Mia’s Metropolis

By  IMM0RT4L · August 2021 · PlaystyleBack to guides

Mia’s Metropolis’ main playstyle is one that pursues maximum value at all times, the main goal to build up an overwhelming backline of incredibly powerful buildings that buildup so much value over time that your momentum snowballs to the point of no return for the opponent.


So, how do you pursue maximum value? The deck’s usage of a variety of cheap cards allows you to make positive mana trades, maximize mana use per turn, and offer a huge amount of power and presence early in the game to build up that all important momentum. So:

  • Try your best to spend as much mana as possible in each turn. This also uses as many cards as possible in a turn, which makes your cycle much faster, meaning you can get back to your powerful cards faster.
  • Make sure to spend less mana than your opponent on troops/spells when using them to destroy an opponent’s troop or building.

By always keeping those 2 points in mind, success with this deck will naturally follow.

Deck and Variations

Below I will cover the 2 main variations of the deck and their primary differences.

Hysteria Variation

This variation stands out for its namesake combo: Ozone Purifiers + Unhealthy Hysteria. It’s a very basic combo, use Ozone Purifiers to push an enemy unit right in front of their base, then drop Unhealthy Hysteria to use the enemy’s own unit to do direct damage to them. In addition, Ozone Purifiers and Unhealthy Hysteria are both very powerful standalone cards, though they are weaker overall than their Rush Counterparts.

Rush Variation

This variation stands out for its more aggressive playstyle, opting for greater strength on the board with Lawless Herd and more movement/opportunities for direct damage with Greengale Serpents. In my personal experience, this variation is stronger overall mainly due to the fact that Ozone Purifiers and Unhealthy Hysteria are less versatile than Lawless Herd and Greengale Serpents, being less useful in certain matchups versus universal power.

Core Cards

Doctor Mia

Minimum level: 2 / Recommended level: 4/5

The one and only legendary card in this deck, and arguably the most powerful legendary in the game. Not only does she provide incredible value when played with good timing, her base stats are also great with a cheap mana cost of 2 and decent strength, with only a lack of movement being the only noticeable weakness.

The fact that she is playable at level 2 greatly reduces her F2P unfriendliness by as much as possible. The most important thing to note with Doctor Mia is to consider her as a unit with an ability rather than an ability in the form of a unit. Don’t be afraid to play her even with no friendly buildings, but you should obviously prioritize other similar cost units over her when in that particular situation.

Trueshot Post

Minimum level: 3 / Recommended level: 5

Trueshot Post is definitely the most expensive card in this deck, mainly due to how its interaction with enemy Trueshot Posts work. Because of the fact that the damage it does is equal to its strength as a structure, a lower level Trueshot Post will be unable to destroy a higher level Trueshot Post in one hit while this is not the case for the higher level Trueshot Post. This fundamental issue doesn’t make much of a difference at all in lower leagues, and level 4 is definitely enough to reach high Diamond and Heroes Leagues. But once you pass that threshold it will become harder to win against enemy Trueshot Posts that are maxed out.

When playing Trueshot Post, the most common position is in the corners of the backmost line. However, in certain situations, the best position for the structure can change. Most notably, you should play Trueshot Post in a position where an enemy unit’s position prevents your opponent from using units to take out your Trueshot Post.


Trueshot Post is being played in this corner so that the opponent’s Gifted Recruits will move right in front of it at the beginning of their turn, thus blocking the ability for the opponent to clear the structure with a unit.

Siege Assembly

Minimum level: 3 / Recommended level: 4/5

Siege Assembly is the other structure in this deck and is one of the biggest threats of Mia’s Metropolis. If left alone, your opponent will take critical damage very quickly which makes Siege Assembly incredibly difficult to keep alive.

Because of this, Siege Assembly’s playstyle is different depending on the situation. In matches where you have already built up a strong momentum, you can play Siege Assembly similarly to Trueshot Post because you should have quite a bit of board presence and preferably other structures on the board, which makes it very low risk to play Siege Assembly.

In a situation where it’s a closer game that is back and forth, Siege Assembly should exclusively be played in tandem with Doctor Mia to do direct damage or regain board presence, with the understanding that the structure will likely be dead in the next few turns.

It’s also important to note that Trueshot Post should always be prioritized over Siege Assembly due to the fact that Trueshot Post provides far more “snowball value”.

Green prototypes

Minimum level: 3 / Recommended level: 5

Green Prototypes is one of the most powerful cards in the entire game and can be found in any strong deck because of its neutral status. It’s one of the few 1-mana cards, and if that’s not strong enough, it has the best mana to strength ratio as well as being the only 1 cost card with movement.

It also has the benefit of being a construct, giving it synergy with Linked Golems. Its only downside is its on-death effect that buffs a surrounding enemy equal to its initial strength. Green Prototype’s mana cost means it can fit into practically any turn to maximize mana and card draw value. Its movement + mana cost makes it an incredibly strong and easy way to create board presence and extend your front line as early as possible.

In addition, its mana to strength ratio gives it the potential to gain great amounts of positive mana trade value when used to destroy enemy units.

When using Green Prototypes to extend your frontline in the early game, be sure to play it on the left or right most lane if possible to reduce your opponent’s chances of taking advantage of its bad on-death effect.

Summon Militia

Minimum level: 3 / Recommended level: 5

Summon Militia is another one of the few 1-mana cards in the game, and because of that, has the same mana to strength ratio as Green Prototypes. Its only downside is the luck required to get the token unit to the right place, so it is mainly used as a filler card to create extra board presence in turns where some mana is left over.


Minimum level: 3 / Recommended level: 4/5

Destructobots is the Ironclad version of Gifted Recruits. It is overall a very solid and versatile card, just like its neutral counterpart, having 1 extra base strength but dealing 1 damage to a friendly unit or structure to balance it out.

A niche use of that 1 damage would be to take out a 1 strength friendly Green Prototypes to prevent your opponent from taking advantage of its on-death effect, though a good deal of luck is required for such a situation to crop up.

Gifted Recruits

Minimum level: 4 / Recommended level: 5

Gifted Recruits is the ultimate all-rounder in the deck, just a cheap unit with a combination of cheap cost, decent strength, and movement. This gives Gifted Recruits the power to make good trades, extend the frontline, and create board presence just like Green Prototypes, but costing 1 extra mana at the benefit of having no downside.

Wild Saberpaws

Minimum level: 3 / Recommended level: 4/5

Wild Saberpaws is mainly used as a finisher/presence generator in this deck. It can rapidly extend the frontline while having decent strength in the early game to create presence and acts as a strong finisher in the late game able to rush into the enemy base. It usually acts as a mix between Gifted Recruits and Lawless Herd when used to confront enemy units.

Linked Golems

Minimum level: 3 / Recommended level: 4/5

Linked Golems is an incredibly high value card in the deck, able to buff itself with friendly constructs while having 1 movement, which gives it the power to make high value plays. However, it has some serious drawbacks, needing to be played bordering a friendly construct unit, which greatly limits its versatility and overall usefulness. Its inclusion in the deck is for its ability to make high value plays, and to be thrown back into the deck when the conditions aren’t right to try and roll a stronger card.

Potion of Growth

Minimum level: 2 / Recommended level: 2+

With the introduction of the vitalize mechanic, Potion of Growth is even more powerful than it was before and thus reduces its minimum level requirement. The card is mainly used to make small-mid size units, basically all of the units that are run in this deck, more formidable on the board. For just 3 mana, Potion of Growth has the power of creating another threat for the opponent.


Minimum level: 3 / Recommended level: 5

Overchargers’ ability as a more versatile and powerful version of Swarm’s Mischiefs is what makes it such a powerful card, and part of the core of this deck. Its ability can be used to do direct damage to the enemy base, usually what you should be aiming for, while also being able to be used to finish off enemy units or structures.

When playing Overchargers, you should usually play it in a position where it can do direct damage to the enemy base and use its strength + movement to take out an enemy. But when choosing between taking out an enemy unit/structure with its ability and another enemy unit/structure with its stats, you should definitely choose to take out 2 enemy units/structures instead of doing more direct damage. This is because board presence should be prioritized over direct damage in this deck that aims to create maximum value and snowball momentum.

Faction matchups

Ironclad Union

This deck has a good matchup against its own faction. Against other archetypes, Mia’s Metropolis has enough resources to create a sizeable early game advantage on the board which in turn gives the player more than enough breathing room to play structures and start snowballing. In a mirror matchup, the winner is the one that has the better luck to draw higher value cards at an earlier time.

Winter Pact

Ironically, this deck has a very strong matchup against Winter Pact, given that Winter Pact is well known for late game value. The reason for this is simple: Mia’s Metropolis has enough strong early game cards to create a ton of value and pressure on the board much faster than Winter Pact decks are able to, and by the time Winter Pact’s late game value starts to show, it is often too late.

Tribes of the Shadowfen

Shadowfen is this deck’s worst matchup in terms of faction. Shadowfen has plenty of resources such as Curse of Strings or Blood Ministers to take advantage of this deck’s early game presence, and the poison mechanic is especially damaging to the focus on building up strong units on the board at the start.

Swarm of the East

This deck’s matchup against Swarm of the East is good because both sides have an emphasis on board presence and pressure, with this deck generally having stronger resources to accomplish that. If the enemy is unable to deal with it, an early Trueshot Post will almost always result in a victory. The only thing to watch out for is even more aggressive decks that aim to quickly end the game with direct damage. In these matchups, focus more on reducing the enemy’s frontline and keeping their unit’s strength in check.


Mia’s Metropolis is a powerful deck that relies on board control to take over the tempo of games. Despite this focus on value, the deck has a plethora of resources to directly finish off opponents for a quick finish. Play this deck for a consistent climb to Diamond League and above.

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