1x Lance
3x Jasmine
4x Blake
4x Aldon
4x Nightshade
2x Aeon
3x Assassination
4x Reconnaissance
4x Mugged!
2x Retreat
32 Cards Total
19 Allies
____________________________________
Rationale and Strategy
The reason that this deck is called "Can't Touch This" is because the main strategy is to keep my allies alive as long as possible using ambush and stealth. Once I gain board control, I use other cards to supplement my allies and help maintain board control as well as hack away slowly at the enemy hero.
Jasmine: Low cost, cool ability.
Blake: I like Blake as a 2cc ally because he can do some heavy damage early in the game. Normally, it's suicidal to play Blake if your enemy has an ally on board already, but with Lance's ability, Blake can be protected until board control is gained.
Aldon: Crucial for this deck, because he turns Nightshade, a decent card, into a great card. A 2cc card with 2 attack paired with stealth and ambush is amazing.
Nightshade: One of my favorite cards in this deck. Once I play it, it seems to stick around most of the game because it isn't seen as a threat. Aldon and Erika and Blake ALWAYS get targeted first. Big mistake. For example, if I have 4 Nightshades on the board, I can only do 4 damage. But if I play an Aldon and a Recon, suddenly that 4 damage turns to 12 damage.
Aeon: Protects Blake and Nightshade. Costy, but effective.
Assassination: Love this card for board control. Nothing feels better than being able to exhaust a Nightshade and kill an Aeon or Plasma.
Reconnaissance: Need 4 of these. Draws a card, lets you see your opponents hand, AND gives your allies +1 attack. So many situations that this card is crucial in.
Mugged!: Heals and does damage. Enough said.
Overall: It's not a perfect deck, but it's worked pretty well for me so far. Typically, my games all start the same way:
1st Turn: Sac
2nd Turn: Sac, Blake, Lance's Ability (If opponent already played an ally)
3rd Turn: Aldon, or if no Aldon has showed up yet, Jasmine.
4th Turn: Depends on the situation. If there's a high health enemy ally, then I play an Assassination. If there's no immediate threat, I'll play 2 more 2cc allies.
After that, I try to get as many allies on the board as I can and supplement them with Recons, and Aldons to do as much damage as possible. I use Assassination to keep board control and take out tanks, and use Lance's ability to keep my allies safe.
Anyway, I don't pretend that this is a perfect deck, so I'm open to suggestions.
Bookmarks