The Iyslander Guide
By Singapore's 2nd/3rd best Iyslander player
The guide everyone has been waiting for (X to doubt). I’ve been playing Iyslander for just about a year, since Prism hit Living Legend. I do dabble out to playing some Kano, some Dromai, but I guess at the end of the day, “Blue is the new Yellow”.
The Decklist
Equipment
Pretty standard set of equipment. The ones that don’t need much explanation are Fyendal’s Spring Tunic, Storm Striders, Alluvion Constellas, Metacarpus Nodes, and Waning Moon.
Coronet Peak
Seems like a no brainer equipment, you pay 3 resource to force your opponent to pay 1 or discard a card. Generally, you do not want to use your action point for this. As Iyslander, your main goal should be to try to get your opponent into Storm Striders range. While Coronet Peak does buy some time so you can eventually work on killing your opponent, you can’t buy time forever. As much as possible, use your action points on actual cards.
Ironrot Gauntlet vs Ironhide Gauntlet
Previously, before the release of Outsiders, you would find Iyslander playing more Ironhide Gauntlets than Ironrot Gauntlets. With the release of Outsiders, Rangers / Assassins get access to Codex of Frailty, which means Iyslander should not play cards such as Brothers in Arms. With the added ban of Hypothemia and Amulet of Ice, most Iyslander cards require resources to play, which means their Fyendal’s Spring Tunic counter is more precious and Iyslander also has less spare resources. Therefore Ironrot Gauntlet is much better.
Nullrune Hood
Interestingly, this has been of much debate amongst Iyslander players. For the most part, Nullrune Hood improves your Kano matchup the most. In the mirror, you get an additional block so Aether Icevein Red will not leak damage through. Overall, I think it’s safer to have it, but if you ever need an additional sideboard option I think many will cut this.
Non-Equipment cards
Aether Icevein
The full rainbow. Aether Icevein is best used when you have Insidious Chills out, but this is the main Iyslander playmaking card. Your opponents will generally have to split their resources between preventing damage and keeping cards, leaving them pretty vulnerable on their own turn. The main downside of having the rainbow set is that it is a pretty bad card if you cannot fuse, but such is the price for power. Another downside is you require a 3 card hand to play this card, but if you already have an arsenal, then this 3 card combo is at least 5 arcane damage including Waning Moon.
My choice of playing the full set is for the Lexi matchup, where you can have a more aggressive gameplan so you can force them into Storm Striders range while making them have the Three of a Kind to have a good turn.
Arctic Incarceration (Red)
Fenfei and I have discussed this card a lot. Generally this card is insane when you can force your opponent to commit cards earlier in the turn, and then surprise them with this as a follow up. Guess what Iyslander doesn’t have much access to…
That doesn’t mean this card sucks. Since Iyslander can play cards at instant speeds on their opponent’s turn, you can respond to the triggered ability of Frostbites to play more Ice cards to give them even more Frostbites. Cards such as Channel Lake Frigid or Blizzard in combination with Arctic Incarceration (Red) can generally stop most big turns from your opponents.
Sometimes you can also play cards like Scar for a Scar, Enlightened Strike, or a Cold Snap to force some cards out of your opponent and then hit them with the Arctic Incarceration (Red). Such turns can give you so much tempo that your opponent may never recover, especially if you can setup Insidious Chills.
Enlightened Strike / Scar for a Scar / Wounded Bull / Fyendal’s Fighting Spirit
I’m going to cover all the attacks under this header. Starting with Scar for a Scar, it is the most efficient attack you have in the deck. With a lower starting life total, you generally always have access to the go again effect of this card. While it is very efficient, I don’t like this card into certain matchups as you normally don’t ever want to block with this card. As such, if I ever feel like I want to play more defensively, I would cut this card out of the deck.
Moving on, Enlightened Strike is a very flexible card. Functioning primarily as a 0 for 7 for 2 cards, sometimes if you gain tempo and keep a full hand, it can be used as an extender for your 3 for 7s / 8s. Alternatively, it could be used as a go again to enable Coronet Peak or Arctic Incarceration (Red). As a 3 block, 0 cost card that allows you to also cycle red cards down, it’s an amazing card and not playing it is questionable. I prefer having Scar for a Scar over Enlightened Strike against Lexi as at the end of the day, Enlightened Strike always requires you to have 2 cards, while Scar for a Scar is simply a 0 for 4 that is efficient.
Next up, the cards that makes Bull-lander possible, Fyendal’s Fighting Spirit and Wounded Bull are also extremely cost efficient cards. Primarily with the lack of go again, efficient use of your action point as Iyslander is important. In combination of starting with a lower life total, both Wounded Bull and Fyendal’s Fighting Spirit are 3 for 8s. Opponents that try to keep a full grip will find themselves in a situation where they are accelerated down into Storm Striders range at a very fast rate, but even decks that can block are in an awkward spot since you could just follow up with more damage at instant speed on their turn.
Another note is that I do not like these into Lexi simply because it enables Codex of Frailty as a blowout card. If I were to return an attack back into arsenal, I would rather have Scar for a Scar since I don’t require to pitch blues to get it out of the arsenal.
Icebind
A recent addition to Iyslander, the main purpose of this card is to provide an efficient 2 card hand against Lexi. Since Lexi generally will not be able to AB3, leaking one damage means you have effectively “Command and Conquer-ed” your opponent for a turn, since you can just freeze the face-up card. An added upside is this is not an attack action, meaning you can safely block or play this card out without having to worry about Codex of Frailty, which was the problem I have when I was playing Command and Conquer. Other than that, I won’t be playing this card in most other matchups.
Sink Below
Filters your hand for Ice cards to fuse, blocks for 4, having Sink Below is generally good.
Aether Hail / Frosting / Ice Bolt (Blue)
Arcane damage Ice cards, in blue so you can play them at instant speed on your opponent’s turn. Generally, these are really good cards to have in your arsenal when you have tempo. Frosting can be used for some free damage and Frostbite for no cost, Aether Hail allows for 5 damage off a blue, and Ice Bolt is 6 damage in combination with Fyendal’s Spring Tunic. Most of these cards are used as a fuse target, but otherwise they can all block for 3.
Blizzard
With Hypothemia being banned, this is your only way to end an opponent’s turn if they attack with a go again attack. Their best use is in combination with Channel Lake Frigid or Arctic Incarceration (Red), since both of those cards tax your opponent as well. Do remember that since this is an Ice card, when you play this your opponent needs to have 3 resources to play their next action as you would create a Frostbite. I like to keep a single copy of this card against Bravo, they will play cards like Zealous Beltings and Rouse the Ancients so sometimes you can surprise them with a Blizzard to end their turn after the first attack.
Brain Freeze
This card is best used on your own turn against decks that play multiple 0 cost cards. Against Lexi, sometimes they will just activate Voltaire in response to your Brain Freeze to load their 0 cost arrow or pitch their blue 0 cost card. If you can’t fuse this card, then simply use it as a blue pitch or a block 3. Try not to play this card if you have Insidious Chill in play, but in a pinch to slow your opponent down it isn’t the worst play you can have.
Channel Lake Frigid
Quite possibly the best card in this deck. Channel Lake Frigid can sometimes stop an entire turn by itself. In combination with your hero ability and Fyendal’s Spring Tunic, this card is Blizzard and 3 arcane damage all in one. You also get a free turn off Channel Lake Frigid if played on your opponent’s turn since flow triggers at the end of your turn, which means your opponent have to play through 2 turns of this card at minimum. This card isn’t as good as an arsenal card in the late game, but in the event that you have spare cards in the mid / late game, play this on your own turn and arsenal any card with arcane damage.
Cold Snap / Polar Blast
These cards replace themselves when played from arsenal, which means you can pitch a blue to fire this out for a Frostbite and 3 arcane damage in combination with Waning Moon and draw back a card. However, I realise the best use for these cards are on your own turn, where you can actually force more cards out of your opponents as they have to guess if you have an attack if you played a Polar Blast, or if they want access to their arsenal they have to pay 1 for the Cold Snap. Since this is a Non-Attack Action with go again, you can Waning Moon and then use your action point to play an attack or Aether Icevein, or even Coronet Peak or Arctic Incarceration (Red). These are also Ice cards, which makes them good fuse targets since you want to play these as much as possible from arsenal.
Emeritus Scolding (Blue)
The highest damaging blue arcane damage card on your opponent’s turn. This is extremely powerful when you have tempo and access to your Fyendal’s Spring Tunic counter. Try not to arsenal this card too early, since it is still very hard to play as it costs 2. Pitch this instead so you can preserve it for the late game to close out the game.
Insidious Chill
The best card in the deck behind Channel Lake Frigid. Each Insidious Chill you get into play is worth about 10 life each. The main issue with playing this card is losing tempo or taking too much damage. As a rule of thumb if you take 7 or less damage when you play it, it is a good trade. Try not to have multiple of these in play unless you really need to get cards out of your opponent’s hand to force damage. Only fuse on your opponent’s turn if you have Insidious Chill in play when you need to prevent them from playing too many cards.
Frost Hex
One of the hardest cards to play in Iyslander. This is your best anti-fatigue card, but most fatigue players will target this. Never try to play this card into an aggressive matchup, unless it is the first turn and you have nothing better to do. You do not want to be boarding this card out since it is a 3 block Ice card, with some upside.
Heart of Fyendal
Free life, but as a downside you burn some part of your wallet. 10/10 pay to win card.
This Round’s on Me
This is your Warmonger’s Diplomacy slot. This Round’s on Me was found to be more effective compared to Warmonger’s Diplomacy in testing, since it did more into Lexi and Dash and you already have good matchups against decks weak to Warmonger’s. If you intend to use Waning Moon, use it before the card draw. There is an interaction in the Lexi matchup where you can stop your opponent’s go again on Bolt’n Shot with this card.
Ice Eternal
Not just used in combination with Frost Hex. In aggressive matchups, this can double as an Arctic Incarceration (Red), while pushing through arcane damage at the same time. Since it can fuse with Ice, you can also use this to enable your Insidious Chills in the event you don’t draw Aether Iceveins. Overall, do not underestimate Ice Eternal or use it to block too much. Against the slower decks, try to setup an Ice Eternal play on your own turn, then follow up with an instant speed Ice Eternal on your opponent’s turn for maximum effect.
Energy Potion
For use against blue heavy decks, like fatigue decks, the mirror, Kano or Bravo. Energy Potion allows for very interesting plays, as well as enabling huge Ice Eternals to close out such games. As much as possible, play this from your arsenal on your opponent’s turn. Your action point is generally worth more than the Energy Potion.
Exposed to the Elements
The silver bullet. Use this against the mirror, and Kano. Also relevant against fatigue decks as sometimes you can snipe out important arcane barrier equipment cards. Do not board this in against Bravo under any circumstance.
Gameplay Tips and Tricks
Insidious Chill and Frost Hex
The best way to play out these cards is turn 0 when you go first. However, sometimes you lose the die roll and don’t get to make such a play, so we go for the next best way to play them, which is to force cards out of your opponent’s hands then play it out when they are weak. Play cards like Aether Icevein, any of your big hitters, or Scar for a Scar into Coronet Peak / Arctic Incarceration (Red). Use that window to play out your Frost Hex / Insidious Chills. Again, do not setup a Frost Hex into aggressive matchups unless you win the die roll and go first. In the case of playing against slow decks like Bravo or fatigue decks, prioritize the Insidious Chill over the Frost Hex.
Energy Potion
Use this more flexibly. You don’t always only have to save this card for your Ice Eternal. Such a play is blocking with 2 cards, playing this from arsenal and combo with your Fyendal’s Spring Tunic to play out Aether Icevein fused / Wounded Bull / Fyendal’s Fighting Spirit and reset your arsenal. As much as possible, do not go into your second cycle with this card in your deck.
Emeritus Scolding (Blue)
As mentioned earlier, try not to arsenal this card without your Tunic counter at 3. Pitch it down for your second cycle to enable a kill, but if you manage to hit your opponent with a tempo turn such as Wounded Bull, or fused Aether Icevein, then you can arsenal Emeritus Scolding to push through even more damage.
Aether Icevein / Enlightened Strike / Fyendal’s Fighting Spirit / Wounded Bull
Do not be afraid to aggressively play out Aether Icevein to regain tempo in combination with Storm Striders. Especially if you have Insidious Chills. As much as possible, try to follow up your Aether Icevein with instant speed cards on your opponent’s turn, whether it be damage or setup. Same goes for the Enlightened Strike / Fyendal’s Fighting Spirit / Wounded Bull.
Matchup Tips
Lexi
Getting an Insidious Chills improve the matchup by a lot. Generally, you won’t have a window in the game to be able to play this out, but in the case you do, then good job. Your other core cards are Aether Icevein, Arctic Incarceration (Red) and Channel Lake Frigid.
As much as possible, if you have a Scar for a Scar in the graveyard, DO NOT LEAVE YOUR ARSENAL OPEN. If you have a choice between emptying your hand and forgoing your arsenal, or taking a slower approach to Coronet Peak and arsenal, always take the slower approach. Play more aggressively rather than defensively into this matchup. You are more favoured if your opponent is AB1 SV2, rather than AB2.
Bravo
As much as possible, never let them have a 5 card hand in the early turns. Create openings with your heavy hitters, play all of your red attacks as much as possible. Pitch stacking is important in this matchup, so block with Brain Freeze if possible, stack down some heavy hitters such as any of your big attacks or Aether Iceveins so you have enough tempo for the late game. Don’t be afraid to block, but try not to leave them with a full grip for their next turn.
If the Bravo is playing Fyendal’s Spring Tunic, try not to Coronet Peak when the counter is active. Be mindful that he can always activate the Tunic to break your Frostbites. While you need to setup into this matchup, do not force the setup. Always setup when you get your openings. Try not to arsenal red cards after playing red cards, unless your opponent chooses to take the full brunt of the damage.
Dromai
Depending on your opponent’s equipment loadout, if his arcane barrier is low, try as much as possible to out tempo them by playing blue cards on their turn after playing aggressively on your own turn. Arctic Incarceration (Red) may seem good into Dromai, but nowadays there are more Themai, so cards like Aether Icevein (Yellow) is a lot better into them.
You can save arcane damage cards to deal with Aether Ashwings or low health dragons to end their turn, as well as chipping in damage with Waning Moon. In the case they have Tomeltai, just sacrifice your Storm Striders unless you have a popper. Wounded Bull and Fyendal’s Fighting Spirit are not just poppers, but if your opponent gives you openings, just attack them. Channel Lake Frigid is also very good in the mid game, but in the early game it might give them too much ash.
Dash
Your hardest matchup, play as aggressively as possible. This Round’s on Me is one of your best cards. Arctic Incarceration (Red) is not good into Dash, since they have access to Teklo Core and Teklo Foundry Heart. Sink Below isn’t great, I rather just play Aether Icevein (Yellow) to have a better chance of closing the game. Scar for a Scar is great here.
Levia
You can delay them by poking with arcane damage, but eventually they will fill their graveyard anyway so do not hold back. If you can tempo out the Levia with Aether Iceveins, Levia becomes a worse Bravo deck. If you notice them playing Pulpings, try to arsenal the Sink Below so you can prevent them from having go again. Exposed to the Elements is decent here to knock of the Skullhorn, then you can close out the game easier with your arcane damage.
Briar
Remember to play Metacarpus Nodes, otherwise you will have problems blocking out arcane damage from random sources sometimes. Metacarpus Nodes also extends your kill range, so keep that in mind if the Briar player is very aggressive. Your gameplan is the same as always, just take note that the lack of Hypothemia means if you don’t stagger disruptions for the Channel Mount Heroic, there is a very good chance you can die. Otherwise, Arctic Incarceration (Red) and Channel Lake Frigid is your best friend. While Briar may seem like they have a lot of blues, don’t be afraid to give them Frostbites if possible. The deck has a higher concentration of red compared to blues.
Katsu
Give many Frostbites, Channel Lake Frigid, use your Ice Eternals as bonus Arctic Incarceration (Red). There is a neat trick against Katsu, where you let their attack hit, after they search for a card with Katsu’s ability, you can potentially brick their whole turn in the resolution step before go again resolves with Blizzard.
Fai
Frostbites and Channel Lake Frigid. Mostly the same as Katsu except with less on hits.
Uzuri
Never leave yourself open to Codex of Frailty, try not to arsenal reds as much as possible so you can play around Command and Conquer or Leave no Witnesses. Do not be afraid of Shakedown, but try to play around it if possible. Shred is pretty good against you if you block too much, so don’t be afraid to be a little more aggressive early.
Kano
Just hit them with attacks, don’t block too much on their turn if possible and get as many Energy Potions into play as possible. You are safe during Channel Lake Frigid turns, so don’t be afraid to have less cards during those turns. A common way of dying is only having a single blue and playing a card such as Aether Icevein, but if you have life to buffer then all is good.
Mirror
Whoever knows how tempo works will win this matchup, but in the case you and your opponent are evenly matched, try not to draw a heavy red hand. Once you hit 15 life, you are within kill range, so try not to be too aggressive. Channel Lake Frigid is kind of annoying in this matchup. Also do note that trying to force too much arcane damage may result in charging your opponent’s Alluvion Constellas too much. Only deal arcane damage where needed or possible. Insidious Chill is more important than Frost Hex.
Fatigue
Go watch my Top 4 game at Singapore Nationals 2023 here. You want to tempo them and create openings while pushing through damage. If your metagame is heavily invested in fatigue, consider playing a single Remembrance.
But where’s the sideboard guide
If at this point you still need a sideboard guide, then you probably have not read the above. For the most part, you want to keep your deck to a lean 60. I went to 63 cards against Bravo, and 64 against fatigue.
QUESTIONS?!
If you have any questions, or want me to cover something I did not cover in this guide, leave a comment or drop me a message. If you found this to be very educational and want me to write more of such posts, consider dropping a donation here (← Click this)
As always, thanks for reading! I hope you learnt more about Iyslander and possible her weaknesses in this post!























