Hero (1):
Zaladar
Great Ability, *IF* you even need to use it.
Allies (17):
Hellsteed *4
Awesome with a Shard out. Amps allies and can attack with Shard of Power and Meat Wagon. Spark *4
Yeah, fierce if you get a few out.
Rotling *2
Never really need them, most of the time you'll have a Spark to play, only relevant if you had to kill a Jasmine or something of yours was killed. Flare *4
Great synergy with Spark. Frostmare *3
Great going second and Kris or Brigette were dropped, also really nice latter in the game.
Abilities (9):
Bad Santa *3
Added draw, the usefulness has been changed a bit in this build.
Nocturnal Advantage *3
Amps allies, and more importantly bypasses things like Into the Forest and weapons.
Artifacts (3):
Shard of Power *3
Amps everything and has staying power.
Meat Wagon *3
Might Amp everything and has staying power.
All and all as effective as my DP version and better than the pure CotC. I am limited in my ability to test this version, since I haven't had access to half of the heroes since the first time I leveled up in DP. This deck is far more interesting and aggressive to play than it's DP counterpart.
The biggest change is how resources are affected. Like the previous version there are nine global amps, but now since two of them are artifacts you'll end up with more than three resources virtually every time. Also like the DP version you only NEED three resources to win, but since you WILL have more Bad Santa has a stronger place in this build. Before it was only to fish out Nocturnal Advantage when dealing with a Hunter who had used Into the Forest or any Hero with a weapon, or in the rare case you had been board wiped, now they are good for something to use those extra resources on and to fish out Frostmare as well as to have the potential to make sure Meat Wagon is working as an amp.
Anyway, this is still just a prototype build since the cards haven't been finalized for the SF expansion.
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