Hex Inspire Legionnaire

Hex Ruby Diamond Deck: The Inspire Army


Hex wisdom #452: A demoralized army is easily crushed the field of battle, but an inspired army will fight with unnatural strength.

This week, I want to show you my Ruby/Diamond Inspire deck, which uses a cool mechanic in Hex that allows weaker troops to apply permanent buffs to stronger troops that come into play after them. It’s my go-to deck right now, and I think it has great potential to do well with some crazy snowballing and clever use of the stat buffs onto specific troops.

DISCLAIMER: Because Hex is only in alpha, many of these cards will change before release. I’ll try to keep this deck list updated, but use common sense when referencing this in the future.

The Inspire Army Deck

The strategy here is to start with early-game troops that all have Inspire effects that add either attack or health onto troops that come into play after them. Then, around the 4-resource cost point, we shift to only playing troops that gain insane value from having increased stats. We round it out with a little control with Diamond Actions that helps us keep the opponent in check while we ramp up.

Hex Inspire Deck

The Card List

The Champion

Lionel Flynn (Charge power: [5] Target troop gets +3/+0)

Troops

4x Shield Trainer
4x Ruby Pyromancer
4x Protectorate Clergyman
4x Mancubus
4x Sword Trainer
4x Legionnaire of Gawaine
4x Royal Falconer

Actions

2x Stoneskin
2x Repel
2x Inner Conflict

Constants

2x Blessing the Fallen

Resources

11x Diamond Shard
13x Ruby Shard

Hex Inspire Mancubus

The Commentary

Lionel Flynn

We’re using a ton of minions that scale insanely well with their attack stat, so the value of this hero power is drastically higher than it is in other decks. Consider its combo with Mancubus or Sword Trainer, if you need convincing.

4x Shield Trainer

This is the perfect turn-1 troop. Most of our early troops are a little flimsy and this’ll help us block profitably early on while we ramp up.

4x Ruby Pyromancer

The perfect turn-2 troop. We’re boosting defense already, but the attack stat is what the value of our later troops really scales off of.

4x Protectorate Clergyman

The perfect turn-3 troop! (Are you noticing a trend yet?) This one rounds out the imbalance of the previous two troops, and when you happen to land all 3 in a row, all troops you play in the future come in with +2/+2!

4x Mancubus

I know, I know. The art is goofy. But the Mancubus’ value in an Inspire deck is simply too good to pass up. It’s “steal an enemy troop” ability scales off of its attack value, which means we can steal their big bombs for 2 mana with this deck.

Hex Inspire Fist

4x Sword Trainer

One of the best scalers on this team, this is the ideal target for your hero power. The Sword Trainer is a miracle worker, taking the attack bonus you give her and multiplying it for your entire army. God help the opponent if you get two of these out at the same time.

4x Legionnaire of Gawaine

When I first tried to build an Inspire deck, I didn’t see this card and got frustrated that there was no strong finisher for the theme. This card is the finisher. In good situations, it will wipe their entire board and deal a hefty chunk of damage onto the enemy hero. In bad situations, it still clears a few weaklings off.

4x Royal Falconer

This is the other, less direct, finisher for this deck. Because it creates 3 separate troops, you’re getting 3x the effect of any Inspire troops you have on the board. On top of that, his Falcons gain the Royal Falconers ATK value, which we have plenty of ways to boost in this deck.

2x Stoneskin

The biggest concerns we have with this deck is people removing our troops after they land on the board. This stops that for an absurdly cheap cost.

2x Repel

One of the best removal spells in the game. Use it to buy time early on, or to kill their bomb if you don’t have another answer.

2x Inner Conflict

Slow down their assault or open the door for more aggression.

2x Blessing the Fallen

This deck falls apart if we can’t land Inspire effects onto our troops. This is a good backup plan to ensure you’re getting the effects. And if you have it in hand, you can force the opposing player to trade with you. Your weak troops will be just as valuable in the graveyard, but theirs won’t be.

Parting Thoughts

There are two main things I love about this deck.

First, it’s very focused and efficient. Every early card is either control or Inspire troops. Every late card is a troop that turns into a bomb if it gets Inspired. There’s a very easy to understand progression for how to win with this deck.

Second, I love that every single card, except for the Mancubus, only has a Threshold requirement of one, which makes it very hard to get mana-screwed with this deck. I hope you have fun with it too!

Try my other Hex Decks

Blood Ruby Deck: The Rage of the Orcs
Wild Blood Deck: The Shin’hare Swarm

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