KP Commons: Water-Radiance Reflection River
Posted: Fri May 18, 2012 10:22 am
Creatures (16 Water, 15 Radiance, 31 total)
4 x Apprentice Warmage Spectra --- [cost 3 Water]
3 x Ars Megistus --- [cost 5 Radiance]
4 x Engorica --- [cost 3 Radiance]
2 x Elemental Warmage Rainboa --- [cost 6 Radiance]
3 x Shine Missile --- [cost 1 Radiance]
3 x Sunbliss Hara --- [cost 3 Radiance]
3 x Shiria --- [cost 6 Water]
3 x Black Tail Beluga --- [cost 5 Water]
3 x Imperial Blue --- [cost 8 Water]
3 x Meryl Maid --- [cost 1 Water]
Spells (3 Water, 6 Radiance, 9 total)
4 x Quickfire Sedative --- [cost 2 Radiance]
3 x Slipstream --- [cost 1 Water]
2 x Energy Charge --- [cost 3 Radiance]
Play Guide:
This deck, a 'Strange' combination, has on one side, the strong defense and power of Radiance, and on the other hand, great fluidity and adaptability from Water, resulting in a very balanced deck with no particular strengths or weaknesses other than exactly what was just described. The result, therefore, is decent field control through battles, and good momentum through cost reduction. The deck is built to flush away enemy creatures either by striking them or returning them to the hand, and this, in turn, grants some notable freedom in attacking, since any resulting enemy swarms can often be handled easily. If that is not possible, the deck has the option to just slow down and stall a bit. What the deck lacks is the ability to outright destroy or discard things, so it is a bit less effective when heavily pressured by spells or enemy creatures of a size that makes them difficult to crush. So, the player must be careful if the opponent suddenly 'punches holes' in their defense line. For this reason it is also very important to know when to block, and when to just let attacks through even though one would not lose much.
After playing the deck for a while, players might want to try Riptide Reef to offer them even more protection against opposing swarms, Polyphonic Flo for better control over their flow, or for heavier defense or offense, make room for Skylia or Solarion Thistle.
4 x Apprentice Warmage Spectra --- [cost 3 Water]
3 x Ars Megistus --- [cost 5 Radiance]
4 x Engorica --- [cost 3 Radiance]
2 x Elemental Warmage Rainboa --- [cost 6 Radiance]
3 x Shine Missile --- [cost 1 Radiance]
3 x Sunbliss Hara --- [cost 3 Radiance]
3 x Shiria --- [cost 6 Water]
3 x Black Tail Beluga --- [cost 5 Water]
3 x Imperial Blue --- [cost 8 Water]
3 x Meryl Maid --- [cost 1 Water]
Spells (3 Water, 6 Radiance, 9 total)
4 x Quickfire Sedative --- [cost 2 Radiance]
3 x Slipstream --- [cost 1 Water]
2 x Energy Charge --- [cost 3 Radiance]
Play Guide:
This deck, a 'Strange' combination, has on one side, the strong defense and power of Radiance, and on the other hand, great fluidity and adaptability from Water, resulting in a very balanced deck with no particular strengths or weaknesses other than exactly what was just described. The result, therefore, is decent field control through battles, and good momentum through cost reduction. The deck is built to flush away enemy creatures either by striking them or returning them to the hand, and this, in turn, grants some notable freedom in attacking, since any resulting enemy swarms can often be handled easily. If that is not possible, the deck has the option to just slow down and stall a bit. What the deck lacks is the ability to outright destroy or discard things, so it is a bit less effective when heavily pressured by spells or enemy creatures of a size that makes them difficult to crush. So, the player must be careful if the opponent suddenly 'punches holes' in their defense line. For this reason it is also very important to know when to block, and when to just let attacks through even though one would not lose much.
After playing the deck for a while, players might want to try Riptide Reef to offer them even more protection against opposing swarms, Polyphonic Flo for better control over their flow, or for heavier defense or offense, make room for Skylia or Solarion Thistle.