In a thread in the General forum, a newer player was expressing concern about deck ideas always including cards that cost much more than someone just trying out Hex would want to invest. I thought it would be fun to try the campaign out using "cheap" decks, and share the experience so that others could see some deck builds that wouldn't require a massive (or any) investment in the game.
I will start with the Shin'hare Cleric. I always think of Clerics being "easy mode" for the campaign because of all the blessings and life gain they will get along the way. The Shin'hare cleric is no different, and benefits from more starting health along with the random chance to create Battle Hoppers. My approach for Shin'hare has been to focus on either Wild or Blood, so this first deck will be strictly mono-Wild. I tried to include as many clerics as possible so as to take advantage of the lifedrain talent. Also, I'm a firm believer in not mixing Underworld and Ardent troops; if intermingling of the factions doesn't concern you, then you are sure to find some other alternatives that I would not consider. Play what is fun for you!
Having said all that, here is my Level 2 through 3 Shin'hare Cleric deck, with a price tag under 450p (and most of the cards should be starter cards that you have already, so it should be pretty cheap to pick up the missing pieces):
Deck on Hex TCG Browser
3x Cottontail Ronin
1x Guru of the Wounded Petal
2x Keeper of the Wounded Petal
1x Dream Stag
3x Moon'ariu Sensei
2x Bucktooth Commander
2x Feralroot Jaguar
2x Rune Ear Commander
2x Rune Ear Elite
2x Grove Whisperer [Major Wild Orb of Dominance]
3x Thorntongue Snapdragon
1x Uzume's Handmaiden
2x Smash to the Ground
3x Wild Growth
1x Survival of the Fittest
24x Wild Shard
Chest: Vest of the Ruminant (Dream Stag)
Gloves: Musky Leather Gloves (Dream Stag)
Boots: Forest Stalkers (Feralroot Jaguar)
Weapon: Cut of the Mountain (Rune Ear Commander)
L2: Affinity: Cleric
L3: Unlock: Divine Altar
This easily got me from the start all the way to Level 4 (which you should hit just after the Dream dungeon). Some tips:
1. Don't be afraid to use the Wild Growths early and often. Treat them like removal, not finishers (well, unless you can actually finish with them of course). If you can clear the opponent's board, or even trade favorably, do it.
2. If you get Dream Stag out, protect him at all costs. Make sure to play shards prior to playing troops if Stag is on the board so as to get that boost from its equipment. We'll be adding a second Stag once we hit level 4. It is an awesome troop in mono-Wild.
3. In the Dream dungeon, I went White - Blue - Black - Red - Green. The White battle can get out of hand if you do it later in the sequence and give the turtle more starting health, so get it out of the way. The Blue fliers can also be problematic, so it is a good second choice. The other three aren't as critical orderwise, although I find the Dream Bear is usually slow to start, so you can take that time to build up your board and chip away at his health.
4. Feel free to swap the Guru out for something else (any suggestions?). I found him to be almost useless.
5. Avoid the "optional" quests for now. Sea Hag and Piranhas can wait, as will the Bubblebee encounter. We'll come back to those later.
I'll post my Level 4 - 6 deck once I play through the content.