Draft : Mass Summoning

This deck is build around the simple idea of having as much summons as possible, and use their death to fuel Death eater for considerable damages.

#### Simple summary

The deck mainly revolve around Trapper. As soon as we have him on field with a Death eater, an Irali and a rock Golem by his side, he become an awesome damage dealer. Rock Golem and Ascended are the main tanks of the team, and will try to keep the enemies at bay. Dark mage will be by their side, but we don't want him to be dying too fast, because the more allies die around him, the more damages he will do with his ability.

##### Main pairings

* Trapper need a maxed death eater as soon as possible. His second power will be execute.
* Irali will usually just carry a dark Pact, but if she reach level 3 or you need the damages, Magic Affinity is good too.
* Ascended want a Magic affinity. He can use an Hibernate as a second power for some mighty healing.
* Dark mage may carry the drain essence if you need it. Otherwise, he can carry the primal fury. If he usually die late and you need him as a carry because you're Trapper is stuck, you may use Magic affinity and Hibernate on him instead.
* Rock Golem is a great Primal Fury carrier, Dark pact also work well on him if to punish a lack of area damages on the enemy side.
* Redirect may be used on literally anyone, mainly the tanks, if the blunt damages really become problematic. It can be great against units like Berzerker and Spirit wolf, who do way less damages against a redirect wielder.

##### Strategy

1. Focus on buying each of your five units as soon as possible. You want the Ascended and the Darkmage side by side, Trapper and Irali far from the enemy. Rock Golem can also profit from Ascended heal, but he can move around to manage dangerous units on his own.
2. You want your trapper level 3 with a maxed Death Eater as soon as possible. You can upgrade your three tanks at level 2, but Irali don't need any level and you can let her level 1 for most of the game.
3. If you find it hard to survive because the enemy deal heavy damages, you may next try to reach the Ascended level 3 as a powerful tank and healer. Otherwise and if you can reliably get summons to die around the Dark mage, upgrading him to level 3 is usually the best play.
4. As the game go, your tank will usually stay around the middle of the map while you focus on protecting Irali and Trapper by keeping them out of reach of the enemy. When possible, it's good to have as much units as possible around the Ascended to benefit from the heal, but you must also be careful to not take too much damages from area effects.

In the example below, the green team have a good position. The Trapper and Irali are well protected for the start of the fight. Golem with redirect will tank Lone Wolf well. The Grenadier will touch both Ascended and Dark Mage, but the heal will still be enough to protect Dark mage. Irali minions will go directly on the Devourer and die there, feeding Dark Mage ability, and trapper damages. Irali and Trapper still have plenty of space around them to run away if enemy try to get close.

#### How to...

##### Play against this deck

The death eater carrier is the main target. If you can kill him, then the deck will deal considerably less damages. You may also want to keep an eye on the Dark mage, with good positioning it's easy to get him out of position. If no ally die around the Dark Mage, he will never become a danger. Another solution is to burst down the Irali quickly, and maybe even the rock golem. Without enough summons to fuel the Death Eater, the deck just don't work.

If you really can't get to the backlane, then a poison arrow will help kill the tanks. Trying to separate the Ascended from the group is also another solution to prevent him from healing, but he can still do well on his own. With enough area damages, the Ascended will not really matter anyway and you can just brute force through him.

##### Deal with bunker-strat

If the enemy just hide his carry behind tanks, and don't move much, it's usually really easy to place yourself correctly. The Irali will go behind the Dark mage, just a few space away to avoid any area damages, the Dark mage will go between the Ascended and the rock golem, just a few step behind to be sure to not be focused first. The golem is the best unit to leave alone to tank area damages like Phoenix and Grenadier for the rest of the group. If your frontlane survive long enough, then the Death Eater will do his work and do colossal damages, and if needed the Execute will finish them off with area damages.

##### Deal with enemy chasing your carry

The first rule is to never get your trapper surrounded. You always want to be sure that no enemy can move and completely prevent him to run away on the next turn. The same goes for Irali, but if Irali can at least manage to cast once, it may be ok to get her surrounded. But be always sure to never leave your trapper in a position he can't get out of.

It's ok to lose some rounds. If you move first, you won't be able to move your trapper/Irali away, so you just want to make sure to lose as few health as possible. When you move second, getting your Trapper in a position where he will die last usually is enough to win a round.

##### Deal with early aggressive strategy

One of the weakness of this deck is that it take some time to go online with a powerful setup that can win rounds. Against an enemy team with a low cost curve that can be powerful early in the game, you may want to group everyone around the Ascended for better protection, leave the Dark mage level 1 to put your money elsewhere, and max your Irali with a Magic affinity to deal more area damages earlier in the game. With a higher level, Irali will charge mana faster and produce more minions to feed the Death eater anyway. You still want the death eater level 3 fast, but you may want to let your trapper level 2 to focus on Irali and Death eater.

#### Draft Variants

Redirection is heavily dependent on the enemy units. If you usually have more trouble with Piercing damages, you may want to switch it with a mage cloak. If the damages are mixed, then Harden is a safe answer to anything.

Trapper is a safe and easy carry to use in this composition, because of his traps. But Shadowstalker can deal even greater damages with his higher attack speed, and get his invincibility really fast.

Grenadier can also be used, he can replace the Trapper, or replace one of the tank, like Dark Mage or Ascendant. He can offer another way to deal with bunker strat and summoning, reducing the need for Execute, with a really strong synergy with Death Eater as an area effect.