their late game, Hope's is one of the strongest 
  (and in fact, the late-game victory is what Hope is known for). War's secondary 
  mana type is Clarity, which is Hope's primary mana type; therefore, a Shift 
  deck that starts off strong and then digs in its heels to take advantage of 
  its early lead is potentially quite nasty; that's the deck concept we'll be 
  looking at in this article. 
 
Basic Strategies Used
This starts out as a typical War Combat Speed; after the shift, it focuses 
  on a combination of Powerhouse and Attrition. The mana path will be two Strife, 
  then plenty of Clarity, with up to two Order splashed in through towns and Threshold 
  of Order. Getting some additional Strife in the late game from Call to Arms 
  is always a possibility, as well. 
 
Key Cards
Forced March 
  and your choice of cheap Combat spells are your early game; the objective is 
  to take the center town with your Horde before your opponent can stop you. Skirmish 
  is almost mandatory; it makes it a bit harder for your opponent to stop your 
  second group from capturing a town, and also makes a nice stalling mechanism 
  at the center town (as we'll soon see). 
Aside from Forced March, though, the single most important card in this deck 
  is Chalice 
  of Hope. Consider this: if you manage to take both nearby towns and the 
  center while your opponent only has two towns, then over the course of the next 
  few turns, Chalice of Hope gives you an advantage of four novices more than 
  your opponent for a cost of five mana, making it the most cost-efficient producer 
  of recruits in the game! This is where War's early advantage really pays off. 
 
From there, you have several options in your deck builder. You can go the pure 
  Attrition route, adding in Citizens' 
  Militia, Valiant 
  Stand, Settlement 
  and so on, holding onto your early town advantage and letting your extra recruit 
  lead do your work for you; that is, play like a standard Hope Attrition deck 
  once you reach the center town. 
Or, you could even make another shift back to War in mid-game (by generating 
  extra Strife), and using Warlord 
  and Dragon's 
  Teeth to massively outproduce your opponent in recruits, and drive home 
  your initial advantage from Chalice (Ascension 
  isn't such a horrible card for recruit advantage, either). You can also throw 
  in some interesting combos using a late-game Armistice, 
  combined with Amok 
  and/or Settlement for major results. 
 
Playing Hints
On a good day, this deck might cast one or two Forced March to reach the center 
  town early, and it could either pump its Horde's combat ability to let it keep 
  the center town, or just hold onto it temporarily using stall cards like Sanctuary 
  or Skirmish. As soon as it reaches the center town, Chalice of Hope drops. Then 
  it can dig its heels in at center, not giving any ground away, and probably 
  discarding like mad until it draws into another Chalice … and by then the game 
  is pretty much over. 
 
Variations
There's a number of ways you can go here, but generally you're dealing with 
  two sets of tradeoffs. 
The first is War's early game versus Hope's ability to defend itself (and even 
  steamroll its way to victory once it has an advantage). You could go heavy on 
  War, play as a mostly-conventional War deck with a little bit of Hope tossed 
  in to give you that extra push in mid-game. Or you could go heavy on Hope, and 
  possibly be able to recover and come from behind to win … even if you don't reach 
  the center town. Either one works; it's a matter of personal preference and 
  deckbuilding/playing style. 
The other is deck size, which is related in many ways to the above tradeoff. 
  A small deck will make it easier to draw what you need when you need it; you'll 
  get that Forced March / Chalice of Hope combo much more reliably with a 30-card 
  deck. But, that 30-card deck won't be able to do much else, so you'll be forced 
  to try and win early, which makes you little better than a more conventional 
  Strife-and-Clarity-only War deck. You can build a larger deck to take advantage 
  of Hope's late game, but then you make it far less likely that you'll get that 
  all-too-important early-game lead. 
 
Weaknesses
The above tradeoffs force this deck to have a weakness either in the early 
  game or late game, or to be only mediocre at both. So, if you can figure out 
  what this deck is up to early enough, you can play to its weakness: if it's 
  going for a late game, attack early and try to overwhelm it at the center town 
  before it's prepared; if it's looking to win early, play conservatively and 
  let it run out of cards, then counterattack once you've outlasted the initial 
  rush. 
Good luck! 
 
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