I thought playing Merc. Nation would be simple and easy to win with, but I've been getting beat up left and right. Then I followed Skilll7's advice...
skillll7 wrote:I suggest a version with Dryad Soldier SS being replaced by Heierrat Horseman units.
I also used Icyman's SS line-up and opening and I just beat two metas: Augments and ORKS.

I'm out of 1400 RP bracket!

Thanks Icyman and Skilll7.
The downside is that with 4 Gowen, Mesrag is out of the line-up and he was the only reason I made a Merc. file in the first place.
About his burning skill, is it really a good idea to spend 2 SP on a skill that that has no immediate effect? Next turn, you have three options:
1. Level 2 Set 12 Grim deals 50 DMG. So you spend a total of 4 SP to kill one unit with 50 HP.
2. L4 Inferno Grim deals 20 DMG to all units and subtracts LP. You spend 6 SP which I think is a terrible investment and does not flow well with Mesrag's other mechanic.
3. Mesrag's random DMG skill. This is pretty good, but the problem is that it takes two turns and he has 3 AGI so a lot of bad stuff can happen to you in that time and if anything dies, Burning status is reset. Also it's random DMG and random target.
On the plus side, Undead and other units that don't close stay burning for the whole match. So I really like this card, but I'm sad that he's not really worth the trouble of using Burning mechanics/cards and needs a lot of support before you can get a lot out of his skills. This problem is made worse by the fact that he is in a rush oriented file that kind of relies on 2 other L4 units (and he is L4 himself) so it's not really feasible to use.
Finally I replaced him with that L2 Slayer Witch, but I hope that in the future, good old Mesrag is more viable to play.
