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Thread: KC's Faction Decks with Reinforcements

  1. #61
    Join Date
    Jan 2010
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    Default Master Set Decks

    Now that people are starting to get their Master Sets and I have a couple of games under my belt with each faction, I think it's time for me to post my first shots at a deck build for each faction. When my second set comes in a couple days, these are the first non-stock deck builds I think I'm gonna try:

    Bend, Don't Break

    TMC = 36

    Starters:
    Tacullu

    Controller x2
    Deceiver x2

    Deck:

    Sorgwen
    Gulldune
    Khan Queso

    Controller x7
    Deceiver x7

    I'll get around to trying the Breakers / Kalal combo one day, but Breakers don't really excite me, and I want to have a lot of magic to spend on Controllers, hence saving 4 magic on Kalal vs Khan. I'll see if I can use Controllers to move enemy commons into Plagueable positions. Plus, I really like the deck title.
    __________________________________________________ __

    Shaman Spammin - Sand Style

    TMC = 28

    Starters:
    Krusk

    Shaman x1
    Javelineer x2
    Scavenger x2

    Deck:
    Biter
    Kreep
    Silts

    Shaman x9
    Javelineer x4

    Again, I'll have to try Scavengers sometime, but I just don't like killing stuff and not getting magic. The champs here are cheap enough to get a lot of Shamans out and use Escape a fair amount (especially considering I'll be building Shiny x2 and probably a D&C or 2) to clear LOS for each other.
    __________________________________________________ _

    Spreading Darkness

    TMC = 26

    Starters:
    Selundar

    Swordsman x3
    Ranger x2
    Scout x1

    Deck:
    Hydrake
    Xaserbane
    Malidala

    Swordsman x7
    Ranger x2
    Scout x3

    I don't have a lot of original ideas yet for the SE... I like all of their units for different things and I think I like all of their champs. Stalking Advance only works on SE units which also helps me fight the urge to add Mercs.
    __________________________________________________ _

    Charging Rams

    TMC = 37

    Starters:
    Sunderved

    Warrior x2
    Rusher x1
    Brute x1

    Deck:
    Torodin
    Grubs
    Quen

    Rusher x7
    Warrior x2
    Brute x5

    I really like the Rushers and Brutes. As I plan on playing Sunderved in an advanced position, I've felt like I don't need the Warriors +1 attack all that often. Rushers really fit my playstyle well and I've loved Knock Around. Grubs seems to be a natural fit here to help keep Sunderved protected.
    __________________________________________________ ____

    Gems are a Dwarf's Best Friend

    TMC = 37

    Starters:
    Tundle

    Miner x3
    Scholar x1
    Gem Mage x1

    Deck:
    Lun
    Kynder
    Sprog

    Gem Mage x9
    Scholar x4

    With already 3 Miners starting on the board, I've felt like I don't really need anymore. Gem Mages are the backbone of the faction, so I want to load up on those. This also makes it easier to get one on the board cheaply with Illusionary Warrior in an advanced position. Scholars' Insight is cool, but I like them for wall-clogging purposes even more.
    __________________________________________________ _____

    Fear the Swamp

    TMC = 50

    Starters:
    Mugglug

    Savager x1
    Shaman x1
    Hunter x1

    Deck:
    Splub
    Glarg
    Khan Queso

    Savager x5
    Hunter x5
    Shaman x5

    This deck is really expensive, though I obviously don't plan on summoning all of those Savagers. I haven't yet decided which common I find the most useful in this deck, so I went with an even distribution. I think this might be a good place for Vermin eventually, since you can position them next to vine walls to grow the swamp, but I don't know yet. I subbed Khan in for Blerg to try and keep the cost down a bit, and I really think I like the other 2 champs. Watch out for the GD!
    Last edited by killercactus; 07-07-2011 at 11:57 AM.
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  2. #62
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    Default

    Hunters are the way to go, in my experience, if you're running SOs. They're basically a 2-2-2 ranged more or less perpetually, which is a solid investment.

  3. #63
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    Default

    Quote Originally Posted by darkbladecb View Post
    Hunters are the way to go, in my experience, if you're running SOs. They're basically a 2-2-2 ranged more or less perpetually, which is a solid investment.
    Its hard to argue with Hunters. You can also go heavy shamans if you really want to have a ton of vine walls, but you run the risk of not having a lot of things to attack with.

    If you plan on getting more than 1 champ out its not suggested anyone goes Savagers...

  4. #64
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    Quote Originally Posted by darkbladecb View Post
    Hunters are the way to go, in my experience, if you're running SOs. They're basically a 2-2-2 ranged more or less perpetually, which is a solid investment.
    That was my hunch by just looking at the cards, without actually playing it out. 2/2/2 with range sounded good to me, too, but then I got afraid of not having enough low-lifes of my own to kill for Vine Walls and extra magic to spend on the expensive champs. After I try and fail with the 6/6/6 distribution I think I'll try heavy-Hunter next though.
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  5. #65
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    I don't hate your Bender deck, and I'd say that taking out Kalal for more Controllers isn't a bad idea, but you really should take advantage of her. 3 attack and range is powerful, and 5 life is a huge asset to the others. Glimpse the Future can be fun, but not usually why I summon her. As for Breakers, they aren't that important, but the ability is powerful. I only summon them if I can kill something and live, or get multiple attacks (like with Sorgwen).

  6. #66
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    A couple of updates now that I've "settled in" to some master set factions.

    Deep Clarity

    Tundle + Events

    Starting:
    Miner x3
    Gem Mage x1
    Scholar x1

    Deck:
    Lun
    Kynder
    Magos

    Gem Mage x8
    Owl Familiar x3
    Scholar x2

    I've become a combo player with the DD, and was looking for a champ to swap in for Sprog, so Magos makes great sense. Owls have been invaluable to me when drawn early - they both help fuel SS and setup deadly combos later.

    Jav = Shaman

    Krusk

    Biter
    Kreep
    Silts

    Shaman x8
    Javelineer x8
    Scavenger x2

    I like the ranges commons far more than Scavs, and Javs are great for pushing around with Sandstorm. Again, I usually win by some crazy combo.

    Divine Clarity

    Sera Eldwyn

    Kalon
    Jacob
    Leah

    Guardian Knight x7
    Priest x7
    Owl Familiar x3
    Stalwart Archer x1

    This deck is a grind it out style VG, trying to use an Owl to fuel SS, get walls quickly, and get Leah quickly. I like Jake for a ranges threat. My favorite strategy is to put a wall on E4 and F4 to create a choke lane to Sera, and stick Leah there blocking it, with Sera behind. This deck also tries to max on using HJ against champs or summoners.
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  7. #67
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    Been considering replacing Abomination with Hulgorad in the Filth. I like that Hulg always has at least the 3 dice, and can get the movement bonus and sometimes throw 4. That seems to me to beat out Abom, who will have higher attack a bit less than half the time, and doesn't get to move further.

    Thoughts? Am I missing something?

    Also - just wanted to get some talk going about Filth deckbuilding, since it's different from the other factions. The standard deck is nice to play the mutant tricks game, but you can also convert them into a more standard build, and use the Dema's ability almost just like extra magic. Here's an example:

    Demagogue + Starters

    Abomination
    Hulgorad
    Claw Mutant (Crabby)

    Stonecloak x4
    Cultist x4
    Zealot x4
    Horror Mutant (Freaky)
    Tentacle Mutant (Squiddy)
    Winged Mutant (Birdie)
    Spew Mutant (Pukey)

    In this deck, you're not nearly as worried about building commons as the standard deck. The deck focuses more on getting out Hulgorad and Abomination, and either Crabby or Freaky as your champs, really. Crabby is basically there to help kill other champs. Two 8-costers seems like a lot, but you probably won't be paying for Claw thanks to Channel Corruption, and you have Mutagist to recycle mutants as magic. Squiddy is in the deck to use as a cycle kill card if you have Crabby or Freaky with 2 wounds. With only 5 mutants in the deck, Channel gets 2 out for free and Rebuke gets you 2 more using their guys, so you'll have one left for Mutagist still at the end game, and you only need 2 out of your 10 filth commons for mutation, allowing you to build the others. Stonecloaks give the deck some cheap blockers when needed.
    Last edited by killercactus; 03-01-2012 at 08:12 AM.
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  8. #68
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    I guess the chance to have your opponent crap itself for the possibility of a 6 attack on their Champ/Summoner? Also I guess that Mercs stand out more when playing the Filth because they the know it's not a Mutation, so it has a greater impact in the meta game (pure speculation). I guess though that you could just take out any Mutation to add in the other Champ too.

    Btw, choose a body part for corresponding attack!

    1AV: head butt
    2AV: bitch slap (left hand, of course)
    3AV: kick in the groin!
    4AV: A-Bomb smash!
    5AV: Bull rush
    6AV: Wolverine claw

    edit: btw, just saw your DD deck, I tried Magos and have taken him out. He is just too Magic intensive when the opponent is being aggressive. Also for your VG deck, I would include some SArcher and/or Cav for those match up when they are useful and make a difference for the VG, like the BD (SA) or JE/PE (Cav). I try to summon at most 1 Priest for HJ action, without Magos it's really hard to get a super good combo with them. I do use Owls and they help mitigate awful draws but not as much to set up SS/HJ combos.
    Last edited by PePe QuiCoSE; 03-01-2012 at 08:18 AM.

  9. #69
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    Tundle + starters

    Sprog
    Lun
    Kynder

    Gem Mage x7
    Scholar x2
    Rune Mage x4

    I can play combo / blitz with Kynder - Lun - Gem Mages or I can turtle with Tundle - Sprog - Rune Mages. All depends on the draws. I think tossing an opposing wall back to the DD side with a blocked in Rune Mage can be really sick. Kynder can also Push Rune Mages into position to Siphon.

    Anyone have any opinions on replacing the 2 Scholars? I build them as magic a lot of the time, but there have been games where they saved my butt from a pushing champion or summoner.
    Last edited by killercactus; 03-05-2012 at 07:36 AM.
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  10. #70
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    I think I might be prematurely in love with Rune Mages.

    Ram Runes

    Sunderved + starters

    Mundol
    Quen
    Torodin

    Rusher x5
    Rune Mage x5
    Brute x4

    This deck tries to use Rune Mages + Mundol to add a ranged component to the MV, along with using their crowding tendency to activate Siphon a lot. I also like Muster to move a Rune Mage somewhere where he can Siphon immediately. Mundol adds more range along with boosting the Rune Mages. You can also Fastball Special (tm) Mundol or Quen in with a Brute for a big ranges attack at a summoner if the opportunity presents itself.

    White Mages

    Sera + starters

    Mundol
    Kalon
    Leah

    Guardian Knight x6
    Rune Mage x5
    Priest x2

    GKs can protect the Rune Mages to keep Siphon going as long as possible in the early game. This gives the VG the ability to turtle more effectively and force the battle to them, which is where they shine. Try to make it to the late game with commons and Siphoning, using Leah and Mundol as support to build up a big magic pile for Kalon/Sera at the end.
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