“You don’t conquer a forest. You either earn its mercy… or become part of its history.” – Autumn Willow
Battleworld’s first outing at The Edge-Man Championship 2026 didn’t just work—it stuck. The 3-vs-3 domain clash has the exact kind of pacing where theme decks get to breathe, politics gets to matter, and the table gets to tell stories again.
After From the Baron’s Table, it felt only right to keep the series going with the Barony’s natural counterpoint: not the castle and the count… but the wood and its caretaker.

Welcome to the Great Wood
In Battleworld, The Great Wood is ruled by Autumn Willow, protector of An-Havva—an entire domain built on Green/Red/White ideals: endurance, ferocity, and the kind of “community values” that can still end with someone being eaten by something with antlers.
Autumn Willow is one of those legends that reads like a dare: a big body, a big cost, and a line of text that quietly turns half your opponent’s hand into decorative coasters.

The Battleworld Mindset
Battleworld isn’t about bringing the sharpest tool—it’s about bringing the right one. With teams, shared domain identity, and a board that’s constantly evolving, decks need to do more than “execute a plan.” They need to negotiate.
The Great Wood participates by:

- Playing threats that are awkward to answer cleanly
- Buying time with life, resets, and soft locks
- Punishing overextension—then calmly rebuilding behind an untouchable finisher
Caretaker of the Wood
Autumn Willow’s lore has always painted her as a living extension of the Homelands—protective, ancient, and increasingly desperate as the magic sustaining her begins to fade. The stories talk about spectral guardians escorting caravans, and horrors like Hungry Mist and other creations guarding the roads for anyone who enters with the wrong intentions.
Even her artwork carries that “soft power” vibe: Margaret Organ-Kean’s Artist’s Perspective describes choosing a more romantic portrayal, using Kaja Foglio as the model, photographed at sunset to catch that golden light.
All of which is a very fancy way of saying: this deck doesn’t need to shout. It just needs you to step one inch too far into the trees.
Bulletproof, by Design
The pitch for Autumn Willow is brutally simple: a creature that can’t be targeted makes removal like Terror and Swords to Plowshares sit dead in hand. That’s not just protection—it’s card advantage through embarrassment.
And then you pair her with a second headache: Blinking Spirit, which is almost as annoying—slipping back to hand whenever it’s about to be dealt with, turning spot removal into a sad, lonely gesture.


Bonus Battleworld note: since Edge-Man events follow Swedish Old School rules (modern rules framework), we keep things “legend-correct” here—one Autumn Willow, not a playset.
Life, Leaves, and Locked Doors
This list plays like an old-school control deck that learned empathy—then weaponized it.
Life gain as a time machine
- Fountain of Youth, Ivory Tower, Reverse Damage, Spirit Link, Zuran Orb—the classic package that buys you turns until the real game starts.



Resets that punish greed
Wrath of God doesn’t just clear the board—it changes the conversation. In Battleworld, it’s not “who’s winning?” it’s “who’s overextended and about to regret it?”
Hurricane whipes all flyers from the board while dealing damage to all players. Enjoy the look on your opponent’s face when you cast Reverse Damage and walk away unscaved.

Soft control that makes combat miserable
- Icy Manipulator is the Great Wood’s idea of border security: nothing dramatic, just a quiet refusal to let the scariest thing untap.
The library engine
- Land Tax and Sylvan Library are the slow, inevitable heartbeat of the deck—hand full, options deep, Ivory Tower quietly smiling.
How it plays
Early Game
You play defense, gain life, and look like you’re “just trying to survive.” (You are. But also: you’re taking notes.)
Midgame
You stabilize with removal and Wraths, start sculpting hands with Library/Tax, and make the board state feel… tiring for everyone else with your removal spells.
Late Game
Autumn Willow arrives like a verdict. Blinking Spirit keeps poking, Willow closes, and opponents discover that “topdeck removal” isn’t a plan when half your removal can’t find a target.
Strengths and weaknesses
Strengths
- Turns a lot of common interaction into dead draws
- Excellent at dragging the game into your preferred pace
- Strong reset button into resilient finishers
Weaknesses
- Slower to win (you’re not racing—you’re outlasting)
- Can struggle vs non-targeting answers and mass effects
- Needs careful sequencing: your defenses are real, but your windows matter
The List
Artifacts (7)
1x Fountain of Youth
3x Icy Manipulator
1x Ivory Tower
1x Jayemdae Tome
1x Zuran Orb
Instants (10)
3x Disenchant
1x Divine Offering
2x Reverse Damage
4x Swords to Plowshares
Sorceries (9)
1x Balance
3x Hurricane
1x Regrowth
4x Wrath of God
Enchantments (6)
1x Land Tax
1x Primal Order
2x Spirit Link
2x Sylvan Library
Creatures (5)
1x Autumn Willow
4x Blinking Spirit
Lands (23)
4x Brushland
6x Forest
12x Plains
1x Strip Mine
Why Autumn Willow Still Matters
Battleworld doesn’t ask, “Is this the most efficient threat?”
It asks, “Does this card change the texture of the game?” Autumn Willow does. She turns the table into a place where intention matters, timing matters, and the forest itself feels like it has a vote.
Step carefully. The Great Wood is listening…





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