Please excuse my brevity im typing this from my phone, and will add more later.
Been having a lot of fun playing victor, and I think Im at the point where i need some fresh input. Why victor? I think vic is good vs mages because of soul seeker, sandworm, etc. I think hes good vs zal for the same reason. I also think victor can control most any deck that uses allies as a foundation. And lastly, its unexpected and not everyone has experience playing vs a strong victor deck.
Victor is disruptive. So if im playing vs majiya, she may cast t4 portal not expecting me to play death trap, for example. My list tries to maximize synergy. With no solid draw option, victor has to gain card advantage and tempo through synergy.
1 victor
4 puwen
4 potl
2 aldon
2 lily
4 TO
3 sandworm
2 aeon
4 pa
3 death trap
3 retreat
2 bad santa
2 lln
4 ss
Total 40 cards.
Similar to cwhits famous(?) victor. Cwhit recommends 9 3cc allies. I have 9 3-drops, but 3 of them are death traps instead of allies. The reason is survivability is huge for victor, and most 3ccs wont cut it. A warrior can keep dropping 3cc allies even if they die bc they have a bangin draw engine. With limited draw you have to make your cards count. Also, if im holding 2 arrows and my opponent has no targets my turn may be wasted, whereas traps can always be laid down.
Survivability also means sandworm is better than raven, imo. The "win condition" is sandworm + aeon.
Synergies include:
Lily + death trap (more traps so you dont get swarmed, even if lily dies you still cycled a trap, and may have freed a buried arrow from under trap)
Death trap + retreat (good for fatties)
Lily + retreat (more traps)
Arrow + ability + replay arrow
Retreat + potl
Conserve cards. If you can finish off an ally with puwen, save your arrow. Low draw means you have to get the most value out of your cards. The aim is to control early with allies, arrows and traps, get a sandworm down, and keep controlling the board while chipping away.
Dont focus on rushing or swarming the board. Instead figure out what you can set up to give you an advantage in later turns. For example if you already have a sandworm on board, play a TO or a trap rather than another fatty.
You make very efficient board control moves every time you can use your ability, so the problem is those in-between turns. Those are turns where you can play retreats and traps to stall until you can cycle an arrow to disable 2 allies.
Now the problems:
- solo decks. Millstalker, solo gwen and solo dc are hard bc they make a lot of your cards irrelevant.
- zhanna? Havent faced one but seems like a loss. Vic cant do so much damage all at once, and allies arent really threatening to zhanna...
-majiya? I had a problem with majiya before death trap. Unlike eladwen, maj is resilient to me healing bc she kinda does all her damage in 1-2 turns. (Portaled fatties, ton of burn). Elad kinda gives you a break when you can heal off weenies and before the burn). But maybe a surprise trap would be good there.)
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