This is the deck I arrived to after messing around with the last promo (broken card as hell). The idea is to play as many soldiers as possible, and boost them enough that you out-body your oponent's units, or you can win fast enough by stunning their board. As for the cards themselves:
Genetor Dovid I
is the ideal 2 drop, and the glue that keeps everything running smoothly. It can replace itself almost every time, and is basically unkillable the turn it's played. Great imbue target for Maveloft Huntress
(always atack first if you can!)
is outstanding, but you already knew this. In the deck, she's the main weapon against big endurance units, so be mindful of when to best make use of her. Tactical Superiority
is there to finish off stunned units and to replenish your hand. Drawing 3 the same match feels bad, but plunder makes it manageable. 4 of them because it allowes you to outgrind more controlly decks.
Call On Allies
can win you games by turn 4-5, if you are able to play it turn 3, on 2-3 units. It works great with small soldiers, keeping them relevant. It also makes sure you keep drawing gas. 3 of them because having 4 makes it a bit too likely to draw too many of them, alongside Tactical Superiority
. You won't need more than one each game.
is being tested (I only have two of them). On paper, it seems great. But I find it hard to cut any of the other stuff out, and I don't want to reduce the chance of Genetor Dovid I
hitting something to draw.
What do you think? What would make this deck better (other than the powerbase, which will be updated shortly)? Right know it can get to the boss 2/3 times, I'd say, and making good time. I can't help but feel it could be better. I do like that it's quite cheap, at least in comparison to my other decks...
Edit: changed the power base so that it can more consistently play Maveloft Huntress
on turn 2. Replaced Argo's Technique
with Martial Efficiency
, which I think works better (thanks for the suggestion).