Named after Alucard's blood-healing spell from Castlevania: Symphony of the Night, this deck was created for the Trial of Light. The combination of the two feature cards of this deck made me think of Alucard, a half-vampire with a righteous mission.
Vampire Dagger is one of the strongest weapons in the game, dealing 6 damage and healing the player for 6 - all for only 2
. Of course any damage reduction shields will cancel the effect; this is a disadvantage of the Dagger compared to the Druidic/Jade Staves, which can continue healing even against a Bone Wall.
Crusaders are very versatile, able to grab your own weapon or adapt and grab your opponent's. For 7
total, they become 9|7 vampires in this deck, a decent quantum-to-damage ratio even without the vampirism. With the copious healing they offer, Half-Bloods can stack a lot of damage and you may still get Elemental Mastery.
Improved Blessing grants +3|+3, and at only 2
, they were a logical choice to boost the Crusaders' vampirism.
Dusk Shield seemed the best option for the shield slot, as there are plenty of Darkness quanta to spare unless you should be so lucky as to fly several Daggers. It may be unnecessary, though, and if you have an extra Dagger, you can swap these out for a Dagger and perhaps an extra Tower.
Hover over cards for details, click for permalink
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If you happen to have three Towers in your opening hand, you can have a Crusader on the field on turn 2 - just in time to be ready to endow on a Dagger on turn 3, the earliest you can play one.
Playing tips:
- Whenever possible, fly your Daggers, then stack all the blessings on one, and use that flown Dagger for Endowing - the Blessing carries over to the Crusader too. [pointed out by Higurashi]
- Priority with the light quanta is always endow, then blessing, then new Crusader. Endow grants a far better boost to healing, while summoning provides no extra healing until the following turn.
- If you do not fear crippling creature control such as Rewind, Freeze, Lobotomize, etc., then you should use the Blessings on the first Crusader you play - the one in the center of the board. This gives the greatest chance at an Elemental Mastery.
Winrate - 57%
Winrate after I started blessing Daggers - 68%
TTW chart:
Average TTW is 12.5529% of wins were Mastery before blessing Daggers,
74% of wins were Mastery once I started blessing Daggers
Since I also recorded the elements the AI used in each game, I decided to tally the elements that defeated me most frequently:
The lighter-colored bars are total losses over all 70 games, while the darker ones are just counting after I started blessing Daggers instead of Crusaders. Note the sharp drop in Water as a threat.
It's no surprise that Entropy was the toughest element in both cases; Antimatter, Maxwell's Demon, Pandemonium, Mutation, Discord, and Dissipation Shield all posed serious problems for this deck - it only got a 31% winrate against Entropy. Apart from Entropy, Water, and sometimes Death, not many Half-Bloods stood a chance. Poor Light NEVER broke me!