Forglar Swamps/Shattered Peaks Behemoth Deck
Cyclops Chieftain x2
Upgrades: 9 Speed, Magical Bomb 3, Surge: Behemoth 2 - 106 Nora
Firk Mindweaver x2
Upgrades: 9 speed, 43 hp, Absorb Illusion - 71 Nora
Voil Transporter x2
Upgrades: 41 hp - 63 Nora
Glowing Slider x2
Upgrades: 46 HP, Transfer Life 2, Vulnerability: Fire, Vulnerability: Acid - 43 Nora
Cyclops Nemesis x2
Upgrades: 11 speed, 58 hp - 50 Nora
Firk Mindshredder x2
Upgrades: 45 hp - 62 Nora
Firk Botanist x2
Upgrades: 9 speed, 47 hp, Vulnerability: Magical - 65 Nora
Cyclops Shaman
Upgrades: 9 Speed - 69 Nora
Massive Anuran
Upgrades: 9 Speed, 57 hp - 62 Nora
Intimidation x2
Tribe Wars x2
Avalanche
Feeding Frenzy
Marsh Song x2
Monsoon
Echo Chamber
Tribal Post
Moga Bartering Post
Darkmarsh Helm x2
Hello everyone. It’s been a while since we’ve done a battlegroup, I know. This time around I’ve got a fun deck enabled by the most recent expansion Broodcall. The central theme of this deck is Surge: Behemoth on the Cyclops Chieftain - one of the broadest surges around. In order to enable this, we primarily use two different runes. First, the new Firk Mindweaver and the Shattered Peaks spell Tribe Wars. With two Mindweavers out, a single casting of Tribe Wars gives our Chieftains +12 damage! We can support this effect with a number of other runes to get a pretty cool deck. You probably won’t dominate the ranks with this given the difficulty managing massed 2×2 units. However, you can definitely surprise opponents with some insane numbers on your Chieftains and clutter the heck out of the board to boot.
Cyclops Chieftains are the center of this battlegroup, and our build on them is forced by CP concerns to get all the basics maxed out. Mindweavers are key rune #2, and are kept cheap. They should be protected, though with absorb for healing they can make solid back line fighters early on. Following them we have support staff which is 2 Voil Transporters. They give us the mobility we’re going to desperately need and 2 Glowing Sliders add a lot of healing support for our Chieftains. Next up is combat champs and the Cyclops Nemesis is a no brainer since he gives us more illusions to surge off of. This is boosted by the chieftain, which also has excellent stats. Firk Mindshredders and Firk Botanists give us some ranged damage that’s cheap. This is very helpful in a deck that relies on playing a 106 Nora champion. Trailing the lineup is a Cyclops Shaman, who is a solid ranged choice that counters Nora Generation. It gives us a pseudo-cleanse and is boosted by the Chiefs, not to mention a Massive Anuran for early game help and more surge. The Anuran can be replaced with almost any other champion in FS though.
Beyond champions, our key runes are threefold. First, Tribe Wars enables the core combo. Second, Intimidation which will always have greater numbers with this deck, so is very helpful. Finally, Darkmarsh Helms are key in protecting our Chieftains, and give us a way to make hitting them with range and spot removal spells hard. In addition, once you’ve gotten going an assassination from a Helm’d Chieftain, this will kill pretty much anything in existence. It’s possible to do 80 damage or more. To further pump the Chieftains, Bartering Post, and Tribal Post are excellent relics. Backing up this central assortment is a number of more generally useful spells like damage spells and Marsh Songs for nora.
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Kaervas Assistant Game Designer |

