Topic: Kings and Legends / A Deck, Tournament Review, and PvP Cards
So I just finished a 1v1 equalizer tournament trying out a new deck idea. For those of you who haven’t read it, take a look at this guide to nimble decks on the kings and legends forum.
http://forum.kingsandlegends.com/viewtopic.php?f=15&t=566
What I could make of this deck from just elf standard packs over a week or so got me to a hair under 1200 1v1 rating.
From there, I dismissed the elven frost mages because they didn’t have nimble, and entropic touch seems pretty weak. I then made a deck to try and combine the nimble deck with the elven frost mages. A ranger or a mage is mandatory for this, since they have the only debuff skills. I did 3 battles as a mage and 1 as a ranger, and won 2 with the mage, and lost the other two.
The idea behind the deck is similar to nimble in that the thunder damage should take out your opponent’s creatures. However, the frost mages add front line damage that is boosted by any effects the opponent is under.
The deck I used was as follow:
17 Creatures:
1x Ryli the White Witch
1x Shiva the Frozen heart
3x Elven Thunder Mage
3x Elven Thunder Archmage
3x Elven Frost Archmage
3x Elven Frost Sorcerer
3x Elven Guard
13 Skills
Mage:
3x Fireball
3x Weaken
3x Petrify/Frost Nova
3x Forgetfulness
1x Meditation
Ranger:
3x Tactic: Decay
3x Target Weakness
3x Rupture
3x Flashbomb
1x Frenzy
Now it turns out, 13 skills is too many, especially when 3 of the decks I faced were nimble. I lost one fight because my hand was literally full of single-target skills I couldn’t play. This deck beat a rush without too much problem; the slowing of the mages and spearmen made short work of anything, and weakness reduced any threats that did make their way through. I also realized after a short period of time that 1-turn ice spells weren’t too useful, as they went away before my next turn and the frost mage’s next attack. I ended up switching frost nova out for poison fog, but I’m not sure which would be better. In the end, the frost mages were able to put up impressive numbers, and halt the opposing advance quite well. Their hefty life for mages allowed them to take a nuke and keep on.
The final battle I lost was to another nimble deck with a lot of samurai that were heavy on resistance. Needless to say, this deck fared poorly. I think if I were going to change it up, I would add in some more physical attackers for some of the skills. Some toxic blade bats come to mind, but anything that an inflict a status ailment would be good.
I will try putting some version of this deck together after the current PvP season, and seeing what I can do with it, and I’ll come back in a week or so with some further thoughts as well as a deck that is actually doable with a real player, and not an all-legendary equalizer.
On a final note, playing with both forgetfulness and flashbomb, I really came to like forgetfullness. Being able to neuter a bomb cart and a King Bael was great, whereas their abilities still would have activated if they were stunned. Also, forgetfulness lasts 2 turns, long enough for the mages to deal some extra damage to the skilless enemies.
Anyways, sorry for the huge amount of text, and hope this maybe gives some of you some ideas. Am open to any comments or critiques.