Orinthian (Group)

The Orinthian Group is a tri-coloured group of blue, green and yellow which focuses on returning fighters to spam weak effects, then going for big expensive plays when it gets the chance to. Stratagems are a prime feature in this group, being their main source of triggers and prime card advantage. Features Mindbreaking. Mindbreaking is a marking mechanic that triggers effects for Orinthian Base and Gashendex.
Pros:
* Orinthians have many cards to help return and trigger return effects.
* Can cause the longest turns out of any group in the game, even surpassing the playstyle "Lunar".
* Uses the large pool of cheap cards to its fullest extent, making this group one of the most unpredictable in the game as well.
* Near infinite card advantage.
* Spam AND control potential.
*You can steal your opponent's wincon on the board with Orinthian Fleet: The Lady.
* Has good control on its own boardstate: Can cast fighters or overextend then suddenly return cards back to prevent themselves from being punished for overextension. 
*Beseech the Mastermind is a gold mine for combos.
Cons:
* If you don't think ahead, the given cards can lead to filling your hand before they enter it, milling you and you won't have enough fighters to stand your oppenment.
* The Orinthian Fleet cards can sometimes be too expensive for you.
* Often lacks fighters on the board and can be punished badly for underextending.
* Tri-coloured groups are hard to manage with balance in deck building.
* This group's complexity can overwhelm newer players.
* Very vulnerable to Aggro and some fast Midrange decks.
*Very dependant on RNG early game, easily bricked.
=LIST OF ORINTHIAN CARDS=
<tabber>Orinthian Fighters=
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|-|Orinthian Actions/Terrains=
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|-|Alt Arts=
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</tabber>
Category:Temporal Halo
Category:Groups
Category:Lists