Thronebreaker isn’t complex enough to keep a player’s attention with only a few cards and the developers know this. Each major section of the game will force you to change your deck completely and give you a couple of variations on how its constructed. The second section starts you off with a custom deck so here are few tips on how the units work.
I don’t know if this is a planned feature but all of the units that I recruited manually, in the first Section, are still in the deck. This brought the deck’s resources up to 163 out of the possible 125. In the end it won’t matter since the old units don’t have synergy with the new ones.


Units
- Reynard Odo gets the bench due to Black Rayla and Light infantry being the only unit that have order skills.
- Gascon was built to work with the Strays Slingers by using the deploy action to damage (2 damage to 3 targets each) and control the enemy. Gascon gets 1 Power for each unit, enemy or foe, that changes lanes. War Wagon can also contribute to this through Light Infantry.
- Strays Bomber are used for their deploy skill that burns a row until the end of the turn. They’ll be countered by Lyrian Pathfinders if the enemy has them.
- Strays Cavalry will slowly whittle down the enemy’s units with one damage per round, moving on to another unit once the first has died. It should be used as soon as possible to maximize it’s damage output.
- Alchemists and Strays Infiltrator are the last combo for the second starting deck. Infiltrators will copy a main unit’s Power from the enemy’s side while the Alchemists double this Power to another unit later on. It’s a long combo but the payoff are 2 tanks for a comparatively low deck cost.
Workshop upgrades
Start off by getting the Mess Tent 2 upgrade that will reduce the resource cost to insert the units into the deck by 10%. This will translate into a 1 point reduction across the board and enable a smaller, stronger deck.
The next possible options are Training Grounds 2 and Workshop 3.
Training Grounds 2 – Scythes+, Strays Bombers(you already have 2), Grey Rider
Workshop 3 – Pitfall Trap, Field Medic, Lyrian Pathfinder
Workshop 3 alone has 2 new units, the decisive one being Pitfall Trap to combo with the fire debuff. Engineer’s Crafting Desk and Alchemist’s Laboratory both cost under 2000 gold and wood each, have upgrades and new units. Training Ground 2 unlocks Stray’s Den 1 and Armory 1. Both have a higher gold than wood cost and don’t provide new units since your Slinger and Cavalry are already at a max. Taking this route would only be recommended for more fire cards. I took Training grounds 2 as the second option for War Wagon+, Forager+ and to recruit more Infiltrators and Alchemists for the tank combo.

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