{% extends "archetypes/_layout.html" %} {% import "archetypes/_layout-erratum.html" as erratum with context %} {% import "archetypes/runner-ups/emerald-legion.json" as deck_json %} {% block meta %} {% endblock %} {% block archetype_name %}
This is an ally {{ toolbox }} built on the Harbingers of Skulls {{ harbinger_of_skulls }} and their Necromancy {{ NEC }}, out to flood the table with {{ emerald_legionnaire }}. {{ erlik }} anchors the crypt as the star: as he lands he can push blood into the Harbingers still waiting in the uncontrolled region, jump-starting the influence race, and the rest of the crypt is smaller Harbingers along the same lines.
Since its February 2024 errata, {{ emerald_legionnaire }} only comes back from the ash heap while there are more ready Harbingers {{ harbinger_of_skulls }} in play than copies already out, so the whole deck is bent on getting Harbingers onto the board. {{ disciple_of_lazarus }} is the accelerator, fetching the next Harbinger from the crypt or blood-loading one already waiting, and {{ freak_drive }} {{ for }} unlocks the acting vampire for more actions. {{ villein }} and {{ liquidation }} {{ bloat }} to keep the pool flowing to influence the crypt out, and every new Harbinger lifts the {{ emerald_legionnaire }} ceiling another notch.
The Legionnaires close the game. Each bleeds for only one, which makes {{ bounce }} a losing trade for the prey — a single redirected point of pool is rarely worth a card — while the board keeps widening around it.
Defence is a toolbox of its own. The Harbingers carry Auspex {{ AUS }}, so bleeds are turned aside by {{ telepathic_misdirection }} and {{ my_enemy_s_enemy }}, and {{ eyes_of_argus }} provide wakes. The Legionnaire swarm walls in its own right once {{ the_unmasking }} is down and {{ on_the_qui_vive }} stands a locked wraith back up, while {{ fbi_special_affairs_division }} punishes anyone who rushes an ally to death. In combat the Harbingers lean on {{ spiritual_intervention }} {{ NEC }} to end the fight or slip away untouched.
The early game is an unlock loop: a stealthed {{ disciple_of_lazarus }} or {{ soul_feasting }}, then {{ freak_drive }} to unlock, pulling the crypt into play while the vampire stays up to react. {{ soul_feasting }} {{ NEC }} doubles as the feeding that pays for all that influence. {{ breath_of_thanatos }} buys stealth to land a Legionnaire recruit — or, at superior {{ NEC }}, an aggravated strike — and {{ call_of_the_hungry_dead }} shrugs off the one blocker that matters.
Landing the first wraith is cheap: {{ charisma }} and {{ erebus }} both shave the recruit cost. From there the ash heap is a resource — each reanimation strips seven cards out of it, so {{ liquidation }} earns its slot twice over, bloating while it stocks the graveyard the Legionnaires feed on. {{ wider_view }} digs for the missing Harbinger and thins the crypt, and {{ babalawo_alafin }} smooths the hand while quietly shrinking everyone else's.
{{ delaying_tactics }} cancels the anti-swarm referendum outright; {{ direct_intervention }} cancels the master or vote aimed at the board and covers the wraiths against rushes and steals; {{ archon_investigation }} deletes the oversized bleeder before it lands. Rationing these against the table's {{ meta }} is the real skill test.
The Emerald Legion was a dominant force a few years back, before the errata reined the Legionnaire in. The list here is Lech Ivanov's post-errata rebuild,leaning hard on the {{ disciple_of_lazarus }} influence engine and {{ freak_drive }} to keep the Harbinger count climbing, rather than turning the wraiths into fighters.
{{ ivan_candioli_s_deck }}, a 45-player win from late 2023, is a snapshot of the pre-errata engine at full power — extra allies and unbounded reanimation — and a reminder of why the card was toned down. The shell has gone on winning on both sides of that change.
{% endtrans %} {% endblock %}