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Thread: KCU Master's Book of Custom Decks

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    Join Date
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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.
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