One At A Time: Ironforge         
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As new sets are released it is important for deck builders to look at older, underused cards to see if they have become stronger over time. At one point [Overkill] was considered completely unplayable, but it quickly increased in power as more finishing moves were printed. The ability sky rocketed in both resale value and playability simply because more support cards were printed for it. This week I am going to take a look at the location [Ironforge] to see if enough support cards have been printed to build a deck around it.

Unlike most cards in WoW TCG, locations have the unique property that you only want to include one kind in a specific deck build. With the exception of [Orgrimmar] based Orc builds, and the occasional use of [Undercity] in Undead decks, [Eye of the Storm] has been the only location to see major tournament play recently. Even older aggressive decks like [Kil’zin of the Bloodscalp] have replaced their [The Circle of Blood] with the tempo-changing [Eye of the Storm]. To warrant the inclusion of [Ironforge] in a deck, there would have to be a ton of powerful uses for it, otherwise you may as well stick with [Eye of the Storm].

[Ironforge] provides the unique power to continuously return Weapons and Armor from the graveyard to hand for a single resource. Compared to the more often used [Sunken Treasure], [Ironforge] returns the equipment for one third of the cost, and can be used every turn instead of being single use. This power not only generates ongoing card advantage, but can act as a tool-box solution once the graveyard is sufficiently filled with various equipment. Of course there is a draw back, the Dwarven stronghold requires a significant amount of Dwarves to power.

Since [Reaper of Dark Souls] has a cost of 0 while in the graveyard, [Ironforge] will always be able to return it to your hand, provided your hero remains a Dwarf. I have seen this combo used in conjunction with [Fan of Knives] to create a cycle where you are able to discard the Reaper every turn to return [Fan of Knives] to your hand, while then using [Ironforge] to return the Reaper to your hand. This three card combination essentially allows you to deal 2-ranged damage to all opposing heroes and allies each turn for a total of 4-resources. While this combo would certainly stint aggressive ally builds, I do not feel it is consistent or reliable enough to suggest building a deck around. Perhaps Worldbreaker Block will provide us with more Rogue equipment or abilities that allow us to make better use of the location?

Instead, the focus for the [Ironforge] deck I would like to talk about will be the Priest class, as it is currently the only Dwarven class which gets access to [Signet of Manifested Pain]. Since the Signet creates allies of the same race as your hero, it will grant the ability to generate enough Dwarves to return equipment with a cost higher than 0. 

In addition to the signet’s Dwarves, I would probably also include [Mikael the Blunt] for his ability to slow down aggressive decks. This also leaves open the possibility of your pick from the Ironbane litter ([“Chipper” Ironbane], [“Scrapper” Ironbane] or [Pappy Ironbane]) giving you any  Dwarven Equipment and Ability removal you may require. Moreover, [Hurdan the Everlasting] is Dwarf that has significant synergy within a Priest deck. [Magnus Longbarrel] may also be included in the deck for resource hate, as he is also a very playable Dwarf. Lastly, the Worldbreaker previewed [Magni, the Mountain King] seems like an auto-inclusion because of his ability to not only buff the other Dwarves, but because his Stash Power also generates free Dwarves for a growing army.

Now that an ally base in place, It's time to take a look at which equipment to return with [Ironforge]’s power. Ideally, I want equipment that will regularly go to the graveyard while granting a powerful effect along the way. [Wub’s Cursed Hexblade] and [Terokk’s Shadowstaff] are both natural inclusions as continuous recursion of them will destroy any opposing ally decks. In a non-Core setting, I might suggest a couple copies of [Will of Arlokk] as a flexible healing option to slow down aggressive decks and counter the drawback of [Signet of Manifested pain].

In terms of Armor, Icecrown provided [Shawl of Haunted Memories] for continually exploitation with our [Ironforge]. Once an opposing card has been destroyed, [Shawl of Haunted Memories] will essentially ensure all future copies of that card will be immediately answered. While unlikely to happen, the Shawl also gives the alternate decking win condition in the event the Dwarven beat-down is unsuccessful. While [Gloves of Token Respect] do not generate Dwarves, I feel like it is another armor that should be included in the deck. Not only does it act as a win condition, but it also can create a copy of a signet Dwarf if more are needed for [Ironforge]. Against opposing cards that create tokens (Such as [Feral Spirits] or [Nathanos Blightcaller]) [Gloves of Token Respect] can also be recurred to continuously make copies of the opposing tokens.

Similar to TEC’s Shaman deck at the 2010 World Championships, an [Ironforge] deck can make good use of [Urn of Lost Memories]. Assuming [“Chipper” Ironbane], [Mikael the Blunt] and [Magnus Longbarrel] are ran as allies, the Urn should easily be able to return them to play by sacrificing [Ironforge]-returnable Armor and Weapons. The urn can make use of the Death Rattle effect from [Shawl of Lost Memories], as well as potentially warrant the inclusion of [Iceshrieker's Touch] for its Death Rattle Effect. I might also include [Blue Suede Shoes] and [Cuffs of Devastation] to sacrifice to the Urn since they would have already provided their come into play effects. Just keep in mind that [Urn of Lost Memories] and any sacrificed [Signet of Manifested Pain] cards can not be returned with your [Ironforge]. Also, remember that [Urn of Lost Memories] is an Off-hand item, which will interfere with your use of [Terokk’s Shadowstaff] and [Will of Arlokk] should you want to have both at the same time.

The last equipment I want to mention as a possible inclusion is [Life-Bender's Locket]. In this case, [Ironforge] will not be used to recur equipment that is useful to us, but rather act as a draw engine to power the Locket. Assuming you can return an armor or weapon every turn with [Ironforge], the Locket completely negates one damage source each turn for free. This effect could completely stop a solo deck from ever damaging you.

Currently, there is no Dwarven Priest hero that is particularly exciting in an [Ironforge]-themed deck. Assuming you include [Iceshrieker's Touch], you ideally want a hero with a reliable instant speed flip to halt opposing attacks. Currently [Sister Remba] is probably the best choice, but it does force you to include attached abilities in your deck. Be on the lookout for a more appropriate hero in the upcoming Worldbreaker block.

While I have not given you a finished deck list for a viable Ironforge focused Priest deck, I hope I have given you enough ideas to work with on your own. I would love to see what you have come up with, and I would encourage you all to post your ideas on the forums!

Chris “Jedion” Reilkoff is currently the top rated Canadian player in the game, and one of the primary deck builders for Team East Coast. He has numerous good finishes at high-level WoW TCG events, including a top 8 finish at DMF Seattle. His recent finishes include 10th place at the 2010 North American Continental Championship, where he piloted the now well-known Zorak'tul Control deck.