Cursed Eye of the Dragshift Revengers Deck 2

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The glaring issue with the first deck:

Weak columns and a lack of finisher, and somehow, a small hand. A reliance on Luard or Macha for the superior call.

Minor issues:

Riding into Blaster Dark "Diablo" was more detrimental to the deck, the 10k beatsticks did nothing and whenever I didn't go into Luard, serious calling issues.

Fixing the issues:

Removed Diablo. Added 6 Draws. Added Clothru and Killermyu for trying to aim for the 21k magic swing. Only ride Peredur when necessary, and if I have to drop him, recycle with Luard. Added Debihira for hand filter (albeit she might get replaced with Macha) and made Rugos a one of tech to replace Dark Revenger as that was useless.

Current Decklist:

Grade 4 (9)
Dark Dragon, Phantom Blaster "Diablo" x4 (is less consistent if your opponent has a board, still good for the free 10k/1 crit, find myself using less of him now)
Dark Dragon, Carnivore Dragon x2 (I wish I had four. Easily the best stride in the deck (yes, it surpasses Phantom in this deck) for how versatile it is, and the lack of needing counterblast.)
Dark Knight, Grim Recruiter x2 (When your opponent is low on damage and you need some field presence, use it)
Supremacy Black Dragon, Aurageyser Dragon x1 (Awkward tech. I need another Aurageyser, but for now keeping it in the deck for the RRR fun foil)

Grade 3 (6)
Dragheart, Luard x2 (Go into this everytime and keep recycling units. Your main call engine.)
Halberd Revenger, Peredur x2 (Finisher. At this point at the game, do or die time guys.)
Illusionary Revenger, Mordred Phantom x2 (if possible, try and ride it before the Peredur turn. It's the most ideal to use the skill. Stride Phantom over it to get your opponent to the edge, and then use Peredur.)

Grade 2 (10)
Considering running 4 Macha, or 2 Koilbau because the 11k could be useful on Revenger turns where you cannot call as easily
Nullity Revenger, Masquerade x2 (12k beatstick on Revenger turns. 9k vanilla every other time. Want to save him for the Peredur turn to push cards out of the opponent's hand before Peredur goes in at 31k~44k + 1 critical)
Dragwizard, Liafail x2 (Draw cards, makes Cursed Eye that much better, plus 11k swing, cannot complain.)
Dark Night Maiden, Macha x2 (Dark horse. Superior calling, but the cb usage hurts. Good though.)
Direct Owlner, Debihira x2 (Hand filter. Testing for now.)
Darkness Revenger, Rugos x1 (Tech. Maybe the 10k will come handy? Testing for now.)
Koilbau Revenger x1 (This card seems a bit situational, but it's a 11k swing and I have a lack of heavy hitters. Main restriction is having less rear-guards... On a Peredur turn, he maybe a good card, if you couple it with Killermyu... Testing for now.)

Grade 1 (17)
Considering 4 Knies and Clothru. Masquerade might be cut even lower, but the Revenger in the name is vital.
Dragwizard, Knies x3 (9k for one turn. Helps draw, but cb.)
Puzzled Owlner, Clothru x3 (If a 9k + 7k = 16k, I'm hoping this will help reach for numbers (with triggers of course.) 3k for a unit could be a big difference, and wirh Killermyu, the 19k column you could make, becomes a 22k column which can force 15k shield.)
Transient Revemger, Masquerade x3 (Possible early 10k Rush, but mainly here for the Revenger name.)
Killermyu x3 (10k booster which kills itself at end of battle. Maybe if enough of them die, Koilbau can reach 11k? But the 10k boost I realise now is essential to help push for bigger lines.)
Night Sky Eagle x1 (Rip. Only have one, so this is all I can have. I'd run 4, or 3 in the deck. 11k beatstick too good to pass)
Little Skull Witch, Nemain x4 (I really wished this card could unflip. She could help solve the cb issues... But, the hand filter can be handy for a possible 10k shield that could save your life. I still love her to bits <3)

Grade 0 (17)
Considering 5 Draws, 4 Crits
Promising Knight, David x1 (I'd opt for Conrad as he has Revenger name and can help filter hand and give power, but, this card isn't too bad itself. Issue is the counts as two when killed, and when I use Luard stride skill first time, I end up killing it because I forget to plonk a dead card in hand down.)
Revenger, Undead Angel x3 (My favourite Shadow Paladin critical till the end. I will always run her! She's a crit, so it's self explanatory. I think 3 critical might be enough, as while this deck does need aggro, I feel the issue with hand should be sorted first.)
Howl Owl x4 (Margal clone, can help recover soul and give 3k to a unit who needs it. And it's a draw trigger.)
Freezing Revenger x2 (Rip. I wanted to run Dragprentice, Miach for how cute she was, but my need for Revenger triggers made me choose Freezing instead. Oh well, I like Freezing anyways, so still.)
Cursed Eye Raven x3 (Stand. I've wanted to try this card out, and when I realised it had some synergy of return to deck, and calling fodder for free, I wanted to try it. The stand hurts, but maybe I can get a few more attacks in?)
Healing Revenger x4 (Heal. Revenger namesake. I honestly really love her design, but in the past her timing is some of the worst... (I was really unlucky with her.) But testing out against my Budget Gold Paladins, she almost saved my ass! (I was on five damage and when I drew into my next card, it was a Heal lmao.) So, I have a lot more faith in her now, and that she'll bring me great recovery in the future. (That and... Its a free cb removal))

Okay, so this is what I'm planning to test next. I'm not sure how it'll go, but hey, I've done something. Will update when I change more. Fox out!

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