Hola muchachos, this here is a Dromm deck I only experimented with briefly in the run up to Tacoma 2026, but it’s good fun and I wanted to make it available to people to play around with. I did eventually take Dromm with RF/Wrack, but today’s RF/Edge deck was the beginning of the process and was on my shortlist of things to take.

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Why Edge of the Knife?

Edge of the Knife is a fun deck that I wish I played with more often, but specifically in the context of Dromm I felt that it synergized well with the concept of Blood Tithe. I had two ‘must die’ fighters that my opponent would surely temper for me given their 1 shield defense line, and worst comes to worst I can force them to charge me with Enrage to get Tempered and score some cards.
General Strategy

Place one token just over the line in enemy territory (two if you can manage it) then charge onto it. Hit everything once or twice to Temper it, and get Tempered yourself, reserving your self-temper cards for Herax unless you really need to get a bigger guy tempered early for access to a power card. Otherwise, trust that your opponents will do that for you eventually, and Trial of the Tempered will get itself sorted by the third end phase.
Otherwise, you follow roughly the same game plan as outlined in the Dromm RF/Wrack post you can review here.

I did the dumb thing, the 5 surge/7 end phase objectives thing! It worked out at Tacoma, I promise. Feel free to drop an End Phase and pick up a sketchy Surge if this isn’t your flavor of deckbuild.
Surge Objectives

Aggressive Defender – Oh, it’s a beauty that I take nearly every change I get when it’s around in a deck pairing. You already want to get onto a token for other Objectives, might as well enjoy an attack as part of a charge to score more cards. You have range 2 on two of your fighters to help out as well.
Best Foot Forward – The goal already is to charge into enemy, and you’d love to hit. Extra nice you don’t have to slay anything since we’re focused on tempering enemies rather than racking up bounty from kills.
Frenzied Rush – two of your fighters score this effectively for free.
Immovable – two of your fighters have 5+ health and odds are they can get Tempered then survive another attack. You even have the option to make use of Final Frenzy to not die yet, score this card, and laugh.
Sally Forth – You’re already going to try and score Aggressive Defender. This can go hand in hand. I have even made a move action onto a treasure with a charged-out fighter at the end of a round to land this.
End Phase Objectives

Aim for the Top – “here I got bonking again” was always the plan. This one is nice because you’ll be intending to spread the damage around for Trial of the Tempered and don’t need to kill anything to land it, though it’s tough against Hordes. Conveniently they make Trial of the Tempered easier though.
Arena Mortis – Amazing for 2 glory. More amazing when you can force a charge using Enrage.
Bloody Momentum – As long as you have two friends alive, this scores. Final Frenzy can help lock it in should you be in a bad spot – ideally you draw this in round 1.
Calm Before the Storm – this is a really cool design space that nobody seems to know how to counterplay. It can get a little messy if you really have gone and sprinkled a little damage everywhere for Trial of the Tempered, but it there are only a few (at least 1) injured person on the field, you’ll probably land it. Only fools decide not to drive back Dromm and friends.
Red Aftermath – At least 2 bounty of dead bad guys has its cons to be sure, as I failed to score it in my Wrack build many times. Other times, it’s really easy. If you are dropping an End Phase to make space for a 6th Surge, this is the one.
Trial of the Tempered – 3 glory goal card, a fun mini-game, thematic with blood tithe and lore-appropriate. What’s not to love? Oh yeah, that it’s hard against some opponents. Whatever, go for broke and get a huge end phase.
Unrelenting Massacre – we love 3 glory, why not include it twice? This one is entirely scorable in most games, especially later, and especially considering you have Enrage in your toolbox.
Ploys

Braced – Thanks for coming along, Herax. Here’s your charge token.
Catch Weapon – Turn off your opponent’s biggest threat, help score Unrelenting Massacre and Arena Mortis, or even give yourself a charge token if you don’t want to leave your spot (like, say, a Treasure Token or Waystone)
Death Throes – It’s got Hulk on the card! Also being able to basically say’ you don’t get to kill this fighter yet’ can be really powerful and help you score cards when played appropriately, and since you have Final Frenzy you get two bites at that apple. Bonus – maybe you induce them to attack somebody else and temper that fighter for you too.
Diving In – Push 2? Absolutely. There will be charge tokens around for you to chain off of. Sneak onto a treasure with it too if you need.
Fake Out! – Pings = Blood Tithe. Staggers = more hits and kills. Temper an enemy and be pleased, though you sadly have to be Tempered yourself first but also adjacent so it takes a little finesse to line up.
Opportunity Strikes – we all love plus dice, though the Tempered requirement was a real stick in my craw and honestly part of why I didn’t end up taking this deck to a real tournament.
Push Through – hear me out! Yes, this card sucks. It can also only be played on Herax. But it’s a way to get an extra charge, make up for poor positioning that forces you to move him earlier, and does a damage to him so he can make progress towards being Tempered. I also Uno Reverse-d an enemy Reckless Attitudes with it once which was funny.
Reckless Attitudes – The forementioned Push Through trick aside, this card is amazing. Make them charge and temper you, make them get charge tokens and thus help score RF stuff, or make them have to take a focus action. Then make them charge anyway with Enrage.
Running Riot – This card also sucks but is necessary in the build. If you only have one tempered guy because your opponent is too smart and focusing a guy down, hit with them and spread the condition. It only lasts until the end of the round sadly, but it’s still something. That ‘End of the Round’ is after you score cards, so you can land Trial of the Tempered with it or just unlock a power card they weren’t expecting… assuming you hit. Which Dromm doesn’t always do.
Sidestep – Yes ma’am, next question.
Upgrades

Dark Horse – Somebody has to get Tempered to start the ball rolling. Sadly, Herax is one of the better choices for this since your opponent otherwise might just not swing at him. But you also really like giving Dromm or Gorehulk access to the other Tempered fighter-locked cards, so in a pinch you can go there instead.
Furious Might – I know I moaned about this before, that it’s bad and only probably helps once a game. BUT! you’ll inspire slower if you aren’t collecting Blood Tithe from kills and only from damage, so you’ll be able to turn this into a range 2, 2 damage (read: tempering) attack from uninspired Dromm or Herax.
Great Fortitude – Dromm at 6 health is a lovely proposition.
Headcase – Here, Herax! Thanks for stopping by today.
Headlong Charge – Get to that backline target, make sure everybody gets to enter enemy territory for RF cards, it’s good and you can’t beat that zero glory price point.
Impervious – Bladecatcher but worse. I didn’t take Bladecatcher too, but you certainly could.
Keen Eye – Gorechosen’s biggest weakness is the accuracy of 2 hammers, which is worse now than it’s ever been. Make it 3 or more.
Mobbed! – Maybe you can get away with 2 hammers if every die facing is a success! Note the positional requirement so it’s not against everybody all day, and it useless when you’re down to your last fighter. I wouldn’t blame you for taking Bladecatcher instead as your restricted card, but I was going all in on Trial of the Tempered and wanted to make sure I could hit guys.
Parting Shot – on-death ping in 99% of cases that can kill somebody, excellent. That’s Blood Tithe, progress towards Trial of the Tempered, and even staggers the bad guy so you can hit them again. Nice that you can pick anybody and not just the attacker, as long as you’re within 2 hexes of them.
Sharpened Points – you need to hit to Temper. Your boys struggle with that sometimes.
Wrap

If you’re looking for an off-meta pairing, a way to play an A-Tier warband that isn’t BARF or BAPP, or just want to have some fun, give this a try! It has some real potential to score big, as well as potential to brick hard and get you very little. Whether you’re Edgy enough to try this, I hope you enjoy Spending Glory in Spitewood!




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