Beginner Guide: Starter Spiriforged Fiora Deck

Heya everyone! Body Order Fiora, Grand Duelist is one of the two Spiritforged pre-constructed decks and a great pick, especially if you’re just starting out. Right out of the box, you’ll get your Fiora Champions along with her Signature Spell, Riposte, to kick things off.
If you enjoy ramping, midrange playstyles, and powering up your units with weapons, Fiora is an easy choice. In this beginner guide, we’ll break down every card in the premade deck, how they work together, the deck’s overall game plan, and the cards you can add to start upgrading it.
Fiora, Grand Duelist
1
0
Body Rune
6
0
Order Rune
6
0
Ornn's Forge
1
0
Sunken Temple
1
0
Veiled Temple
1
0
Punch First
2
Warmog's Armor
3
1
Doran's Blade
3
2
Pit Rookie
2
2
Riposte
1
Sacred Shears
1
Show of Strength
2
Unsung Hero
2
2
Veteran Poro
2
2
Fiora, Peerless
2
Fiora, Worthy
1
3
Lucian, Merciless
2
3
Strike Down
3
B.F. Sword
3
4
Dauntless Vanguard
2
Laurent Duelist
2
4
Royal Guard
2
4
Vengeance
2
Yone Blademaster
1
Jaull-Fish
2
You’ll also get:


How to Play
Legend

When one of your units becomes Mighty, you can exhaust Fiora Grand Duelist to channel 1 Rune exhausted. This means we get to ramp 1 Rune, allowing us to recycle runes without worrying about falling behind on the upcoming turns.
For a unit to become Mighty, it needs to gain Might to become 5 or more Might. This means when building a Fiora deck, it’s important to include units with less than 5 Might and then use cards that boost their Might up to 5 or more. The list has multiple weapons that give Might, making it easy for us to give Might to our units to activate our Legend’s ability.
Champions


The pre-constructed deck has 2 copies of Fiora Peerless and 1 copy of Fiora Worthy. We want to have Fiora Worthy in our champion spot. She’s a 3-cost champion unit that synergizes with your strategy. Whenever one of your units becomes Mighty, you can recycle an Order rune to ready them, allowing you to attack with them on the turn they’re played to add more aggression to your game plan.
As for Fiora Peerless, she’s also a 3-cost champion, but with a Body rune cost. Fiora Peerless is great for conquering or holding a battlefield when you’re in a one-on-one combat. Fiora gets to double her Might, turning her into a massive threat, too tough for the opposing player to deal with. She goes up to 6 Might, and if you have equipment attached to her, she becomes an even stronger win condition.
The opponent’s best way of countering Fiora is attacking with multiple units on the battlefield she’s holding to dodge her double Might ability.
Battlefields



Controlling Ornn’s Forge lets you play an equipment for 1 less Energy. This makes it easier for you to drop your equipment and get your unit’s Mighty to ramp with your Legend.
Sunken Temple is a draw value Battlefield. You have to conquer it with a Mighty unit; you get to pay 1 Energy to draw a card, getting more resources into your hand.
As for Veiled Temple, it allows you to detach a friendly equipment, which you can later attach to another one of your units.
Equipment




The pre-constructed deck has 4 equipment, each different than the other. Warmog’s Armor is a low-cost equipment that gives a +1 Might boost to your unit. If that unit conquers a battlefield, you can buff it to gain another +1 Might. So, if we have a 3 Might unit, it’ll become Mighty after it conquers a battlefield.
Doran’s Blade is straightforward; attach it to one of your units to gain a +2 Might boost, so it can turn 3 Might units like Fiora into Mighty to trigger your Legend’s ramp ability.
Sacred Shears is a bit expensive for only +1 Might, but it gives Deathnell that draws you 1 card, adding more resources for the later stages of the game.
B.F. Sword is your strongest and most expensive equipment, giving +3 Might to the unit it’s attached to. So even 2 Might units can become Mighty with a B.F. Sword attached to them.
Low-cost Units


Pit Rookie is perfect if we have another unit in play, allowing us to buff that unit and make it a bigger threat on the field. Sometimes, we might be forced to play Pit Rookie on turn 1 even though we don’t have anything to buff, mostly to have a unit in play capable of attacking and conquering a battlefield.
Unsung Hero wants to become Mighty to find value from her Deathnell. If she dies while Mighty, you get to draw 2 cards, adding a lot of resources to your hand.
Weaponmasters
Weaponmasters are perfect for this list since we can attack an Equipment in play immediately when they’re played, dodging the 1 Rune recycle Equip cost and making them a major problem for the opposing player.

If you have equipment in play, Veteran Poro can join in and equip an equipment, turning it into a higher Might unit, capable of starting a combat with stronger units.

Lucian Merciless can become a win condition in this deck, and he’s pretty tough to deal with. The Weaponmaster is great for attaching an equipment, and from there, we want to start going for attacks with him and conquering a battlefield. The first time you conquer a battlefield with Lucian Merciless, you can Ready him, allowing you to make another move with him, possibly return him to base to prevent the opposing player from getting an easy kill.

Yone Blademaster is your strongest Weaponmaster, wanting to conquer an open battlefield to activate his ability. An open battlefield means neither you nor your opponent has control of it, so when Yone Blademaster conquers it, you can deal damage equal to his Might to one of the opponent’s units at the base.
It’s a difficult condition to be met, since you first need an open battlefield for Yone Blademaster to conquer, and your opponent has to have a unit at base for the damage to hit something.
4-cost Units



Dauntless Vanguard is perfect if you need to conquer a battlefield immediately, playing him on an occupied enemy battlefield and starting combat.
As for Laurent Duelist, he shines the most when he’s an attacker, activating the Assault +2 to become a 5 Might unit and activating your Legend’s ramp ability.
Royal Guard is just to develop two units in one turn, having a 2 Might Sand soldier alongside Royal Guard to go wider on the field.
Fish Aggression

The more Mighty units you have in play, the less Energy cost you have to pay to develop Jaull-Fish. It has the Accelerate keyword, so it can go for an attack on the turn it’s played, helping you conquer a battlefield and potentially kill opponents’ units.
Might Boost Spell

Punch first is an insane combat trick to help you conquer or hold a battlefield. You’re paying 1 Energy and recycling 2 Body Runes to give a +5 Might boost on one of your units. The recycling cost can hurt you on your future turns, but getting to keep one of your units alive and even getting a kill off of it will most likely be worth it.
It’s an Action speed spell, so we can play it during the opponent’s turn and in combat, but we can’t play it as immediate response to an opponent’s spell or ability.
Removal Spells


Strike Down lets you choose one of your equipped units to deal its Might as damage to one of the opponent’s units. You can only play this spell during your turn since it’s not an Action or a Reaction, but having the ability to clear a battlefield can set you up to conquer it, especially with Yone.
Vengeance is an Origins set removal spell that kills a unit. It can only be played during your turn, and it’s a bit expensive, so you’re usually targeting a win condition with it.
Counter Spell

Riposte is a Signature Spell with Reaction speed, and it does two things when it’s played. You can counter an opponent’s Spell and give its cost as Might to one of your units, turning them into a buffer card to help hold a battlefield.
Draw Value

Show of Strength draws you a card for every Mighty unit you have in play. Ideally, you want to play it when you have at least 2 or more Mighty units to get more resources in your hand. You’ll likely find this useful in slow-paced matchups, where you need more resources in your hand to make impactful plays.
Upgrade Your Deck
Cards you usually want to remove from this list and replace them with some of these cards are: Veteran Poro, Show of Strength, Sacred Shears, Vengeance, Dauntless Vanguard, Laurent Duelist, Royal Guard, Yone Blademaster, and Jaull-Fish.
In terms of battlefields, you want to remove Veiled Temple for the likes of The Dreaming Tree, Seat of Power, or Monastery of Hirana. Ornn's Forge is also a consideration to remove as well.




You can have 1 or 2 copies of Sabotage to gain information on the opponent’s hand and force them to discard a non-unit card, potentially shutting down a specific play they’re relying on. You can have 1 copy of Sabotage in your Sideboard and switch it in against decks with strong spells you need to remove.
Hidden Blade is a low-cost removal spell to kill one of the opponent’s units and weaken their presence on the field. You are giving your opponent 2 card draws, but putting them behind on the board is worth it.
First Mate is a strong addition to the deck, Readying one of your units so you can move them in or out of a battlefield.
Challenge is a great way to deal with an opponent’s unit, forcing one of your units and an opponent’s unit to deal damage to each other equal to their Mights. You’ll win the trade if your unit has more Might than the opponent’s unit, and the equipment should boost your units to a point where you can go for the Challenge.


Fiora Victorious is a consideration to add since she benefits from becoming Mighty, gaining Deflect, Ganking, and Shield keywords.
Sett Brawler joins in as a 4 Might unit, then buffs himself, becoming a 5 Might unit. This means he’s becoming a Mighty unit, allowing you to activate your Legend’s effect without the need to commit equipment. Sett Brawler can spend that buff to gain +4 Might, perfect if you’re trying to conquer a battlefield.



Deathgrip kills one of your units to give its Might to another unit, then draws you a card. It’s a great reaction spell to make sure you can win a combat, and you can kill a unit with an equipment attached to gain additional Might.
Ruin Runner + Equipment is a great combo. You’re developing a unit that can’t be chosen by spells or abilities, making it harder for the opponent to remove, and they will be relying on sheer combat.
Kato the Arm shares his keywords and Might a one of your units when he moves to a battlefield. It’s a strong combo when he has an equipment attached, giving a massive Might boost for that unit to put pressure on the opponent.




