This post is wholeheartedly dedicated to the writings of the Inspiring Hat, one of the more influential people in Guild Ball during the last few years.
Below is a link to his document (that he also shares on discord) so that you can get the whole thing directly from him, and also if he changes anything since I copied his text to here, you get the last updated version there of course
https://docs.google.com/document/d/1gJCMp-AY_yusG3k0zjo7OH2QFGOyyxIGYFyu5_5ine4/edit?usp=sharing
I started to post this way back, so the first part of his article can be found here. Read on below for the second part, which is a run though each guild and captain. Grouped by Major+Minor guild together.

Alchemists
Mainly focused on scoring goals, but also controlling the battlefield or taking out enemy models through condition damage using the poison and burning conditions.
Midas
Mainly focused on goalscoring. Uses Lure of Gold to provide his models with out-of-activation movement, making him able to pressure the enemy team with multiple models very quickly and reliably. (3-0, sometimes 2-2, likes to kick)
Smoke
Usually plays a mixed gameplan. Can take out groups of models through loads of condition damage, but can also go for non-linear goal runs. Great against Tough Hide models because condition damage ignores the damage reduction. (2-2, sometimes 1-4, likes to kick)
Soma/Pneuma
Usually plays a mixed gameplan. Pneuma and another beater buddy can pretty reliably take out two models, while the other models can focus on the ball and scoring. Don’t legendary too soon, as Pneuma can’t heal themselves! Keep them as Soma, until they’re in a position to wreak havoc. (2-2, sometimes 1-4, likes to receive)
Most seen squaddies of the Guild
Crucible, Kami, veteran Katalyst, Calculus

Nightlight / Lamplighters
Mainly focused on fast goalscoring. Nightlight and Wick can go for miles, while Beacon and Phosphor control the pitch. Crucible can be added as another fast striker-model, Heat provides loads of utility and support. (3-0, sometimes 2-2, likes to receive)

Blacksmiths
Very versatile Guild. Choice of Masters and Apprentices decides a goal-centric, take-out-centric or mixed gameplan. Masters are usually the tanky setup characters, while Apprentices are the fragile VP-generators. They usually stick together due to buffing auras.
Because there are seven possible captains through the Master of the Forge ability, I will focus on those that are played the most.
Farris and Bolt
Through Farris’ legendary, the team can use their free passes to provide themselves with huge mobility. Can be built mixed or goal-centric (2-2, sometimes 3-0, likes to receive)
Ferrite and Iron
Through Ferrite’s legendary and Iron’s Battering Ram, the team can move up very quickly, threatening the opponent sooner than they’d expect. Usually mixed gameplan (2-2, likes to kick)
Hearth and Cast
While Alloy is Hearth’s designated Apprentice, Cast is seen as a must-have Apprentice for most line-ups due to her mobility, survivability and damage potential. Hearth’s legendary gives 2” melee zones to all your models, especially the Apprentices. A 2” melee zone Cast, Sledge or Cinder can have huge activations, while keeping themselves safe(r) from enemy beaters. Usually fairly take-out centric, but can be mixed. (1-4, sometimes 2-2, likes to receive)
Other Masters as captain
Furnace can be a decent captain, increasing the amount of TAC your models have and providing them with the Searing Strike ARM-shred trait, which can be essential while playing against the more ARM-heavy teams. This doesn’t make him a tech piece, but less versatile than i.e. Hearth’s 2” melee zone legendary.
Burnish allows for another trigger of Reinforced Plating, used to ignore character plays. It can put a damper on character-play heavy line-ups, but those are not seen often. Burnish should not be played as a captain.
Anvil allows for Stoic Masters and Tough Hide Apprentices. Sadly though, you hoped to get the opposite – you want Apprentices to be harder to remove from their defensive bubbles, and you want the frontline Masters to stay alive for longer. This doesn’t mean that Tough Hide on Apprentices is bad – it can save your models while playing against teams that struggle to reliably deal damage. It shouldn’t save them against dedicated beater-models anyway, which makes his captain legendary less versatile.
Lastly, Culverin healing friendly models alongside clearing their conditions can be very strong against condition-heavy line-ups. If you don’t need extra offensive abilities, like Hearth and Furnace provide, or you don’t need the extra mobility, which Farris and Ferrite provide, Culverin could be pretty useful. She’d be decently useful against i.e. Alchemists or KD-heavy teams. But usually, offensive buffs and mobility bring a higher ceiling to VP-generation and are therefore more often chosen than defensive buffs.
Most seen squaddies of the Guild
Farris, Bolt, Furnace, Cast
We don’t know yet what the Blacksmiths will get as a Minor Guild.

Brewers
Brawling Guild, dependent on buffing each other and controlling the battlefield through pushes and knocking enemy models down. Mostly tanky models, able to survive an initial assault and very strong at punishing overextensions. Very take-out focused gameplan.
Tapper
Ol’ Tap is one of the tankiest models in the game, and therefore he usually leads the charge. He’ll knock people down, push them in range of his teammates and will then buff them further with his Commanding Aura, Barroom Brawl and Old Jake’s. (0-6, sometimes 1-4, likes to receive)
Esters
While Tapper is the one that does a load of heavy lifting for his squad, Esters’ influence is felt more indirectly, through buffs and momentum efficiency. She’s also a great pick against condition-heavy teams due to Soothing Voice. She’s all about setting your squaddies up for greatness. (1-4, sometimes 0-6, likes to kick)
Corker
What do Brewers do in their spare time? Drink their brews, of course! Corker adds the Beer tokens to the Guild, which provide influence and momentum efficiency. Who wouldn’t want a Hooper that can attack four times? (0-6, sometimes 1-4, likes to receive)
Most seen squaddies of the Guild
Hooper, veteran Decimate, Spigot
Brewers also haven’t gotten their Minor guild yet. We’re loking forward to seeing that in the future.

Butchers
Fighting Guilds, built around dealing the most amount of damage in the least amount of time. Speed buffs, damage buffs, buffs to charging – everything is built on speed and force. They’re the literal glass cannons of the game.
Ox
Out of all Butcher captains, Ox is the most reserved. He likes playing death-ball, as his The Owner aura will greatly strengthen his team. He also provides debuffs to enemies, making him a decent vanguard model. He’s not as durable as Tapper, but can survive some beating. (0-6, sometimes 1-4, likes to receive)
Fillet
Blood for the blood goddess, whose name is Fillet. She’s the epitome of a glass cannon – fast, mobile and deals loads of damage. Her only limit? She really needs the enemy to be bleeding, and her 1” melee zone can hamper her against models with strong counter attacks. (1-4, sometimes 2-2 or 0-6, likes to kick)
Veteran Boar
Who likes charging into your opponent recklessly? Who likes big dumb models that deal a bazillion damage? Boar might be your taste, if that’s the case. He’s all about providing free attacks and free charges to your team, so they can go absolutely crazy. But you know how Barbarians work: control them and they’ll not do a damn thing. (1-4, sometimes 0-6, no real preference)
Most seen squaddies of the Guild
Boiler, Cinnamon, Shank

Wellington / Cooks
While the Cook playbooks don’t seem super impressive, their Intimidation trait helps them get to the higher results more easily. Wellington is an impressive amalgamation of all three Butchers captains – he provides buffs for his team, he is rather fast ánd he can basically oneshot any model, especially with some help. (1-4, sometimes 0-6 or 2-2, likes to kick)

Engineers
Mostly goal-focused, sacrificing high mobility for more durability. The Engineers are fairly adaptive for their gameplans.
Ballista
While most often seen as the typical “artillery” captain, building a bunker and shooting the opponent from afar, Ballista isn’t a one-trick pony. His main strength lies in his adaptability to either go for a take-out focused plan or a mixed plan, bringing in a couple of self-reliant strikers. But what did you expect from one of the most adaptive Guilds in the game? (0-6 or 2-2, dependent on draft, likes to receive)
Pin Vice
The Artificer Queen is one of the most adaptable captains in the game – she can score goals herself, she can take-out models, or she can just use her influence to buff up her squad. With P.V., mobility is the name of the game, especially when she has access to the ball. Well Oiled Machine can cause some crazy threat range increases, and you can even make those dodges free with Harriet! (2-2, sometimes 3-0, likes to receive)
Rivet
Another captain that can either go for a full scoring game-plan, or one mixed in with loads of take-outs. While mostly seen as an influence-effective support captain, she can hold her own in a fight for certain. 18 damage with Tooled Up – not a problem. But her main shtick is setting up her squaddies for victory through the TAC buff of Follow My Lead, the out-of-activation movement of Tow and her melee zone and momentum buffs in Use This and Elbow Grease. Suddenly Engineer squaddies can deal momentous damage? Hell yeah. (2-2, sometimes 3-0 or 1-4, likes to kick)
Most seen squaddies of the Guild
Colossus, Ratchet, Spade

Shaft / Miners
While the Engineers are more adaptive for their gameplans, the Miners are very much ball-focused. While the Engineers have the ability to dish out some damage, the Miners’ take-out capability is mostly reliant on shoving enemy models off the edge of the pitch. Loads of placing and pushing power together with above average defenses makes their models not the easiest to take out, giving them the time they need to hunt the ball down and score three goals. (3-0, sometimes 2-2, likes to kick)

Farmers
Another Guild that work with a dichotomy of models within their team. They’re filled with so-called Planters and Reapers; Planters are the setup characters that can also put down Harvest markers, which the Reapers can then use to try and generate VP for their team. Their defenses are quite bad, but they make up with that through raw HP numbers. Quite versatile, they can usually get some goals ánd take-outs in.
Grange
Out of all the Farmer captains, Grange is the one most reminiscent of Tapper – tanky, easy KD’s and pushes, and loads of buffs for his squad. His buffs are mainly aura-based, meaning he likes to form a deathball with his team and wants the opponent to come to him rather than him overextending. Using the ball to work his meat-grinder setup slowly forward is also not a problem, because of his For the Family kicking buff. (0-6, sometimes 1-4, likes to receive)
Thresher
When you play big T, the game will revolve all around the following question: can you keep him alive? If yes, he’ll most likely score you some goals ánd take out some models for your win. There’ll be multiple games where he’ll account for 12/12 scored VP, while the rest of the squad makes sure he’s in a place to do so. But don’t be fooled – Jackstraw can score goals and Tater can also delete models in a pinch – don’t focus too much on the captain or you’ll get sideswiped. (1-4, sometimes 2-2, likes to kick)
Festival
Where Grange is all about staying close and not moving a lot and Thresher is mostly about him yo-yo’ing around from his protective bubble, Festival just likes her team to be as mobile as possible. Hare in the Field and Line Dancing make her squad super fast and in your face, while Harvest Supper can also make them very hard to take-out through all of the healing. Also bring in Lamb and Harrow for their heals and the enemy squad is just required to one-round your models to take them out. Bring a mixed bag of striker and beater Reapers and you’ll play a nice mixed gameplan. (2-2, sometimes 1-4, likes to kick)
Most seen squaddies of the Guild
Millstone, Ploughman, Lamb, Tater

Herder / Shepherds
You think Thresher is scary? Wait until you see Herder… Unlike big T, Herder doesn’t really need her team to keep her safe. She can do that herself with her >< on 2, especially when protected by Babe’s Pack Mentality. She also has the ability to take out a model without any help. Shepherds are a master at repositioning, either themselves or the opponent. This makes it possible for them to crack even the toughest of nuts and play for a nice mixed gameplan. (2-2, sometimes 1-4, likes to kick)

Fishermen
While the Fishermen have been labeled as the “pure football” Guild, they actually aren’t. In certain ways, the Fishermen and Navigators can control the pitch just as well as any other control Guild in the game.
Shark
Out of the three Fishermen captains, Shark is the most linear and mostly geared towards scoring goals. When your team is in position to threaten the ball from all angles, Shark’s legendary play can decide games before he scores a goal. The decreased movement for the opponent’s models will make it hard for them to protect the ball after Shark’s goal, giving you a better chance at scoring again on the same turn. (3-0, sometimes 2-2, no real preference)
Corsair
Where Shark is very much focused on goals, Corsair can almost brawl as well as a Brewer. Sadly, the Fishermen damage is 100% non-momentous, so it’s often better to play a game of ring-outs, playing on the edge of the pitch. Because this is harder to do, they’ll not cause a lot of take-outs. For brevity: they cán make take-outs with damage, it’s just not as easy as an actual brawling Guild would do. (2-2, sometimes 1-4, likes to kick)
Yukai
The newest addition to the captain line-up for the Fishermen is an odd duck, but once you figured them out, they’re (in my opinion) one of the most awesome ones in the game. Their way of creating non-linear goal opportunities, steal balls from the opponent, and in a way play a character-play based ring-out game, like Corsair, makes them super adaptive and you’ll never play the same game twice. (3-0, sometimes 2-2, no real preference)
Most seen squaddies of the Guild
Fathom, Siren, Knuckles

Windfinder / Navigators
The Fisherman Minor Guild plays a game plan somewhat akin to a mixture of Shark (linear goalthreats) and Corsair (field control through a smattering of knockdowns). Their speed can’t be underestimated – the ball is (almost) nowhere safe. They exert MASSIVE pressure from the get-go. Because of this, games against the Navigators can go very fast; they either score their three goals, or you can slow them down enough to take control, defeat their control pieces and start generating some VP of your own. But don’t think they can’t get take-outs – Windfinder can take out squishy models, especially with some help! (3-0, sometimes 2-2, likes to kick)

Hunters
Whereas most Guilds have quite a direct approach to generating their victory points, the Hunters and Falconers need to jump through some hoops to get them. The pay-off is that their VP generators are very efficient at it ánd can stay safe while doing so through either raw speed or mobility, or other defensive tech. They’re the epitome of the hit-and-run playstyle.
Theron
The Master Archer is all about ranged character plays to set up VP generating activations or to control the opponents’ options. Theron himself is very controlling; either hampering someone’s ability to score a goal or basically just forcing someone to move in a certain way. Because of this, Theron is very good at saying “NO” to teams with a more linear game plan. Add in some more models with ranged plays and suddenly your enemy’s models are roughed up enough for your models to beat them in a straight fight – something that they wouldn’t be able to do otherwise. (1-4, sometimes 2-2, no real preference)
Skatha
While the Scion of the Moon Goddess at first sight seems to be a football oriented captain, she is actually more of a support-style captain with the option of scoring a goal (or two). Her ability to speed up her squad with Snowball passes, Nature’s Chill and the free dodges from the Blessing and the legendary play suddenly make it possible for your more brawly models to be very nimble. Therefore, you have the option to outmaneuver your opponent, even if you don’t have the ball. (2-2, sometimes 1-4, likes to kick)
Steeljaw
What are Hunters well known for? Setting traps for their prey. Steeljaw is fully based around these traps, creating an area for her squad to control. Because she also strengthens these traps, the enemy team will have a very hard time getting through it unscathed, which is exactly what the Hunters wait for – waiting for the time to pounce on their weakened prey. Because of this trap playstyle, the team moves quite slowly and is therefore more based around take-outs. (0-6, sometimes 1-4, likes to receive)
Most seen squaddies of the Guild
Veteran Minx, Mataagi, Seenah

Devana / Falconers
While the Hunters are a great example of the hit-and-run playstyle, the Falconers take this to another level. They should never win a brawl, but they’re very adept at singling out models and taking them out while staying safe. Devana especially can take out even the strongest models, especially when she has a number of Harrier auras to work with and her pal Frelsi is closeby. But don’t expect them to only go for take-outs – they’re also very fast and have a strong striker in Ikaros. Between him, Mataagi and Devana Air Mail, they can get the ball around on a dime. (1-4, sometimes 2-2, likes to receive)

Masons
Out of all of the major Guilds, the Masons are known as the most adaptable squad around. They can switch between take-outs and scoring goals within a single turn. This is made possible because most of their models are quite allround – they don’t have many real specialists. They’re also masters of out-of-activation movements and influence shenanigans. Due to their high ARM values, they can survive a beating and can either play aggressive or reactive, depending on model choice and buffing auras.
Honour
The First Lady shows all of the aspects of Guild Ball – goal scoring capability, mobility, damage dealing capability, support for her squad, she does it all. She can go generate VP herself, or she can set up her team to do so. The way she really stands out, though, is her ability to greatly increase her team’s influence count through her legendary play and her ability to gain another activation, making it possible to always have the last activation or sometimes even have two activations in a row. Add in her Linked ability with Harmony and you’ll never know what will happen when you face her. (2-2, sometimes 3-0 or 1-4, no real preference)
Hammer
The more take-out oriented captain of the Masons is a classic super-solo model – the team revolves around keeping them safe, while they’re generating the VP for their team, either through goals or take-outs. Obviously Hammer won’t always do it by himself, so he brings another beater or another striker along, rounding out the amount of VP pressure the team brings. (1-4, sometimes 2-2, no real preference)
Corbelli
To keep things in balance, the team also has a more football-oriented captain, who can drive the team’s mobility to the max with his Making Space trait and Dummy Pass play. So long as the ball is in the Mason’s possession, they should never get caught and get themselves into favorable positions for threatening the ball or a goal. Because Corbelli is an ace striker, he only needs a single striker addition to usually get to two goals, meaning that he can then bring some more brawling power to try and grind out two take-outs as well. (3-0, sometimes 2-2, likes to receive)
Most seen squaddies of the Guild
Flint, Granite, Brick

We know that the Masons will get the Lumberjacks as a new Minor guild, but we don’t know when, or much else about them yet. Read what little we know here!

Morticians
Every game needs a team that is almost fully based on the basis of ‘control’ – the ability to hamper your opponents’ game plan, the ability to basically say “NO”. While there aren’t many abilities that downright stop a model from doing a thing, there are loads of abilities within these Guilds that can either slow them down or give the opposing player one hell of a conundrum to solve. The best way of doing the above things is to have a good knowledge of your opponent, which makes these Guilds some of the hardest to pick up in the game.
Obulus
Would you like the ability to steal your opponents’ resources, or even models, while being very elusive yourself? Obulus is the captain for you, as he can steal influence through Misdirection, steal momentum through his legendary play and can steal enemy models from the opposing player through Puppet Master. Because he has a 2” melee zone and Unpredictable Movement, he is also one of the hardest models in the game to pin down, making it even more annoying for your opponent to deal with your shenanigans. (2-2, sometimes 1-4, no real preference)
Scalpel
While Obulus only really does the puppeteering and isn’t your main way of generating victory points, Scalpel is very much one of the best VP generating models in the Guild. She’s fast, she can get around ARM and she can deal a good deal of damage. While the previous statements are decent, her power budget mainly lies in her Voodoo Strings, where she can completely rearrange the board while she does the thing she wants to do – take models out. At heart, she might also be a Hunter, being able to get 7”-8” away from her quarry after taking them down through dodges, the Strings and Second Wind, making her also very hard to pin down. (1-4, sometimes 2-2, likes to kick)
Mourn
With Scalpel being a VP generating machine, the Morticians also need a support captain. The only thing Mourn does is support her squad and set them up for victory. But she obviously doesn’t do this in a normal linear fashion – she’s still a Mortician. TAC buffs, free dodges, disable the ability to generate MP for your opponent, and she can even basically deny her own models from getting removed from the pitch. Be careful with that last one, though – you wouldn’t want enemy beaters killing your models twice… (1-4, sometimes 0-6, likes to receive)
Most seen squaddies of the Guild
Graves, Ghast, Pelage

Piper / Ratcatchers
Whereas the Morticians have clear direct control elements, the Ratcatchers like asking difficult questions to their opponents: do you want bad thing 1 or bad thing 2 to happen? Your choice. Sadly, experienced opponents usually see what the lesser of two evils is, which makes this squad quite hard to navigate properly. Piper is a beast, though, as he’s able to score goals and cause ring-outs – keeping him alive is one of your top priorities.
Try to infect your opponent with the Diseased condition and use Miasma to give your models an edge, and you might just end up on top! (2-2, sometimes 1-4, no real preference)

The Union
These are a bunch of mercenaries, thrown together to find out if they can mesh. Every single model is strong by themselves, but there’s not a lot of teamplay to be found – you’re working with a lot of lone wolves. The trick to oil the Union machine is to find the small amounts of synergies between models and put those together to form a masterpiece.
Blackheart
Somewhat akin to Honour, the Pirate King is quite adaptable and can make his team go for goals or take-outs. While the Masons are more set to score goals in the long run, the Union prefer killing and maiming. Blackheart is very good at staying slippery – not just himself, but also the rest of the squad. He likes to use the ball to get his squad around the battlefield and can also use it to greatly increase threatranges. Be sure to bring fast models with decent kicking values and setup models that have traits that buff passing the ball around. (1-4, sometimes 2-2, likes to receive)
Veteran Rage
While there are loads more obvious brawling captains, Rage is actually one of the best ones around. His Bloody Coin means that he wants his team to work together to take out enemy models, and he’s strong enough to make the kills himself. His 1” melee zone means that he can be controlled fairly easily, and you don’t want to use Quick Time to get him out of trouble, so bring some good brawlers to keep him safe. (0-6, sometimes 1-4, likes to receive)
Veteran Greede
Playing this captain makes you think differently about the game, since you’re short a Mascot, but have the ability to give someone a double activation. Loads of control, loads of movement buffs, and because of this extra movement they can threaten the ball immediately. This is why they usually play a more mixed game. (2-2, sometimes 1-4, likes to kick)
Most seen squaddies of the Guild
Decimate, Benediction, Minx

Seasoned Brisket / The Order of Solthecius
While the Union is very much about killing the opponent, the strengths of the Order lies in their ball play and their speed. But they’re not just fast from themselves – no, they have a second ball marker to play with, the so-called Ball of Light. This second ball means that they can use teamwork actions a LOT. They have some of the best strikers in the game, although they have some trouble getting the ball back. This is why they also have some access to some brawling with veteran Fangtooth, Benediction and Harry. (3-0, sometimes 2-2, like to receive)

What Would Hat Play?
In this final chapter, I’ll mark down some squads of six which would be my go-to per captain. This oes not mean that you should do the same! That’s the beauty of the game – it’s not “fixed”, you can’t netdeck yourself to a win. These lists are just here as a starting point after which you can start experimenting what suits your playstyle best.
Kicking Squads
The importance for a kicking squad is the ability to have a threat on your opponent on the first turn. Ideally, you have multiple possible threats, which is what my lists are built on. Models in bold are those that kick the ball to the opposite side.
● Midas, Flask, Crucible, Kami, Katalyst, Vitriol
● Smoke, Flask, Crucible, Kami, veteran Katalyst, Calculus
● Ferrite, Iron, Furnace, Cast, Anvil, Sledge
● Esters, Quaff, Hooper, veteran Decimate, Spigot, Stave
● Fillet, Princess, Boiler, Meathook, veteran Gutter, Roast
● Veteran Boar, Truffles, Cinnamon, Meathook, Shank, veteran Ox
● Wellington, Pepper, Cinnamon, Roast, Spice, Sugar
● Rivet, Mainspring, Fuse, Spade, Colossus, Ratchet
● Shaft, Digger, Spade, Fissure, Fuse, Mule
● Thresher, Peck, Millstone, Tater, Lamb, Jackstraw
● Festival, Buckwheat, Shearer, Tater, Windle, Ploughman
● Herder, Babe, Ram, Hook & Crook, Shearer, Lamb
● Corsair, Tentacles, Fathom, Kraken, Knuckles, Hag
● Yukai, Salt, Angel, Siren, Fathom, Jac
● Windfinder, Wander, Azimuth, Fathom, Ebb, Horizon
● Skatha, Snow, Seenah, Mataagi, Ulfr, veteran Minx
● Honour, Marbles, Flint, Granite, Chisel, Harmony
● Scalpel, Dirge, Ghast, veteran Hemlocke, Graves, Bonesaw
● Piper, Squeak, Scourge, Miasma, Pelage, Bonesaw
● Veteran Greede, Mist, Fangtooth, Minx, Rage
Receiving Squads
The important thing for a receiving squad is the ability to retrieve the ball easily and then use
that ball to put pressure onto your opponent, or to use the ball to relieve some of your
opponent’s pressure and be in a better position going into the next turn.
● Soma, Flask, Katalyst, Heat, Phosphor, Kami
● Nightlight, Soot, Wick, Beacon, Phosphor, Heat
● Farris, Bolt, Furnace, Cast, Hearth, Cinder
● Hearth, Cast, Farris, Bolt, Furnace, veteran Cinder
● Tapper, Quaff, Hooper, veteran Decimate, Spigot, PintPot
● Corker, Scum, Hooper, veteran Decimate, Flea, Stoker
● Ox, Truffles, Shank, Cinnamon, Brisket, Tenderiser
● Ballista, Mainspring, Locus, Salvo, Spade, Nomad
● Pin Vice, Mainspring, Harriet, Spade, veteran Velocity, Ratchet
● Grange, Peck, Tater, Fallow, Windle, Ploughman
● Shark, Salt, Knuckles, Fathom, veteran Sakana, Siren
● Theron, Fahad, Chaska, veteran Minx, Edge, Seenah
● Steeljaw, Snow, Seenah, veteran Minx, Mataagi, Egret
● Devana, Frelsi, Ikaros, Rundaas, Mataagi, Minerva
● Hammer, Marbles, Brick, Granite, veteran Harmony, veteran Chisel
● Corbelli, Wrecker, Mallet, Flint, Champ, Lucky
● Obulus, Dirge, Casket, Ghast, Graves, Silence
● Mourn, Dirge, Cosset, Ghast, veteran Graves, Pelage
● Blackheart, Coin, Harry, Rage, Decimate, Benediction
● Veteran Rage, Strongbox, Benediction, Grace, Decimate, Minx

tHat’s it for this time folks, see you on the pitch!
