Jasper Kasunic
Fandorians, a prominent and versatile archetype in the hero legion. Many cards in the Fandorian archetype are strong generic tools, strong enough you'll probably encounter them in every hero decklist. Of course the cards get stronger when played together as a full archetype with Fandorian Outpost always able to grab whatever piece you need every turn. As a deck you're looking to establish a strong board presence and hold it with your powerful Fortified cards.
Mulligan Tips:
Heroes are one of the Legions that lacks strong and cheap card advantage source so you'll be looking to keep a hand that has any card that could replace itself. Examples include: Fandorian War Chief Fulcona, Forgotten Fandorian Keep, Wall of Grand Resistance, and Fandorian Outpost. Next priority would be strong fortifieds (Fandorian Keep also counts for this!) such as Anti-Magic Resistance Force or Thornhaven's Fandorian Falls.
Early Tips & Playlines:
Post Mulligans, If using The Mystic Druid, Leader Of The Hood, you'll want to grab Hood Oath To The Bloodline, one of the strongest negates printed in Legions history.
If going second with Marovin you can add Cornelius, The Magi Changeling and Sanctum Of The Ancient Magi to send whatever Magi card you would like to grab with Cornelius' perish.
After that its all about activating your strong Fortified cards when they are most impactful to disrupting your opponents turn. The less your opponent can set up or play the easier it will be to set up a strong swing with 3 Outposts and a board full of Fandorians.
Late Tips & Playlines:
Now that the game has hopefully entered a state where your opponent has nothing and you have everything, you can setup big swings of damage in a couple ways.
The first way is using 3 Fandorian Outposts to largely buff your board of Fandorians for big damage and using Fulilia's Flourish to make those swings even bigger.
The other way is to use Valley Of Timeless Kings to set up some warrior statues or Fuljama with some large blockade armaments so they're able to attack for large hits.
Jasper Kasunic
Rogues is one of those decks I wanted to try out because it seems to have almost reached what I wanted rogues to be when they first got introduced in Empires. Heroes will always be a legion where I think using warriors to their full potential is the highlight.
With the introduction of Rogue Dynamite Dice in Guardians Creed the deck now has a very big payoff for being focused on Rogue warriors. With the right hand (and the right rolls) you can threaten an OTK as soon as turn 1 (going second) or turn 2 (going first). The rogue cards themselves also offer very good removal tools at keeping the board clear of threats or taking out warriors so yours can hit in very hard. You can also keep yourself very low on DCM with the use of Redemption mitigating the many Bloodbourne costs in the deck.
But of course I wouldn’t say this deck is a top deck. Rogue’s card advantage is mostly limited to either Rogue Card Monte, Rule of the Rogue, or Rogue Danger Daggers. All of these are inconsistent and will not guarantee the pieces you’re looking for. This is unlike Fandorian Midrange in which Fandorian Outpost allows you access to almost any card in the deck you could need at the time. Also without Dynamite Dice you are mostly relying on incidental effect damage from various cards to close out the game (although it does feel very good to kill your opponent with a Rogue Smoke Ambush or Ulvahad's perish ability).
All in all, Rogues is the kind of deck you play because you have a gambling addiction or want to appeal the dice goblin in your heart. It’s a deck that can easily pull out wins with the strong tools heroes has or just good luck but will struggle against decks with very resilient boards. I’ll be keeping an eye on this deck as more rogues get released, hopefully with higher atk so we can play Gamble With Life. Any cards that come out that can improve the amount card advantage this archetype can produce will definitely make this deck something to watch out for.