Cul’Furaz

Endalhite, the first King of Elorna, crushed our empire and pushed us back across the Southorn River. Humanity’s expansion has chipped away at our heartland and finally pushed us back to the Tij’Mijadas River. Several empires have come and gone and now Espis wants us to cede more land by attempting to steal the Felruz Isles in a coup.

Enough is enough. We were the first people. This was our land. The Empire is scattered and its people weak. Hit their heart in Eranith fast and make them bleed, show that their emerald is flawed and the horse is sick.

  • -Strong Early Game.

    -Drafting Disruption.

    -Best Combat Deck.

    -Powerful General Combat Abilities

  • -Weaker Late-Game Units.

    -Surrounded on all sides by enemies.

    -Weak from the sea.

Aggressive Mechanics

Cul’Furaz starts the game at full speed. They start with a level 2 Lumber Mill and abilities that benefit from being aggressive. Their generals are built for combat and their units are strong early, but fall off in the late-game compared to other players.

Progenitor of the Old gives you the ability to have two of the mercenaries that are taken out of the market deck at the start of the game. This allows you to either patch up some of your weaknesses, e.g. a lack of skirmishers or even reinforce some of your strengths, e.g. powerful cavalry units.

Cul’Furaz is also rewarded for taking territories from enemies, meaning you are incentivised for being aggressive, although it is certainly not required. Being quite gold poor and with few development choices in your generals or units forces you to consider this as your main point of action during your turns.

Cul’Furazen Generals

Cul’Furaz’s generals are guns loaded and ready for a fight. Each of their generals specialises in some form of army building or combat effect. Valzut is the only general from the starting Cul’Furazen generals that has a development effect, although another can be unlocked through gameplay.

Teknoir gives the player a unique deck-building test with whether it’s okay giving up a support attack in their army for the bonus of extra cavalry attacks. Igneous alternatively gives you the option to play a naval game and tangle with the big boys in the Felruz Sea.

Cul’Furaz starts with a roster of 4 generals and 12 units. There are also 2 generals and 13 units to be unlocked through gameplay. Below is a small selection of Cul’Furaz’s starting units.

Combat Cards

When it comes to their combat deck, Cul’Furaz’s is second to none. Their cards are stronger on average than every other faction and give them a lot of flexibility in terms of both attack and defence. One of their weaknesses is having two dedicated support combat cards, but having weaker support units than their rivals. Teknoir’s inability to use non-elite supports further exacerbates this issue, meaning Cul’Furaz has to look for support units from the Market Deck or to Deckthin out some of these options.

The second weakness is a lack of serious naval cards with one of the strong naval factions sitting on their doorstep. While Cul’Furaz can gain Augments to fix this issue, they have to choose to fight Meturaz on coastal territories.