Anyway, on to the analysis..
Alloyin Highlander is a very unique creature in the sense that unlike other creatures, while they may disagree and get into bar fights every now and then, they still fight alongside each other like total bros, Mr. Highlander however, is so anti-social that he refuses to fight properly in the presence of company.
From this, we can infer that:
- We need to pump our dear Highlander to do things.
- Removal of opposing creatures is imperative, none shall stand in the way of the Glorious Highlander.
- If the opponent plays Phytobomb, the correct play is to hit that concede button.
Make big creature bigger, its as simple as that. The Overload aspect of it also makes it more likely you actually see our one true glorious leader, Alloyin Highlander.
Given that the only creature you're really aiming to play only Highlander, you can level this pretty easily with the use of cards like Perilous Insight, makes it more likely for us to draw Highlander, and buffs to keep him nice and healthy.
Given that Alloyin Highlander's high (hah.) attack is one of its saving graces, doubling or even tripling it seems like a valuable prospect.
Lets Alloyin Highlander fulfil its lifelong dreams of seeing the all the lanes, also allows you to actually hit them in the face.
Your one creature against the world, the Armor granted by Highlander shrugs off most of the damage dealt to it, making it pretty easy to obtain value off. Also, Phytobomb is no longer a snap concede play. Fire beats grass after all.
Disclaimer: I do not claim any responsibility for any tickets lost, tears shed, or monitors broken.
3x Alloyin Highlander
3x Warmonger Mod
3x Energy Surge
3x Perilous Insight
3x Jet Pack
3x Lysian Shard
1x Feral Instinct
3x Seal of Deepwood
3x Verdant Grace
And that concludes a rather agonising painful episode of the Specific Card Analysis, I hope you've enjoyed and have a look at the next SCA, Byzerak Frostmaiden.