Beginner Guide: Starter Spiriforged Rumble Deck

Heya everyone! This article will cover one of the two pre-constructed Spiritforged decks, the Fury Mind Rumble Mechanized Menace. If you’re a fan of playing Mechs, synergizing all of them as part of your strategy, and holding battlefields, the premade Rumble deck is perfect to pick up, especially since you’re getting an Epic Champion and the Signature spell.
Rumble, Mechanized Menace
1
0
Fury Rune
6
0
Mind Rune
6
0
Minefield
1
0
Ravenbloom Conservatory
1
0
Treasure Hoard
1
0
Danger Zone
1
Stupefy
2
1
Forecaster
3
2
Frigid Touch
2
2
Gem Jammer
3
2
Long Sword
1
Plundering Poro
3
2
Bubble Bot
3
3
Dangerous Duo
3
3
Void Seeker
3
Wages of Pain
2
3
Assembly Rig
1
4
Consult the Past
2
4
Production Surge
3
Rumble, Hotheaded
2
4
Rumble, Scrapper
1
Ferrous Forerunner
2
Singularity
1
Breakneck Mech
2
You’ll also get:


How to Play
The Rumble pre-constructed deck is all about developing Mech units. Those Mech units will gain the Shield keyword thanks to your Legend, allowing them to hold a battlefield more efficiently. We also have Rumble Hotheaded that gives Mechs the Assault keyword, covering the offense side of the deck, and setting up stronger attack turns to conquer a battlefield.
The deck thrives on gaining value out of the Mech units, and making sure you get the most out of the Might buffs your multiple cards provide.
Legend

Rumble Mechanized Menace’s ability gives all your Mechs the Shield keyword. This means if you’re holding a battlefield with Mech units and your opponent goes for the attack, each of your Mech units will gain +1 Might, making them a tougher target to remove through sheer combat.
Rumble’s ability dictates that we build this deck with as many Mechs as possible, making use of his ability to hold a battlefield and force the opposing player to expend more resources for them to break through.
Champions


Rumble Hotheaded is a 4-cost Champion that adds aggression to your Mechs. While in play, all your Mechs will gain the Assault keyword, giving them a +1 Might boost when they go for the attack. This makes it easier for you to commit attacks and conquer battlefields. When Rumble Hotheaded conquers a battlefield, you can recycle one of your friendly units to play a Mech from your trash. You get to reduce the Energy cost of the Mech you’re playing from trash by the Might of the unit you recycled. This can be useful, especially in the later stages of the game when you need to get value out of your trash.
As for Rumble Scrapper, he’s a strong champion, giving all your Mech units, including himself, a +1 Might boost. This benefits you regardless of whether you’re defending or attacking; the more Mech units you have in play, the more value you’re getting out of Rumble Scrapper.
You want to hold a battlefield with Rumble Scrapper, triggering his effect to play a 3 Might Mech unit token to your base. You’re developing a free 3 Might unit that benefits from the Mech synergy the deck provides.
Battlefields



Conquering Minefield lets you put the top 2 cards of your Main Deck in your trash. This battlefield is useful for cards like Rumble Hotheaded and Assembly Rig that want to interact with your trash.
Ravenbloom Conservatory is great to conquer as early as possible and defend it. Whenever your opponent attacks it while you’re holding, you get to look at the top card of your Main Deck. If it’s a spell, you can put it in your hand; otherwise, you have to recycle it. It’s a great way to gain more resources, but it can also benefit your opponent, especially if they’re playing a spell-heavy deck.
Treasure Hoard is mainly for the Gold token, so you don’t have to recycle Runes as much on later turns.
Early Mechs



Gem Jammer and Forecaster are both Mech units with 2 Might. Gem Jammer can give one of your units the Ganking keyword, which will be useful if you want to attack another battlefield and conquer it. However, in the early game, if you only have Gem Jammer on turn 1, you might as well play it to develop a 2-cost on the board.
As for Forecaster, you get to look at the top card of your deck and decide whether you want to keep it there or recycle it. It’s a nice card to have for the early game, helping you make your deck more consistent.
Plundering Poro shines the most in the early game, when he can conquer a battlefield before your opponent can respond. Conquering a battlefield with Plundering Poro lets you play a Gold token.


Dangerous Duo is a great supporting card, allowing you to give another unit a +2 Might boost. However, you need to activate the Legion keyword to get the Might boost off, but being only a 3-cost means we won’t struggle too much to activate it. The Might boost will help us conquer a battlefield, or at least force the opposing player to expend resources.
As for Bubble Bot, he can Ready one of your Mech units, perfect if you want to go for an immediate attack with a unit or you need to move a unit twice in one turn.
Gear Mech Development

Assembly Rig is a 4-cost Gear, which, by paying 1 Energy, 1 Fury Power, and recycling a unit from trash, we can exhaust Assembly Rig to play a 3 Might Mech unit token to your base. The longer Assemly Rig sticks on the board, the more value you’re generating out of it, especially if the game stretches out.
Late Game Mechs


Ferrous Forerunner is massive play as your opponent isn’t too thrilled about killing it. It’s a 6 Might unit with a Deathnell that lets you play two 3 Might unit tokens to your base. We want to have this in play as early as possible, and preferably go in combat to force the opposing player to play cards to kill it. We’re not losing on board presence after it’s killed, thanks to its Deathnell, getting Mech units in our base that can later initiate attacks to conquer a battlefield or help hold it.
Breakneck Mech is our highest cost play, and it can enter Ready if you have another Mech in play. We want to have Breakneck Mech Ready to immediately attack and put its 7 Might to use. But Breakneck Mech isn’t merely for attacking, but also for supporting your other Mechs, giving them the Deflect and Ganking keyword, which can be massive if you need Mechs on a certain battlefield to attack the other one.
Mech Synergy

Since we run a Mech deck, Production Surge will always be a 2-cost play, dropping a 3 Might Mech unit token and drawing us a card.
Combat Tricks



Stupefy gives a -1 Might reduction and draws us a card. The Might reduction can be useful to weaken an opponent’s unit, making it easier for us to kill.
Frigid Touch works similarly, but on a completely stronger level. It gives -2 Might reduction, but you can repeat it for another -2. Frigid Touch is also not limited to 1 Might minimum, but can drop an opponent’s unit to 0 Might. Remember, a unit doesn’t die if it falls to 0; you still need to deal damage to it through combat or a damage card.
Danger Zone gives all your Mech units a +1 Might boost, and it can be repeated for another +1 Might. The more Mechs you have in play, the more value you’re getting out of Danger Zone.
Damage Spells



Wages of Pain and Void Seeker are bound to only units on a battlefield. Wages of Pain deals 3 damage, but you’re getting a Gold token out of it. Void Seeker is a stronger damage spell, dealing 4 damage and drawing you a card.
As for Singularity, it can target units on a battlefield and base, dealing 6 damage to two of the opponent’s units. It’s a costly damage spell, but you can remove two high value card for your opponent.
Equipment

Long Sword gives +2 Might to the unit it’s equipped to. You can play it at Reaction speed thanks to the Quick-Draw keyword, letting you equip it to your unit during combat for the +2 Might boost.
Upgrade Your Deck




Retreat is good if you want to save a unit from getting killed, and also, you’ll be channeling an exhausted rune to set up for a stronger upcoming turn.
Blood Rush and Cleave are offensive spells that give the Assault keyword to your unit and go for an aggressive attack to conquer a battlefield.
Sun Disc can be nice if you want to go for more aggressive mid to late game, setting your next unit Ready if you triggered the Legion keyword.


Brynhir Thundersong has been a popular inclusion in Spiritforged meta to prevent opponents from playing cards during your turn. It’s usually 1 or 2 copies, and you can have them in the Sideboard.
Some lists are running Thousand-Tailed Watcher as a late-game win condition. It can enter ready and reduces the Might of all of the opponent’s units by -3, setting the stage for an extremely strong attack.





yay! my goal is to win games with Rumble!
Looking forward to Spiritforged in February!!!