Kill
Kill spells and effects are incredibly common within the Order Domain. Forget damage and debuffs, just delete the problem entirely.
Most of these exist at spell-speed (only playable on your own turn), probably for a good reason. Although despite the timing restrictions, they are undoubtedly powerful at dealing with opposing threats. Let’s look at some examples.
Cull the Weak is an Order staple. For the low cost of 2-Energy/1-Power, it forces both players to Kill one of their own units. While this is technically symmetrical, having full control of the timing makes it far more advantageous for the player who cast it.

After all, if you don’t control any units when it’s played, the effect becomes one-sided. And even when you do, chances are you’ll be giving up a token instead of an actual card. During bigger board states it’s far less impactful, but if you can keep things under control,
Cull the Weak can be a devastating form of interaction.
Hidden Blade is another popular inclusion, although generally for a different reason. While it’s technically a Kill spell, its most common use is to simply draw two cards (typically from a
Recruit (DE) or a unit that was already about to die).


However, having the option to outright target and Kill something makes this incredibly versatile. 2E/1P at Action speed is already solid, but used as a Hidden Reaction can create a huge tempo swing. While it doesn’t feel great to give the opponent cards, under the right circumstance, the upside could be well worth the tradeoff.
While the previous two cards are quite conditional, these next examples get straight to the point. If you’re looking for a clean way to deal with something big,
Vengeance is an excellent choice. 4E/2P may be a bit much for regular use, but a fair trade against a formidable foe.


Harnessed Dragon also provides the same type of effect alongside a respectably-sized unit. It’s quite costly, but is a nice 2-for-1 in terms of value. Additionally, it’s worth noting that both cards can target units at a base, whereas most removal is generally restricted to the battlefield.
Overall, the amount of these you decide to include can greatly vary depending on your Legend and strategy. Though it’s hard to imagine not playing at least a few, as it’s always great to have answers at your disposal!
Sacrifice
The Kill and sacrifice mechanics tend to blend together rather closely. For starters,
Hidden Blade and
Cull the Weak already fit the same agenda, but it doesn’t end there.
Cruel Patron is a simple display of sacrifice. By killing off one of your weaker units, you get 6-Might for only 4-Energy.
Commander Ledros takes this to the next level, instead giving up allies to reduce his own Power cost.


Beyond that also exists a powerful gear with a repeatable Exhaust ability,
Baited Hook. This unique effect allows you to sacrifice a unit in order to summon a stronger one. It’s great for finding key units/champions, and combos very well with on-play/Deathknell triggers.

One final example I’d like to highlight isn’t specific to sacrifice, but does fall under the general theme,
Imperial Decree. This is a pseudo board wipe that often forces a favorable exchange, commonly trading Recruits for their best units.

It’s also great with damage-based spells, but you’ll need help from other Domains to make that happen. At the end of the day, it’s all about the opportunity cost, which I suppose is quite fitting.
Tokens
Tokens are a popular strategy due to their consistent presence on the battlefield. It doesn’t take too much to amass a large number at once, allowing you to reap the benefits of board-wide effects.


Noxian Drummer and
Faithful Manufactor are two basic units that both summon Recruits. The former calls a friend when moving to a battlefield, while the latter brings a buddy on arrival. 3-Energy to put two bodies on board is solid, even on its own.
Vanguard Captain takes this a step further, provided you can activate Legion. 5-Might worth of stats for 3E/1P is fantastic, and a great way to set up an even bigger turn. If you have the time,
Viktor, Leader and
Machine Evangel can rally even more.



Creating an army is one thing, but it’s the payoffs that really bring it to life. Spells like
Back to Back are a good starting point, though it’s the board-wide boosts that make tokens feel unstoppable.

Grand Strategem is the cream of the crop. It grants an overwhelming +5 Might to ALL your units, which will easily allow a board of tokens to take over.
Darius, Executioner and
Peak Guardian can also help bolster your allies, though obviously to a lesser degree.



Like Order’s other themes, you’re free to include as much or as little as you like. The baseline is already good enough to be playable, but don’t be afraid to experiment and dive in deeper!