75 - 2 (9 successful runs, 2 incomplete)
***This got hit hard with the recent nerf to Defiance
. I'll update this once I've tested options. For the meantime, if you want something that plays the same way, you may want to try this one: Sediti Goes Dark
Name is based on the faction of tech-paladins from Black Isle's Fallout game. I don't know why but I can see Sediti, the Killing Steel
, Minotaur Platemaker
and Telut, Queen's Hand
wearing Power Armors and Vindicator Miniguns / Gauss Rifles as they trudge through the Shattered Lands in search of the Enclave.
FLAMES OF XULTA UPDATE:
* Intrepid Longhorn
is amazing here. The sigil is undepleted so it ramps us better.
* Aamri's Choice
gives us overwhelm which seals the deal faster for your "single spear!" Plus it fulfills Desert Marshal
's role so our card selection got more compact. This + Defiance
also helps avoid damage during the opponent's turn, which can then trigger Sediti's curse.
* Shen-Ra Speaks
replaces Pristine Light
in the market, then added Qirin Ascendant
as attachment removal + a creature that can activate Sediti, the Killing Steel
or target for Telut, Queen's Hand
. Again, dual roles!
* Cleansing Rain
in the market. It removes Permafrost
+ protects our units from removal (FAST!!!). I sometimes switch this with The Great Parliament
* Go face or get to 8 power.
* You don't need Svetya, Merciful Orene
to win. The aggro units do just fine, and Telut, Queen's Hand
is still a bomb.
* It's not difficult to make something stick for a Telut, Queen's Hand
activation since you have a lot of low-cost units.
* It's fine to play Sediti, the Killing Steel
without the onslaught if it stabilizes your board.
* Minotaur Platemaker
is an absolute team-player - enables aggro tactics and/or stabilizes your board.
LOSSES: 1st loss: 7th run boss = Company of Exiles
- Stuck at 2 power for 3 turns.
- Just figured out that normal STUNS are no longer removed by Silence. Effects like Permafrost
and Ice Sprite can still be removed by Silencing the source. (from patch 1.45, prior to Homecoming). It was just awful when I ambushed in Desert Marshal
and silenced a stunned unit for an additional block, and then failed horribly, which stumped my "supposed" comeback LOL.
2nd loss: 10th run boss = Sudden Death
- My first drop was a 3-cost Valkyrie Enforcer
....and I have 12 2-cost units! LOL
- AI started dropping grenadins since T1 and went very wide. I just couldn't recover even after setting down 2 Minotaur Platemaker
1st boss: Svetya, Orene of Kosul (units get +1/+1 when you play a spell or weapon on them) - 9 turns
2nd boss: Tavrod, Auric Broker (units with multiple factions has +1/+1) - forgot to track.
3rd boss: Defender of the Spire (5 influence per faction) - 7 turns
4th boss: Power of Progress (2 power per turn) - 6 turns
5th boss: Defender of the Spire (5 influence per faction) - 9 turns
6th boss: Power of Progress (2 power per turn) - 6 turns
7th boss: Company of Exiles (spells into units) - I lost in 7 turns
8th boss: Defender of the Spire (5 influence per faction) - 9 turns
9th boss: Mindless Aggression (charge) - 9 turns
10th boss: Sudden Death (double damage) - I lost in 5 turns.
11th boss: Kairos, Grand Champion (on summon, put Sword of Judgement on unit) - 10 turns