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A pretty fast (turn 6-9 kill) fractal deck which was designed to bring glory to the fire-lance again.
It is hard to bog down, since 5 fractals bring you back into the game with the Brimstoners over and over again while fire-quantum supply constantly grows to make those lances and the Fahrenheit ever more dangerous from turn to turn.
Phoenix is a side option to open up another source of dmg and serves best as aggro-magnet against the AI who will then leave your Brimstoners at peace.
This is the rush-edition (within the Charge-frame of decks), that counts on outrushing the opponent while possibly sacrifizing lances to take out any critter that's just too dangerous ... A decent 50HP+ usually come from the little guys alone by the time your HP start getting troublesome.
Modifications that have also proven good are:
* 2-phase phoenix-fractal: bringing in another phoenix for a lance or tower
-> phase 1: fractal Brimstoners for quantum-generation; phase 2: fractal phoenix for that army
* Fahrenheit-focus: a 2nd Fahrenheit for a lance, fractal, phoenix or tower
* slight defense: the common 1-2 phase-shields in the mix for phoenix, tower, explosion, fractal
-> more time to sit behind a shield and make best use of those lances
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Lance-a-lots Conquest of AmericaOfficially approved by the
Master of Water as "tight" and "absolutely BRUTAL"
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Deck types in a general categorization: -- -- -- -- -- -- -- ]
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RUSH: (shrieker-, destroyer-, defenseless mono-rushes ...)
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STALL: -- -- -- -- (FG-rainbows, heal-, cc-, shield-intensive decks)
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CHARGE: -- -- -- -- -- -- (certain fractal decks, classic lance-decks, decks with a "breakpoint" like many TU-decks)
I like to call decks like the Lance-a-lot-deck a "Charge"-deck.
A charge-deck indeed kind of mimics a good old traditional war charge:
Slowly approaching for a while then charging in to destroy the opponent with certainty while taking heavy casualties oneself.
Charges generally exceed a rushes damage-output and ramp up their dmg to deadly proportions within very few turns. The difference in dmg-quality is that rushes can be stopped and broken with hardly a chance for recovery whereas a well orchestrated charge can't really be stopped anymore. (Chaaaarge!)
The price for an awesome Charge is of course some needed time for preparation. Here, a Charge is sort of like a stall deck, the difference being however that there is much less focus on actual survival and disruption tactics. A charge deck doesn't need this because it counts on the charge finishing the job before it gets too nasty.