Al

## Overview

Written by: Basil

A mono-pilot MC with (quite literally) infinite potential. At his core, Al is a very simple deck to build with a very simple gameplan- you want to ramp to 6 bonds as soon as possible, and get your MC  to untap as much as possible. Once his skill 2 is online, your opponent could watch as you chain fate emblems, stacks, or just sheer luck to untap Al over, and over, and over again.

## Gameplan

As is an aggressive deck by nature due to a few things- First and foremost, this boy wants to ramp, a lot. Specifically to 6 bonds. So to that end, you’ll be deploying 1 costs, swinging with them, and hopefully hitting ketes or fate emblems to stack ketes. The second reason you’re aggressive is because swinging is all your MC does, meaning he doesn’t have a way to generate value, so you’ve got to kill your opponent before they can outvalue you.

Once you’re out of the early game and promoted, you still need to stack and kete some more, so dropping a stacker is ideal. Guinevere is great for this since her LIS not only can let you rig a kete, but can also rig an Al untap depending on what cards you reveal. She also swings for 100 which is always a plus. Nino is a solid backup, stacking a kete or whatever to heal back an Al, which can be stacked with fate emblem for an untap.

Once you’re at 6 bonds, you’re pretty much just swinging and trying to end the game. There is no finisher except getting to 6 bonds (though you can always slam Zeph in your deck). Even without stacking, Al can get absurd untap chains with fate emblems or raw luck, which can allow him to clear the opponent’s field and still swing face if they try to run.

## Strengths and Weaknesses

Strengths:

* Straightforward gameplan, easy to play
* Swings for 80 (a lot)
* Consistent ramp due to fate emblems + stackers

Weaknesses:

* Straightword gameplan, easy to play around
* If Al is pushed back or locked by Freyr, your turns are miserable
* No real value generation, so it is possible to lose long game if your untaps don’t do enough work

## Key Cards

### Fae & Myrrh

Your ketes are vital for getting you to 6 bonds ASAP. You want to be swinging a lot early to either hit them or a fate emblem to stack them from hand. Once you’re at 5/6 they matter less, can still be decent deploys that can be buffed by peony or something.

### Guinivere 4(3)

Guinivere is pretty much the only other card that is run in basically every version of Al. Just a really solid way to set up an untap and grab a good card, plus swings for 100 with range when she does.

### Fate & Coruage Emblems

You will also want to run cards with fate / courage emblem, such as B09 Roy 1, B09 Zephiel 1, B07 Eliwood 1 / B16 Eliwood 2, to make hitting your ketes more consistent. They are also very nice to hit once Al promotes since you can use them to put an Al on top of your deck, which guaranteed untaps Al and can lead to chains of untaps.

## Sample Decks

Basil's Al
4 Al, Fierce Blue Light
4 Al, Blue Champion
4 Al, Going Our Separate Ways
3 Al, Brave Youth
4 Fae, Innocent Dragon Girl
4 Myrrh, Girl of the Dragonkin
4 Roy, General of the Lycian League
4 Guinivere, Supreme Light-Casting World-Illuminator
3 Peony, Sweet Dream-Bringing Lass
4 Zephiel, Prince of Bern
3 Nino, Pious Mage
4 Eliwood, Marquess Pherae's Son
4 Natasha, Sacred Healer
MC:
1 Al, Brave Youth