RE: Great virtual CCG
December 27, 2016 at 3:50 pm
(This post was last modified: December 27, 2016 at 4:07 pm by robvalue.)
(December 20, 2016 at 7:08 am)robvalue Wrote: In case anyone is interested...
Just completed another Arena run, 12 wins 1 loss, and got a Weapon's Dealer! That's a seriously awesome card that will go in any deck.
Here is my current best deck. Each deck always has 30 cards, and a maximum of 2 of any particular card. You have cards just for the particular hero class, and neutral ones for any class. There are creature and spell cards (both can have subtypes). You also get Mercenary skills later on which let you use other class cards at +2 cost. I have one but I don't use it yet.
Hero: Knight Lord (2 attack, 30 health)
Passive Skill: Forced Enlistment (Humans you summon become knights) [This turns everything in my deck into a knight except for the Hunting Wolf)
Active Skill: Recruit (2 mana: Summon a 2/2 Rookie)
Defense Bonus: Praetorian (If you go second, start with a Rookie in play)
2 Shield Bearer (1 mana, 1/3 Block)
2 Alchemic Blast (2 mana, 1 damage to all enemy units)
1 Hunting Wolf (2 mana, 3/1, Haste)
2 Martyr (2 mana, 1/3, Friendly knights get +1 attack on death)
2 Sellsword (3 mana, 3/3, Block)
1 Vanguard's Sentinel (3 mana, 2/3, Draw a card on death)
1 Blind Librarian (4 mana, 2/4, Draw a card when receives damage)
2 Field Surgeon (4 mana, 2/4, Heal friendly units for 2 when played)
2 Polemarch (4 mana, 4/3, +1 Attack to friendly knights with 3 or less power when played)
1 Weapon's Dealer (4 mana, 4/3, Draw a card when played)
2 Firestone (5 mana, 4 damage and draw a card)
1 Sapper (5 mana, 3/4, When played, enemy creatures with block die at the end of opponent's next turn)
2 Veteran Soldier (5 mana, 4/6)
2 Emergency Draft (6 mana, Summon three 2/2 Rookies)
1 Field Hospital (6 mana, 1/7, Can't attack. Friendly knights go back to your hand instead of dying)
2 Melt (6 mana, Destroy an enemy creature and draw a card)
2 Mercenary Band (6 mana, 6/7)
1 Trenches (6 mana, 4/5, Can't attack. Block. Friendly knights get +1 attack)
1 Molten Gold (8 mana, 8 damage)
I found the deck was running a bit slow, and I often had several cards in hand I had no time to use. Particularly I found the Mercenary Bands were clashing with Emergency Draft. So I removed the Mercs, in favor of another Vanguard's Sentinel, and a Marble Knight (3, 2/4). I also found I often had a Field Surgeon too early, so I swapped one out for a second Blind Librarian which is always awesome.
It's running really well now as a rush deck. The only card I'm uncertain about is Sapper. It's great when a big wall slows my attack, but so often it sits idly in my hand or comes out as a sub-par attacker. I could exchange it for another Marble Knight or a Cavalier (4, 4/4).
Feel free to send me a private message.
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Please visit my website here! It's got lots of information about atheism/theism and support for new atheists.
Index of useful threads and discussions
Index of my best videos
Quickstart guide to the forum


