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Wave-guided microwaves

Posted: Mon Mar 10, 2014 11:58 pm
by Rashaskool
Wave-guided microwaves


Creatures (3 Radiance, 20 Lightning, 4 Wind, 27 Total):
4 x Sanshia --- [cost 2 Wind]
4 x Shinanigan --- [cost 3 Lightning]
2 x Ultimus Prime --- [cost 8 Lightning]
3 x Teiton --- [cost 2 Lightning]
3 x Original Spark --- [cost 1 Lightning]
4 x Voltaire --- [cost 4 Lightning]
3 x Shine Missile --- [cost 1 Radiance]
4 x Tayzor --- [cost 2 Lightning]

Spells (7 Radiance, 3 Lightning, 3 Wind, 13 Total):
3 x Falcon Strike --- [cost 2 Lightning]
3 x Fair Wind --- [cost 1 Wind]
4 x Energy Charge --- [cost 3 Radiance]
3 x Quickfire Sedative --- [cost 2 Radiance]

Cost info:
1 : RR RC CC LL L
2 : RR RC CC CL LL LL LL LL L
3 : RR RR LL LL
4 : LL LL
5 :
6 :
7 :
8 : LL

Average cost = 2.475

Creatures / Spells / Runes: 27/13/0

10 Radiance, 7 Wind, 0 Ice, 0 Water, 0 Gravity, 0 Earth, 0 Fire, 23 Lightning

Blockers: 7.5000005% (3/40).
Damage 2: 15.000001% (6/40).
Damage 3: 10.0% (4/40).
Responcers: 15.000001% (6/40).
Honor: 10.0% (4/40).

Simple deck with a simple premise

Exhaust things all day and make Voltaire annoying as hell. Spark → Teiton → Voltaire + Spark has been my fave combo so far. 8K damage 2 at turn 4

Re: Wave-guided microwaves

Posted: Tue Mar 11, 2014 5:49 pm
by cap'n
I am not seeing your use of turn four costs, turn five and turn 6 cost cards that you could take advantage of and you have six turn ones and eleven turn two creatures where the room could be used for them.

Re: Wave-guided microwaves

Posted: Tue Mar 11, 2014 7:24 pm
by Rashaskool
So far I haven't needed to have anything more than Voltaire and a bunch of others.

I build up significantly early game so it hasn't seemed to matter. What would you suggest (and why)? I'll test it and see results