>-September 2025->
Hey y'all, it's been a bit of a slower month as I've been working on some stuff behind the scenes, but hopefully I'll be able to show off some exciting changes soon with the next few tournaments in regards to decklist tracking, posting, and data collection. Until then, let's catch up on some of the Warlord Spoilers for Masquerade Of The Macabre, releasing later this year, and dig into the basics of a long-standing tournament staple!
The Masquerade Of The Macabre Kickstarter has fully launched, so we'll be seeing the set release later this year, alongside the Fandorian Sapphire Empress Structure Deck! While we'll have to wait a bit closer to release to see more of the spoilers we've gotten throughout the month, there's something that I didn't cover in the main article covering the Kickstarter...
Between the new set and the Structure Deck, we're getting 4 Brand New Warlords so let's break them all down!
Rosaline, Vampire Queen Of Castle Crimson is the newest Undead Warlord, supporting the new Vampire/Crimson archetype that we'll likely see a lot more support for in Masquerade. Her Special Ability is a neat one, letting you Conscript 2 Undead Warriors from either Hand or Discard while also buffing up your Vampire Warriors. While this ability will be best used in a full Vampire Strategy, it's notable as a solid Special Ability in a more generic Undead deck, especially with the Cool Down being only 2 turns, letting you use it every other turn for quite a bit of late game recursive power.
Her Magical Attack is interesting too, introducing the "Conjure" mechanic, letting you put Tokens on your opponent's side of the board. Not only does this help to trigger Battle Keywords like Vampiric, but it may be useful too for clogging your opponent's board post veil pierce. The healing is strong too, especially against more Token reliant decks as a way to pull ahead in a game that turns to attrition.
Ful'Tigra, Fandorian Sapphire Empress is the Warlord of our second Structure Deck, and a solid contender as the potential new strongest generic Hero Warlord. 80 DCM is a strong start, and the Special Ability of Ful'Tigra is a nice way to generate a threat on board easily, making 2 Liger Tokens with 7 Atk.
While decks like Sapphire Storm and Soup might look at swapping to the newest royalty in the Mortal Realm, Fandorian Midrange will be the deck that benefits from the new addition the most, especially if more tools are printed to support the Sapphire Ligers.
Jann-Marid, The Sacred Jinn is our third Warlord, here for the Jinn archetype which has been picking up pieces in the past few sets. Jann offers some strong support for the themes we've seen in the archetype so far, letting you tutor up any card from the 3 associated archetypes: Jinn, Lamp, and Sa'Hada.
With other support with cards like Eye Of Sa'Hada coming in the set, it'll be exciting to see how Jinns evolve, especially with some existing success with the Jinn package as a sub-build for Sh'Lara already, including in our most recent Siege Series!
Majik Mask Maker, Merryman is our final new addition, as a dedicated Warlord for an archetype which has seen some fascinating evolution in the recent metagame. The Special Ability is incredibly interesting, making you and your Warriors immune to the negative effects of several masks, including Majik Mask - Sad Gold, Majik Mask - Three Eye Dark, and Majik Mask - Faceless Smiles.
The Magical Ability too is powerful, allowing you to pick back up Masks onto opposing player's Warriors. While it'll be difficult for Merryman to compete with the powerhouse of Marianas' left side pieces, it'll be exciting to see how it compares in the various builds of Majik Mask decks, especially with Legion based Majik Masks pushing Majik Mask builds in every Legion.
LRAW Snapshot Mini Deck Tech
We've got another new Intro Deck Techs for the New Player Resources, with the first place finishing Warlord from the September 13th Siege Series!
Thomas Neilson
One of the longest lasting and strongest control lists in the metagame, Michael Seraphim Midrange/Control is a Divinity Realm powerhouse, with a swath of powerful negate effects, lock down pieces and value generation. Use Holy Counters to keep your ACTs stuck to the board, and drown your opponents in a relentless wave of your Holy Warriors!
Mulligan Tips:
To be able to control out your opponent early, you'll want some of your powerful early card-advantage generators. Chaos Divine Reconnaissance is the strongest of these, letting you draw a card every time you conscript 1 or more Angel Warriors, and Help From The Chaos Divine is a key way to fuel it, letting you get 2 Warriors into play.
Bartholomew, The Seraphim Curator and Qaphsiel, Great Seraphim Faithful are some of your most important Warriors in the deck to find. Both let you start digging through your deck with Wisdom, while Bartholomew gives you a way to conscript extra Warriors, and Qaphsiel lets you constantly pick back up your powerful Seraphim Control tools.
Sanctum Of The Seraphim is notable here too, giving you the ability to find any Seraphim Angel card in your deck.
Early Tips & Playlines
Setting up Ascension To The Seraphim is great for getting more value out of your Holy Counters, being able to both double your Seraphim bestow effects, while also picking up the counters you take off of other cards, making it a fantastic piece to work with Kabshiel's Favours For The Seraphim and Bow Of The Archangel.
Your revival pieces, including Essence Of Ancient Purity, Bastion Of Divine Light, and Gone But Never Forgotten all offer tons of value and utility with any of your Warriors, whether you use Qaphsiel for card advantage, Helios & Luna for healing or Cerebral for shutting down Keywords and Cool-downs.
Speaking of, Cerebral, The Bound Seraphim Mind is one of the best control tools available to Michael. Shutting down specific keywords is fantastic against almost every single deck, while the ability to put Cool-down onto left-side cards can be incredibly powerful against certain decks, like Castiel and Gaia.
Late Tips & Playlines
Your main Synergy, Hall Of The Heavens offers the ability to find any two Angel cards with Bestow, which can find a surprisingly large range of powerful pieces. If you're trying to finish the game, Sacred Seraphim Blade and Citrine Amulet both offer big Atk buffs, while Kabshiel's Favours For The Seraphim and Divine Denial Of The Seraphim both give some strong defensive options. Just keep in mind two things: 1. You need to have atleast 2 targets in your deck, or you won't be able to activate Hall, and 2. Your Warriors can't be grabbed with Hall, since they only have (Bestow) in their Reminder text.
In games where it can be difficult to push in battle damage through walls of Warriors, Mastema, The Divine Prosecutor and Archon, Avenger Of Light are both solid options for the deck for their Superiority and Condemn keywords to hit in for some effect Damage, while Bastion Of Divine Light can just let 1-2 of your Warriors directly attack in to close out games in grindy matchups.