These decks consist of cheap creatures with high attack stats and additional abilities, buffing spells, relics, and drawing cards. There are several types of decks that serve as the foundation for all others.Īggro decks, for instance, are low-cost and swift, aiming to eliminate the opponent quickly by drawing as many high-damage cards as possible in the shortest time possible. Drawing cards is of particular importance as it ensures a steady supply of playable cards throughout the match. Players achieve this by employing a deck of 30 cards, which should be balanced with attacking, defending, buffing, and drawing cards. It's relatively common to get opponents pause spamming at lethal cause they can't believe they spent the whole game feeling in control and on path to victory and you just flung 20 points of damage at their face out of nowhere.Cards of Ethernity is a trading card game in which the objective is to reduce the opponent's HP to zero. You spend most of the game aggressively decking yourself and defensively fogging/TITI bouncing/sweeping to stay alive, then suddenly dropping a Drake and flinging it for an instant kill. It's not aggro at all, but is a blast to play. But I run a single copy for those rare occasion where it does something cool and makes you feel good.Īnother deck I keep coming back to because it's combo funtastic is Fling-A-Drake. Mostly it's just a colorless land source tho, that's as likely to frustrate you by not producing a color as it is to entertain you with its abilities. Battlements is primarily a just for fun card - occasionally you'll use the haste option to send in a creature who just valor pumped your team for a bigger swing, and every so often you'll be able to transform Garrison for a super fun swing. Abbey helps you win stalled games you can't find/stick pumpers in, and I'd run a single copy even in decks I'm subbing R/W tap lands in for better color consistency. Thalia's Lieutenant, Crop-Captain, and Gideon Emblems help you pump weenies to win games you don't draw Valor in. Current version doesn't use any vehicles cause I got bored with using them in decks - this version is more focused on aggressive synergy and T4/5 wins. Another vehicle I've run at times is Aethersphere Harvester - more energy plays well with Hubs, Lightning, and Chasers - lifegain is useful at times, and it's a big butt on defense. I've run versions with Smuggler's Copter for the loot effect to power through floods, and that's a viable option to sub in too (just remember to pilot it before your Valor triggers resolve so you can get dem big Copter swings). I wouldn't go above 24 lands cause flooding out with this deck is the worst. If you prefer consistency, trade in some of the R/W tap lands to help you hit your T4 double color spells on curve (only a single 1 drop makes it no problem to spend T1 playing a tapped land). Mana base is pretty greedy, but I'm ok trading a game here and there where I mulligan a string of Hub/Battlements/Abbey hands to death for those games here and there where I flip Abbey or transform a Garrison FTW. It's very fun to play, and can do a lot of entertaining things. Arguably the most explosive deck you can make in Duels - you can have draws where you're attacking for 20+ damage on T4. If you're looking for an aggro deck that's combo-y with fun synergies, you have to try Boros Valor. Not a perfect list (I _definitely_ should include Verdurous Gearhulk not 100% sure what to cut though), but working well for me. I've had tons of fun with aggressively slanted midrange/aggro-control decks.ĭelirium is great BTW I consider it being more of a midrange deck but it's tons of fun and fairly competitive (maybe not tier 1, but high tier 2 at the very least).
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