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Thread: KCU Master's Book of Custom Decks

  1. #1
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    Default KCU Master's Book of Custom Decks

    Phoenix Elves:
    Fire Beast (TMC: 40)
    Elien
    Laleya
    Holleas
    Fire Drake
    1x Guardian
    2x Archers
    5x Fire Beast
    10x Warriors

    I'm thinking very strongly of dropping the number Warriors in exchange for some Fencers to help lower the TMC of this deck. On the other hand, magic was never really an issue in the very quick game in which I rolled over a standard Vanguard deck. The high number of Blaze Stepping warriors allows more of an aggressive push which is especially effective against all the two life vanguard commons. I still have a little practice for the use of Holleas' summoning but I like where its going. 5 Firebeasts is more than enough and I may even drop to about 3 and drop the number of Warriors to 8 in exchange for either Spear Grounders (who do well with the PE according to Jexik) or Vermin or hold out for some of the new Mercs coming out.

    Tundra Orcs:
    Tank (TMC: 42)
    Grognack
    Rukar
    Blagog
    Brag
    10x Smashers
    1x Shaman
    2x Fighters
    5x Thwarters

    The idea behind this deck is to simply throw some many tough commons at your opponent that they simply can't put out enough wounds to stop you. Odds are you'll only get out one champion (other than Bragg) so you hope its Rukar, but Blagog isn't a bad second choice if you're in desperate need for your champ to hit the table.

    Advance your Champ with Smashers and keep your opponent on their heels. Even if you do fall behind, you will have done so much damage to your opponents forces that a Grognack and any remaining Smasher and Thwarters can mop up what's left.

    Guild Dwarves:
    Control (TMC: 28)
    Oldin
    Thorkur
    Baldar
    Gror
    10x Defenders
    3x Engineers
    5x Spearmen

    I used this one before the reinforcements came out. I'm thinking about reducing some of the Engineers and Spearmen in exchange for Ballistas and Guardsmen.

    Hold 'em in the Nose and Kick 'em in the... (TMC: 35)
    Oldin
    Tordok
    Thorkur
    Halvor
    3x Guardsmen
    3x Ballistas
    7x Defenders
    4x Spearmen
    1x Engineer

    Basically, play extremely defensive and use the Dwarven Guantlet to its fullest potential using Tordok to help keep your defenders alive. Build your magic and bring out your heavy hitters in Thorkur and Halvor. Use ballistas to strike out at your opponents walls and taking potshots at enemy units.

    Cave Goblins:
    MAx (TMC: )
    Sneeks
    Reeker
    Krag
    Mook
    1x Beserker
    2x Slingers
    7x Fighters
    5x Climbers
    3x Beast Riders

    My idea behind this deck is to try to get the most out of attacks and movements (Max Movement and Attacks..MAx). I haven't had a chance to try this deck, but my little brother tried a similar build and it worked fairly well.

    Vanguards:
    Volley (TMC: 40)
    Sera
    Kalon
    Archangel
    Sairook
    7x Stalwart Archers
    7x Guardian Knights
    4x Priests

    The thought is to set up firing lanes for your grouped Archers to use to isolate Common Units and tear them apart. Guardian Knights and Priests plug the holes where your Archers aren't and defend your forward walls.

    Vanguard Theory (TMC: 39)
    Sera
    Kalon
    Coleen
    Jacob
    3x Priest
    5x Stalwart Archers
    5x Guardian Knights
    5x Angels

    I would like to have more Stalwart Archers but don't have that many at my disposal at this point. The idea is to set up archer blocks and use Coleen to keep them alive with Priests healing as necessary. Angles are there as suicide attackers with the sole purpose of attacking where my opponent thinks he's safe and to relieve pressure from my archers. Either Kalon or Jacob is capable of leading a powerful offensive backed by Sera or Priests.

    Fallen Kingdom:
    Black Death (TMC: 36)
    Dragos
    Elut-Bal
    Sairook
    5x Skeletal Archers
    5x Zombie Warriors
    5x Vermin
    3x Reapers

    I had a lot of fun with this deck, but I think I'm going to either have to lower the amount of Zombies or Archers. If I choose to go with a Zombie based deck I'd need to get my hands on a few more Zombies and go with a spread more like 8 Zombies, 5 Vermin, 2 Archers, and 3 Reapers or 4 Archers and 1 Reaper. I'm just not sure. However, I love the Vermin in this deck and Sairook. Sairook adds a cheap ranged Champion that can heal himself and the Vermin allow for a cheap common with a potential for multiple wounds each turn.

    Cloaks:
    Cloak Theory (TMC: 24)
    Vlox
    Dagger
    Violet
    Hawk
    3x Snipers
    5x Slashers
    5x Scrappers
    2x Gunners
    3x Thieves

    The thought behind this deck is to use the Snipers to set up firing lanes between walls with Hawk/Vlox using Aerial Strike to hit commons and champions on approach. The main attack power comes from Slashers, Scrappers, and Dagger or Violet depending on the situation and who can come out at a better time.

    Jungle Elves:
    Jungle Death
    Abua Shi
    Miti Mumway
    Shikwa
    Makeinda Ru
    2x Archers
    4x Spear Grounders
    5x Lioneers
    7x Lionesses

    This is based loosely on a deck that Killercactus stomped me with. I reduced the number of Lionesses and Lioneers and added in Spear Grounders. The Spear Grounders will be coming out for Jungle Guardians once the Reinforcements hit.


    More to come. I have plenty of ideas, just want to test some more of them first.
    Last edited by KCU Master 2007; 04-28-2011 at 01:33 PM.
    The Books of Summoner Wars...someone had to do it
    35-27 on Vassal (56%) - MOST RECENT: SE vs VG/thenightsshadow

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  2. #2
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    I think the Orc deck is a good idea. Smashers and Thwarters are just really tough to kill unless you're throwing lots of commons down at once. My only issue with that deck is that it only has one Shaman. Shamans rule.

    For the Dwarves, I'd probably stick with 10x Defender, or at least not go below 8. Defenders are just so awesome for 1 magic with 2 life and Engage.

    The Vanguards seem to be able to make a deck focused on any one of their 3 commons, so I'm sure that this can do well. The only problem I see with it is that it's tough with so many 2-cost commons, though Summoning Surge does help a bit.

    The Vanguards still kind of puzzle me. I always feel like I'm losing when I'm playing them, but I'm usually not. I just played a game today against Phoenix Elves where I felt like the Elves were dominating the whole game, but Archangel put 3 wounds on Elien and I had 2 different chances to kill Elien (once with a Guardian Knight and once with a Priest) and missed both times before being Fire Blasted away. The Elves won, but they probably shouldn't have since I threw 2 dice at Elien and missed both (what's that - a 1/12 chance?).
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  3. #3
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    Quote Originally Posted by killercactus View Post
    I think the Orc deck is a good idea. Smashers and Thwarters are just really tough to kill unless you're throwing lots of commons down at once. My only issue with that deck is that it only has one Shaman. Shamans rule.
    I'm definitely in the anti-Shaman camp and have been since day 1. They are simply to unreliable for me and if I could get rid of that one Shaman I would. I'd rather get one wound than none, range or no. While an advantage, range plays a very little role in my decks.

    Quote Originally Posted by killercactus View Post
    For the Dwarves, I'd probably stick with 10x Defender, or at least not go below 8. Defenders are just so awesome for 1 magic with 2 life and Engage.
    That was actually supposed to be Engineers and Spearmen, not defenders. I may drop them down to nine just to have an extra common space available.

    Quote Originally Posted by killercactus View Post
    The Vanguards seem to be able to make a deck focused on any one of their 3 commons, so I'm sure that this can do well. The only problem I see with it is that it's tough with so many 2-cost commons, though Summoning Surge does help a bit.
    My preference is to summon very few commons, only keep 4-5 on the board at the very most, and burn them for magic as needed. Plus, you earn enough kills running archer formations that I don't even have to burn my hand.
    The Books of Summoner Wars...someone had to do it
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    Quote Originally Posted by KCU Master 2007 View Post
    My preference is to summon very few commons, only keep 4-5 on the board at the very most, and burn them for magic as needed. Plus, you earn enough kills running archer formations that I don't even have to burn my hand.
    ...4 to 5 is actually a whole lot of Commons based on how my group plays. (Which is Jex's fault.)

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    The reason I suggest 4-5 when I'm playing Vanguards is to allow for Archer Groupings and a priest for the occasional healing. When I'm playing any other faction, except the Cave Goblins, I rarely have more than 3 Commons on the Board at any time.
    The Books of Summoner Wars...someone had to do it
    35-27 on Vassal (56%) - MOST RECENT: SE vs VG/thenightsshadow

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    maybe im just inexperienced but i will summon more commons when i can. i do not however summon them to be killed by the enemy.

    i will summon extra commons if i can take up space by an enemy wall, with a defencive unit, or if i can set up a decent fire lane with a ranged unit and sometimes just because i can, if i can summon to them someplace safe where they wont be attacked next turn.

    if i am expecting an AOE unit to come out though i will refrain extra. mostly with gror or or fire drake. AOE melee like krung or berserkers dont scare me as much because a solid line of units negate thier ability.
    Thinking of opening a gameing store in the Joilet IL area. if anyone sees this and would stop by now and then PM me and encourage me lol

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    The reason that I, and I'm assuming many others, keep a minimal amount of commons on the board is because the less magic you use to bring out commons, the more you have available to bring out champions.

    Beyond that, if I have only my summoner and three commons on the board it allows me to get three movements and, potentially, three attacks while keeping my summoner safe. If I have 5 or 6 commons on the board, I can still only get three movements and attacks in, but I have commons that aren't being productive that are available to be killed and turned into magic for my opponent.

    There are some factions such as Dwarves, Goblins, and occasionally Orcs, that are good at crowding your opponent's walls and summoners. A good description of this can be found in Jexix's Crowding vs. Zoning post in the Strategy section.
    The Books of Summoner Wars...someone had to do it
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  8. #8
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    More commons also = more magic for the opponent.
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    Hmmmm. Much different style of play than me. I summon as many commons as I can(I once counted 11 in play with the FK) and then dont summon for a while to stockpile magic for champs.
    Last edited by Killer Lawnmower; 12-28-2010 at 10:17 AM. Reason: booya. Senior Member!!!!
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  10. #10
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    Played this Dwarf Army yesterday...its similar to the Control Army, but I think its best as its own entity.

    Hold 'em in the Nose and Kick 'em in the...
    Tordok
    Thorkur
    Halvor
    3x Guardsmen
    3x Ballistas
    7x Defenders
    4x Spearmen
    1x Engineer

    Basically, play extremely defensive and use the Dwarven Guantlet to its fullest potential using Tordok to help keep your defenders alive. Build your magic and bring out your heavy hitters in Thorkur and Halvor. Use ballistas to strike out at your opponents walls and taking potshots at enemy units.
    The Books of Summoner Wars...someone had to do it
    35-27 on Vassal (56%) - MOST RECENT: SE vs VG/thenightsshadow

    Vassal Tourney: 3-1 for 3rd Place

    KCU's FanFic (updated 6-18-12)

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