Desert Devil decks grind opponents into dust. Ruthless attrition, punishing Warrant walls, and overwhelming Overshot pressure make this faction the choice for players who prefer to control the board and win through inevitability.
Desert Devils sit between aggression and late-game, using lane control and efficient removal to outlast faster decks while outpacing slower ones.
Efficient stat lines and Warrant creatures force bad trades. Desert Devils win the war of incremental advantage.
Mirage Conjurer and other heal effects keep your HP total out of lethal range while your board grinds ahead.
Sand Wyrm Wrangler hits twice at the top end, closing games that stall out against control mirrors.
Place Cover Tokens to absorb early aggression, then deploy Warrant threats that force enemies into unfavorable attacks.
Pairs well with Straw Elves for grinding long-game control, or with Beasts for midrange board dominance.
Forces enemies to attack this creature first. Desert Devils lock lanes down and make opponents fight on their terms.
Excess damage spills over. Stormglass Colossus punishes small blockers by pushing through to face.
Attack twice per turn. The faction closer -- Sand Wyrm Wrangler -- ends games in one action phase.
Bypasses Cover Tokens. Sunstorm Sentinel patrols from above, untouchable by ground walls.
Generate blocking tokens to slow aggro. Quicksand Trapper drops two at once.
Restore HP to your hero. Mirage Conjurer heals 5 HP, keeping you alive through burst attempts.
The standout Desert Devils you will see on the Wild Frontier.
Double Barrel: Can attack twice (once before combat, once normally).
Rides the beast, wields its fury.
Wanted: Cannot be targeted by any effects.
Walks with the darkness at his side.
Overshot: Excess damage spills to the next target or player.
Every footfall is an earthquake.
Flying (Can attack over Cover Tokens).
Guards the skies with blazing wings.
Cover Tokens: Place two 0/1 Cover Tokens in your Middle Lanes.
Pulls foes down to silent depths.
Warrant: Forces enemies to attack this creature first.
Commands clans from the shifting dunes.
Heal: Restore 5 HP to your hero.
Bends light—and fate—to his will.
Overshot: Excess damage spills to the next target or player.
Turns sand to shattered reflections.
Ready to ride? Check the full card pool or explore the other frontier factions.