(A better name for the deck is welcomed, this is just the name I saved the deck with) Ok, this deck have been taking me to 1800 consistently. I think the deck is far from perfect yet, so I wasn't going to post it however ... So here it is: Take 2 of the following: Rad vampires Level 1 Human Priest Cursed Radcannon Cursed Radcannon Jet Armor Quinn's Buckler Captain Cedric's Boots Skull Of Savage Iljin Hand Of Melvelous Hand Of Melvelous Advanced Flexibility Manifold Healer 6 x Radiation Bomb 2 x Savage Curse 2 x Blind Rage 1 x Slowed 2 x Flanking Move 1 x Triple Heals 2 x Dodge 2 x Talented Healer 1 x Traveling Curse 4 x Unholy Energy 1 x Inspiring Presence 1 x Frenzy Aura 4 x Spear Of Darkness 2 x Leadership 1 x Team Walk 1 x Subtle Parry 2 x Consuming Spear 1 x Unholy Wellspring And the last party member: Mr Blenko Level 18 Human Priest Knife Of St. Blenko Knife Of St. Blenko Stargod's Raiments Aegis Of The Defender Hawkwind's Moccasins Skull Of Savage Iljin Tome Of The Withering Source Skull Of Savage Iljin Advanced Flexibility Advanced Piety 1 x Bless 2 x Demonic Revenge 4 x Spear Of Darkness 2 x Altruism 1 x Weak Chop 1 x Slowed 2 x Dangerous Maneuver 4 x Penetrating Lunge 1 x Greater Heal 2 x Leadership 6 x Inspiring Presence 1 x Enervating Touch 2 x Defender's Block 4 x Savage Curse 1 x Escaping Run 1 x Cushioning Armor 1 x Unholy Wellspring Strength: It's like fireball mages, with more heal, more draw, more blocks and more melee. (but less position control) unlike fireballs, rad bomb stacks attachments onto enemies and help push enemies' buffs away. You can choose the distance to fight. If you are staying far, leadership away all vampire attacks. If you are staying close, leadership away unholy energy, inspiring presense and rad bomb. (well, if you can't help it because warriors are in your face.) Weakness: Smokebomb+parry deck. priests don't have much extra movement so I can hardly position myself to avoid parry. (except Mr Blenko). To make matter worst, using vampire attacks with savage curse means I really can't afford to miss. Zero armor discard. And with cushioning armor around, it's not just a matter of buffing attacks over armor. Just a tiny bit of relief against heavy armor comes from Penetrating Lunge and Frenzy Aura. Variations: I used this in golden shrine league as well. But since there is less melee, make the following changes on rad vampires: Hand Of Melvelous => Tome Of The Withering Source and Jygpin's Healing Ring Jet Armor => St. Malaj's Cuirass Manifold Healer => Advanced Piety Before, Mr Blenko uses to have Martyr Blessing and the rad vampires used to have extra Hand Of Melvelous instead of Skull Of Savage Iljin... and oh, I used to have a mage instead of the second rad vampire.
You forgot to mention that your bomb can make bombs that you can detonate with another bomb and essentially wreck nuclear havoc as another strength
Well, I'm brave enough to say I don't like it The number of vampiric attacks on both rad priests is too low to justify vampirism, and the total movement is minimal. This deck has tons of card draws and healing, but will still lose to the concentrated attack on Mr.Blenko - after all, human priests have only 25 health. Two warriors will easily dispatch him in one turn, especially with smokebombs. Then the healing and card draw on the rest clerics will be insufficient to survive the fight. But I should say thanks for this deck, as it finally demonstrates the importance of Arrogant Armor You have almost no chances versus two warriors in Bern's Untouchable Mails + one wizard with many Cone Of Cold. The Cone slows your team from 3 movement to 1, and the warriors easily kill your priests one by one.
Eh... Sure this team loses to smoke, but how many players actually run smoke these days. Arrogant armor too. I'm pretty sure billiska hit 1800 with this build last season.
I don't question his words. I've wanted to say that it's just an anti-metagame party. And it's really good that such things exist... but it's bad that one needs so many Legendaries to build them
He mentioned that: In my opinion these can easily be fixed with a control wizard. Allthough Smoke Bombs will be tough, but what can you do?
Yes, there was a condition in the Halloween map rotation (Necromancer's Heaven, Haunted Graveyard, Dungeon of Decay) that makes this deck devastating: teams starts together and the victory points are also grouped together. This makes burst 2 really gets the value of its shots. Especially in Dungeon of Decay. The current maps needs different strategy that's why you don't see me playing this rad bomb deck currently. The vampire attacks are like bayonet. I shoot people as a preference. However, if you're tired of being shot at, you can come close and get a cantrip finish as well. Btw, did you notice that there are as many rad bombs as there are vampire attacks on the rad vampire? And considering that I usually get enough rad bomb to win without getting close, the number of vampire attack is by no means small. Most of the time I'll even leadership the default movement away for extra cards. There is no need to rush to victory point just like when you are playing wizard.
Blenko's Vamp Cannons? Bill's Rad Vamps? Billiska's Radioactive Armada Featuring Mr Blenko and Herman Menderchuk?
It's a pity that so non-traditional party needs a special map to be effective. I completely understand that vampire attacks are secondary, but you spend a skill (and a token) just for 6 attacks in a deck. The wizards regularly need to run away from the warriors, and your priests too.
I can't even count the number of legendaries I miss to build this deck... at least, I discovered the "cursed redcannon", and I definitively want 2 of them!