Since my last post was for a Villain heavy deck, I decided that today I would post up my thoughts on a Hero heavy one.
Strength based decks have been alluding me since the game came out. While I like many of their Battle Cards, their characters just didn’t really speak to me in any profound way.
While looking at an article submission from one of our readers, Ryan Newman, I started to take a different look at Strength based characters, and the result is the following list. Thank you Ryan for your inspiration! While I know this is drastically different from your list you sent in, I feel it is the first deck that has inspired me to not only play Strength heavy, but to try and focus it heavily around the Emerald Archer himself!
Let’s check it out:
The Round Up
Battle Cards (19):
Rank 2 (3):
3x Str 2 – C35-JL
Rank 3 (2):
2x Str 3 – C59-JL
Rank 4 (2):
2x Spc 4 – C47-JL
Rank 5 (2):
2x Str/Spc 5 – R134
This deck is really trying to play fast and loose with its cards, discarding less effective cards in the moment to gain benefits thanks to Vixen, while still dictating what your opponent is allowed to do.
Green Arrow gives us a character that can really force our opponent into some odd situations. Being able to place one of our many low-impact Battle cards on their characters means that they can find themselves TKO‘d much more often then they usually expect to. With the fear of any given attack or defense threatening their characters, you may be able to make your opponent hesitant to commit to aggressive plays.
With Friends Like These was a card I took notice to right away, but after playing the game for a while, I struggled to comprehend why a card like that was needed in a game like this. Characters are more often than not going to KO each other with combat, so what was the point? Well, I think this list is a very reasonable way of putting that card to good use while maintaining your own board state.
Thanks to cards like Str 2 – C35 or Spc 1 – C34 we are able to place Battle Cards on our opponent’s characters while removing or ignoring Battle Cards ourselves. Again, coupled with Green Arrow, we can ensure that playing “With Friends…” will virtually be a one-sided board wipe. Even if we happen to lose a character, as long as Green Arrow or Vixen are not among the causalities, we can still keep our grip on the flow of the game.
This list has, by far, the most Battle Cards I have placed in a single deck up to this point, and I still feel like there could be room for 1-2 more. With so much filtering and raw card draw in this deck, we can make sure that we are getting exactly the cards we want for any situation.
Echolocation is again a fantastic tool for this deck. Once we have cleared our opponent’s board, or set up a threatening position to do so, we can cherry pick any annoying Characters waiting in their hand, hoping to force them into an empty board state.
Str 3 – C59, Int 1 – C32 & Str/Int/Spc 1 – U92 are our real close out Battle Cards. Being able to deny someone the ability to defend or have a Battle Card we can reuse to attack, defend or activate Green Arrow with next turn is really something else to behold.
The great thing about this list is that it can only really improve as the game progresses. As more Multi-Stat Battle Cards are introduced to the game, Green Arrow will steadily grow in utility. Likewise, as more discard effects are introduced, Vixen can only grow in strength as well. Being a soft counter to your opponent’s Echolocation is already a big plus in Vixen’s favor!
Another great thing with this list is the threat of Str/Int/Spc 1- U92. As stated above, we can use it to attack, and as long as we score a VP we can pay 1 MP to return it to our hand. This gives us the ability to use it again to defend during our opponent’s turn, attack with it during our next turn, or activate Green Arrow next turn, hopefully TKO-ing one of their characters thanks to it being Multi-Stat‘d. Another great thing about the card though, is that it is basically the perfect Battle Card to be aggressive with thanks to “With Friends…”. If they happen to block the attack so we can’t return it, it will be shuffled back into our deck to be used again later once we filter our way back to it; giving us even more chances to start abusing its effect!
I didn’t want to end today without mentioning a combo that Ryan brought up in his article submission that I felt really needed to be shared with the rest of you. He calls it the “Purple Blitz” and I think it very well could lead to all sorts of aggro builds.
It involves Blue Beetle‘s effect to place a Red Tornado into play, then followed up with a large draw effect like Push and Pull or Ingenuity to fill your hand back up. While I know it’s nothing earth-shattering, I really haven’t come across any decks trying to use set ups like this to help fuel them into the game fast. I think it really has the ability to be a great engine for a number of different decks, and is worth sharing with everyone.
Thanks for checking out today’s article. Again, shout outs to Ryan Newman for helping to fuel the idea for this deck today.
I truly think there are a bunch of cool concepts working together in this list, and many of them can be pulled apart to build completely different decks of their own if you like certain aspects of the list but not others.
The great thing about this game that I feel we’ve all come to enjoy is just how open ended the deck building can really be, and what different brews are waiting to be explored.
Until next time, enjoy your stay at the bar. Just don’t forget, there’s a two drink minimum.