Therefore, I think @Magic Elves should build a team revolving around a warrior dual wielding pressing problems. (since I assume he has two already.)
(I actually dropped a third from a league chest, but don't tell anyone) The problem with Pressing Bash, as far as I can tell, is that unlike Lunging Bash there's no way to keep the opponent at range while continuing to do damage, due to moving after the attack connects. This limits it's best usage to moving opponents around WHILE damaging them, when in most cases it would be better to do either one or the other. Possibly could be useful in a 3 human warrior team, with Pressing Bash to separate the opponent's characters and using Sprint Team to move other warriors with more attacks closer?
I was either going to suggest the above or two pressing bash armed elves and a wizard for more minor movement control and some floor effects. A human mage with sprint team. The elves would have as many quick runs and quick steps as could be packed on with their 'problems' the mage could fill the floor with spiked terrain, acid, or lava as needed.
If you happen to have a lot of Lucent Talisman I would love to see a thorough exploitation of Accelerate Time, Soothing Darkness and Accelerated Thought for card draw as well as big heals. Some version of Consecrate Ground would also sync well.
I really like Unholy Energy for Accel. builds. Healing Blessing also comes on a couple of good items that only get better when it's healing is being multiplied by Accelerate Time. Especially with a pair of wizards, Auric Charm is a personal favorite.
Time Travelers - Accelerate Time Wizard with Priests with Lucent Talisman/Auric Charm Battles, Rating: Spoiler Starting Rating: 1508 Maximum Rating Achieved: 1372 Finishing Rating: 1316 14 wins, 27 losses Characters: Spoiler Image: Spoiler Text: Spoiler Time Traveler Level 21 Human Wizard Wym's Lavastaff Wym's Lavastaff Flame Warper Boiling Warper Klonox's Warper Boiling Warper Firehide Robes Hawkwind's Moccasins Subtle Positioning Novice Teleportation 4 x Volcano 2 x Dimensional Traveller 1 x Force Bolt 1 x Escaping Run 2 x Burning Fingers 2 x Flame Spit 2 x Vanguard 2 x Dangerous Maneuver 1 x Illusory Barrier 2 x Boiling Armor 11 x Firestorm 1 x Resistant Hide 4 x Accelerate Time 1 x Subtle Parry Time Traveler's Wife Level 20 Human Priest Crazed Hermit's Gizmo Purging Mace Holy Breastplate Hexagon Shield Bertha's Big Clogs Lucent Talisman Auric Charm Lucent Talisman Subtle Positioning Focused Piety 2 x Soothing Darkness 1 x Inspiring Presence 3 x Altruism 1 x Cleansing Burst 1 x Entangling Roots 1 x Officer's Harness 1 x Walk 1 x Radioactive Goo 3 x Purging Burst 2 x Pushback Parry 2 x Vanguard 2 x Purging Strike 2 x Accelerated Thought 2 x Armor Of Faith 2 x Radioactive Spray 1 x Predictable Stab 1 x Subtle Parry 1 x Surging Shield Block 2 x Push The Button 1 x Reliable Mail 3 x Holy Armor 1 x Healing Blessing Radiant Level 22 Dwarf Priest Crazed Hermit's Gizmo Sacrificial Axe Holy Breastplate Bloodshield Of Xoc Bertha's Big Clogs Lucent Talisman St Ulrich's Bones Auric Charm Raging Battler Focused Piety 1 x Soothing Darkness 1 x Reliable Mail 2 x Blind Rage 1 x Radioactive Goo 2 x Bloodied Block 3 x Holy Armor 2 x Vulnerable 1 x Strong Hack 1 x Bless 1 x Inspiring Presence 3 x Altruism 1 x Toughened Hide Strips 1 x Accelerated Thought 1 x Cleansing Burst 1 x Martyr Blessing 1 x Triple Heals 1 x Disorienting Block 2 x Radioactive Spray 1 x Walk 2 x Pressing Bash 1 x Armor Of Faith 2 x Push The Button 1 x Cleansing Ray 1 x Entangling Roots 1 x Officer's Harness 1 x Healing Blessing Overview: Spoiler 7 legendaries, 4 epics, 15 rares, 4 uncommons, 0 commons. Most of the legendaries are for the wizard, and can be swapped out, though Wym's Lava Staff is pretty unique. Discussion: Spoiler This was fun, provided I wasn't getting absolutely thrashed, which was most of the time. Not sure whether how badly I did with this is because of my poor play or just the deck. Accelerate Time can be used with lots of stuff; burning, terrain, various other attachments. I focused mostly on terrain, which was probably a mistake (considering how bad I am at timing it). Burning would probably have been better, along with Fragile Curse. The damage from Firestorm was usually offset by various healing, but I had to drop quite a few. Soothing Darkness can do substantial healing when used with Accelerate Time, but that encumber 1 is quite a handicap. One also has to draw it at the right time. Overall, I wasn't very happy with this card. Accelerated Thought was quite useful with Accelerate Time, without any major handicaps either. I was using too many attachments though (the firestorms really were a bad idea), got knocked off a bit; or else I had to put it on a priest instead of the wizard. I think perhaps Ebony Prayer Beads may have been a better item to go with. McKay's Energy Cube is also worth consideration. With all the terrain being used, more Entangling Roots would also have been good. Pros, Cons, Possible Improvements: Spoiler Pros: Capable of killing all enemies in a single round. Can come back from low health quite quickly. Doesn't require Line of Sight. Cons: Slow. Next to no direct damage (barring firestorms). Falls apart without wizard. Possible Improvements: Switch out staffs for burning staffs, such as Overheated Staff and suchlike. Switch out divine weapons for something with a bit more oomph. More movement Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 3 Fun: 6 Adaptability (how well it can cope with different opponents/strategies): 3 Mobility: 2 Defense/Healing: 8
I had a similar idea, but with an emphasis on Burning attachments, and a control wizard instead of the second priest (So I could spread out my Accelerate Times across two characters, and thus take Gold token staves) Spoiler: Characters Bluntwhisker Spellbeard Level 22 Dwarf Wizard Silver Lightning Forval's Teak Staff Reality Warper Reality Warper Asmod's Telekinetic Chain Ring Of Appropriation Warp Robes Quellic's Boots Raging Battler Electroporter Novice 2 x Short Perplexing Ray 1 x Flanking Move 1 x Mystical Drakehide 1 x Toughened Hide Strips 1 x Gusts Of War 2 x Blind Rage 1 x Freeze 1 x Dangerous Maneuver 3 x Stone Spikes 1 x Powerful Spark 2 x Reliable Mail 2 x Accelerate Time 2 x Dimensional Traveller 1 x Flash Of Agony 2 x Obliterating Spark 4 x Inquisition Bolt 7 x Telekinesis 1 x Potent Spark 1 x Spark Inductor Wizbang Axmagi Level 13 Dwarf Wizard Barnum's Staff Overheated Staff Flame Warper Avakiria's Cup Rantic's Orb Of Inner Fire Flame Warper Warp Robes Hawkwind's Moccasins Raging Battler Focused Pyromancy 1 x Toughened Hide Strips 6 x Flame Spit 4 x Ember Burst 4 x Glob Of Flame 4 x Instant Burn 2 x Flame Jet 1 x Escaping Run 3 x Dangerous Maneuver 3 x Firestarter 1 x Combustible 2 x Accelerate Time 1 x Mystical Drakehide 2 x Blind Rage 1 x Boiling Armor 1 x Dimensional Traveller Faith Dwarfhealer Level 21 Human Priest Evensong Evensong Glowing Hide Armor Yvette's Buckler Hawkwind's Moccasins Purging Charm Auric Charm Auric Charm Trainee Command Advanced Piety 1 x Thick Hide Armor 1 x Bloodied Block 1 x Purging Burst 2 x Entangling Roots 1 x Invigorating Touch 4 x Mass Frenzy 2 x Controlled Overswing 1 x Reliable Hide Armor 1 x Subtle Parry 2 x Altruism 1 x Escaping Run 2 x Dangerous Maneuver 1 x Vulnerable 1 x Walk, Team! 1 x Surging Shield Block 1 x Purge 1 x Defender's Block 2 x Powerful Bludgeon 1 x Enervating Touch 2 x Inspiring Presence 2 x Healing Blessing 5 x Greater Heal In a VERY heavily Ranged meta, I would swap the two Evensongs for Cursed Radcannons. When used in an appropriate meta, these decks have consistently held me within about 75 elo of 1700.
Highlanders - All cards are unique, 1-1-1. Spoiler: Battles, Rating Starting Rating: 1316 Maximum Rating Achieved: 1407 Finishing Rating: 1386 16 wins, 10 losses Spoiler: Characters Spoiler: Image Spoiler: Text Anomaly Level 22 Elf Warrior Cat'Leth Axe Of Evasion Slice And Dice Spiked Tlahuiztli Acrobat's Aegis Crusty Helm Boots Of Discretion Superb Mobility Delicate Dervish 1 x Powerful Hack 1 x Hardy Mail 1 x Dodge 1 x Obvious Maneuver 1 x Fiery Stab 1 x Laser Cutdown 1 x Superstitious 1 x Lunging Strike 1 x Healing Dash 1 x Elven Maneuvers 1 x Blind Rage 1 x Mail 1 x Reliable Mail 1 x All Out Attack 1 x Elvish Insight 1 x Strong Bludgeon 1 x Barbed Platemail 1 x Absorbing Block 1 x Missile Block 1 x Ouch! 1 x Unnerving Strike 1 x Laser Thrust 1 x Slippery 1 x Surging Shield Block 1 x Sparkling Cloth Armor 1 x Vicious Thrust 1 x Disorienting Block 1 x Trip 1 x Push The Button 1 x Dancing Cut 1 x Traveling Curse 1 x Laser Block 1 x Nimble Strike 1 x Wind Dancer 1 x Laser Strike 1 x Catch Arrow Nonconformist Level 22 Human Priest Chaos Hammer Tainted Morningstar Stargod's Raiments Defensive Buckler Goat Boots Outcast's Relic Corpselight Charm Xlaka's Sacred Bundle Alpha Positioning Pious Healer 1 x Savage Curse 1 x Inspiring Presence 1 x Howl 1 x Triple Heals 1 x Boosted Heal 1 x Able Stab 1 x Leadership 1 x Dangerous Maneuver 1 x Creature Of The Night 1 x Demonic Power 1 x Vanguard 1 x Block 1 x Altruism 1 x Bad Luck 1 x Defender's Block 1 x Healing Rays 1 x Cushioning Armor 1 x Lifesaving Block 1 x Weakened Armor 1 x Unholy Energy 1 x Draining Touch 1 x Misguided Heal 1 x Immovable 1 x Healing Pulse 1 x Unholy Wellspring 1 x Curse Of Fragility 1 x Enervating Touch 1 x Loner 1 x Demonic Feedback 1 x Genetic Engineering 1 x Inquisitor's Strike 1 x Impenetrable Nimbus 1 x Talented Healer 1 x Strong Bash 1 x Bless 1 x Mass Frenzy Snowflake Level 22 Dwarf Wizard ManMelter Spritastrophe Befuddling Stone Rod Of Palver Pree Mathilda's Locket Runestone Wym's Emberplasm Dress Naugus Hide Boots Lucky Toughness Novice Electromancy 1 x Volcano 1 x Lucky Charm 1 x Brain Burn 1 x Magma Spray 1 x Dissolve Armor 1 x Medium's Garb 1 x Violent Spin 1 x Flash Flood 1 x Unstable Bolt 1 x Spark Inductor 1 x Hot Spot 1 x Acid Jet 1 x Stone Spikes 1 x Maze 1 x Long Spark 1 x Laser Spray 1 x Fireball 1 x Telekinesis 1 x Surging Blast 1 x Ice Bolts 1 x Cone Of Cold 1 x Mega Laser 1 x Short Perplexing Ray 1 x Arcane Feedback 1 x Pull The Trigger 1 x Wall Of Fire 1 x Obliterating Spark 1 x Force Bolt 1 x Spark Generator 1 x Weak Strike 1 x Winds Of War 1 x Squeamish 1 x Deadly Spark 1 x Flame Jet 1 x Toughness 1 x Parry Spoiler: Overview 2 legendaries, 7 epics, 8 rares, 7 uncommons, 5 commons. Not sure how easily items can be swapped around while still having only one of each card. The legendaries can be changed easily, might have a bit of bother with the epic weapons. Spoiler: Discussion Highlander is an interesting exercise in deck-building, and playing. I'd recommend trying it out. With the exception of weapons for warriors, there is more possibilities than you might think. Unfortunately one sort of has to include bad cards in the mix. Trip cost me a couple of games. Laser Spray was pretty bad as well. It is more luck-based than your usual deck, given that there is no consistency in what one draws. I think I could have got to a higher rating, but had a small string of bad luck (laser spraying my own guys, tripping on a volcano, ouch doing a fair amount of damage). It is pretty versatile with careful play. Spoiler: Pros, Cons, Possible Improvements Pros: Pretty versatile. Lots of damage. Opponent has no idea what to expect. Cons: Bad cards can trip one up. A bit slow. No idea what to expect. Possible Improvements: Fiddle around to get rid of Trip (I like Boots Of Discretion, but that Trip can be pretty bad). If possible, add more movement in the line of Team Walk or such. Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 7 Luck (how much it relies on luck, 1 being a lot): 2 Adaptability (how well it can cope with different opponents/strategies): 8 Mobility: 4 Defense/Healing: 5
Midnight's Children - Vampire, Werewolf and Spirit. Spoiler: Battles, Rating Starting Rating: 1386 Maximum Rating Achieved: 1503 Finishing Rating: 1486 15 wins (2 due to opponent not playing), 9 losses Spoiler: Characters Spoiler: Image Spoiler: Text Count Yurik Level 22 Elf Priest Vampire Knight's Embrace Vampire's Blade Jet Armor Hexagon Shield Pergop's Slippers Relic Of The First Vampire Vampire's Teeth Andrei's Chiropteran Bundle Healthy Rapidity Tainted Vampirism 1 x Pathfinding 1 x Fleet 1 x Surging Shield Block 1 x Healing Dash 4 x Invigorating Touch 2 x Vampiric Form 1 x Toughened Hide Strips 5 x Vampire's Kiss 1 x Traveling Curse 1 x Draining Touch 1 x Mass Frenzy 2 x Swarm Of Bats 2 x Pushback Parry 1 x Frenzy Aura 1 x Unholy Wellspring 1 x Blight 1 x Cause Fumble 2 x Spear Of Darkness 2 x Violent Spin 2 x Consuming Spear 3 x Loner Vasyl Level 23 Dwarf Wizard Staff Of Chask Silver Justice Pipes Of Hamelin Pipes Of Hamelin Sensate's Ring Sensate's Ring Vasyl's Ectoplasmic Raiments Bertha's Big Clogs Lucky Toughness Focused Ethereality 4 x Inquisition Bolt 2 x Little Zap 1 x Parry 1 x Toughness 2 x Force Cone 2 x Medium's Garb 1 x Walk 2 x Traveling Curse 4 x Punishing Bolt 1 x Slowed 2 x Pushback Parry 3 x Ethereal Form 1 x Lucky Charm 2 x Squeamish 4 x Hypnotic Beacon 1 x Reliable Mail 2 x Gusts Of War 1 x Officer's Harness Volkov Level 23 Human Warrior Howling Pain Howling Pain The Strongarm Perilous Ringmail Croker's Lucky Laser Shield Outgrown Helm Boots Of Safety Alpha Positioning Howling Lycanthropy 1 x Ill-fitting Armor 1 x Healing Dash 5 x Strong Hack 1 x Telepod Jaunt 1 x Bloodied Block 1 x Vanguard 1 x Lifesaving Block 1 x Thickened Mail 1 x Weak Strike 1 x Traveling Curse 6 x Nimble Strike 1 x Laser Block 2 x Lycanthropic Form 10 x Howl 1 x Reliable Mail 1 x Leadership 1 x Teleport Self Spoiler: Overview 7 legendaries, 11 epics, 4 rares, 4 uncommons, 3 commons. A bit top-heavy here. Could replace most legendaries/epics with less rare stuff, though the better form skills are epic+ (Frenzied Lycanthropy isn't bad). I was going to wait until I had more items to make this more thematic, but decided to go with what I had (I do have Count Yurik's Slippers, but didn't really want to use them). Spoiler: Discussion Seeing as how this deck is based around forms, I will give my opinion on the various form cards here. Spoiler: Spirit 2 gold, 6 silver, 2 bronze, 1 paper, 2 black. Doom: While a good card for SP quests, it is just too slow for MP. It can easily be purged off or even just knocked off with attachments. I had a grand total of 0 doom kills (though only attached 3 or 4). Fly: Certainly a useful card, though a bit overvalued at gold. Acid Jet: A fairly decent card, useful for slowing enemies down and removing armour. Boo!: Not without its merits, quite difficult to use effectively though. Hex Of Dissolution: Reasonably good, can remove an armour at least, though as a spirit you probably won't be laying down an awful lot of acid. Memory Loss: A one to one card trade is pretty good, and the oldest card is usually good. Unholy Curse: A great card. Three whole extra damage for every single hit you get in on a character, for two turns. Ancient Grudge: A marvellous card if the game goes on long enough, or if you skip through your deck. However, form cards don't go to your discard pile, so this isn't as good while a spirit. Beam Of Hate: A solid linear attack. Curse Of Fragility: A reasonably good card, especially for paper. Between this and Unholy Curse, a Spirit migh make a good match for a burny wizard. Creature Of The Night (Trait): There isn't as much silver knocking around as I would have thought, so this is usually fine. However it can be pretty disastrous up against a focused silver character. Traveling Curse (Trait): As a spirit, this is great. 1 damage with no armour. As not a spirit, not so great, unless you are packing a lot of armour. Ethereal Form (Trait): Overall, reasonably alright, though I don't think it's up to scratch to replace a character. Overall, I would say the worst of the three forms. Spoiler: Werewolf 2 gold, 5 silver, 3 bronze, 2 paper, 1 black. All Out Attack: An excellent card (Personally, I hate it). With two or more you can do huge damage (provided there is no blocks in the way), as werewolves have lots of penetrating attacks. Monstrous Hide: A great armour. Werewolves are very tough to hurt with a couple of these. Howl: 2 heal + another card (with a 1/10 chance of another howl), need I say more? Also a good pass card. Massive Jaws: Solid penetrating attack. Sundering Strike: Great armour removal. Vicious Thrust: Strong step attack. Mighty Charge: Potentially lethal, very strong card, existence of is good for bluffing. Prowl: (Free) Movement and frenzy two too. Vicious Bite: Solid penetrating attack. Lunging Bite: Weak, but a good step attack for paper. Mad Dog (Trait): Usually doesn't do anything, but an extra threat when health is low. Creature Of The Night Lycanthropic Form: Look at all those great cards. Very strong, capable of replacing a character. The best of the three forms. Spoiler: Vampire 2 gold, 4 silver, 4 bronze, 1 paper, 2 black. Sneaky Bloodsuck: An ok card (base potential swing of 20 hp), though not so easy to get the back of the opponent (easier with Swarm Of Bats). Swarm Of Bats: Amazing card (best form card?). Great for chasing down wizards, escaping from warriors, getting to vps. Flight Aura: Better on some rotations than other. Not very useful this rotation, but an alright card. Useful for fleeing. Invigorating Touch: Strong vampiric attack. Vampire's Kiss: Hmm. A bit random. If it hits, there's a 1/11 chance of turning them into a vampire (this doesn't take draw limit into account), and 1/11 chance of Creature Of The Night getting attached. There's a 1/11 chance of them drawing at least one loner, 1/121 drawing at least two, and so on. There is a 1/10 chance of them drawing any of the other cards. I guess the question is whether a random card is better than a random vampire card; or if you can see their cards, whether those are better than a random vampire card. Hard to call. Avenging Touch: A pretty good card, one can always use it on one's own guys if needed. Ennervating Touch: Solid vampiric attack. Prowl Spear Of Darkness: Solid vampiric attack. Vampires have to get in too close most of the time. Consuming Touch: Weak vampiric attack (alright for paper). Creature Of The Night Loner: This rotation was a bit more worse with this than most, I suspect. Usually not too problematic with some care, but occasionally pretty harmful. Vampiric Form: A reasonably good character, could maybe stand in briefly for a character. I saw a grand total of 0 spirits and vampires (other than mine) while playing this deck, but plenty of werewolves. Werewolves are the alphas of the forms. Also, you can get a ridiculous amount of Howls on one character. Volkov was a werewolf for much more turns than Vasyl a spirit, or Yurik a vampire (maybe ~ 1/2 the time as werewolf, ~ 1/4 as spirit, ~1/5 th as vampire (very rough guesses)). The most important addition to a werewolf is... (hint - my favourite card) Spoiler Teleport Self! Spoiler It makes those already dangerous charges much more of a threat. Howling Pain is a great weapon. Pipes Of Hamelin and Vasyl's Ectoplasmic Raiments are good items too. Overall, a pretty alright deck, interesting to play. This rotation had lots of illusions and sprinting warriors floating around, which were a bit of a pain to deal with with this. Spoiler: Pros, Cons, Possible Improvements Pros: Fairly consistent drawing (smaller deck sizes for forms). Lots of damage. Lots of healing (except for poor Vasyl). Cons: Bad traits can be quite harmful. Opponent has a fairly good idea of what to expect. Weak against silver. Possible Improvements: Bynzer's Black Spear for Count Yurik, for some range 2 damage. Make them less/more likely to switch form? Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 8 Luck (how much it relies on luck, 1 being a lot): 6 Adaptability (how well it can cope with different opponents/strategies): 6 Mobility: 6 Defense/Healing: 7
Thanks for the report. I've mostly switched my human warriors team over to a werewolf team due to the great power of howl. My vampire team on the other hand, I still like to use the triple talented healer divine skill. Vampire's kiss really needs to see a buff before I prefer it over invigorating touch. It can remove armor but at a cost of them being able to gain that life back. I've actually started considering using my savage curses for armor removal when necessary, like say, against werewolf hide. Spirits didn't even get a look from me.
Peekaboo - Elves with insight & devastating blow. Spoiler: Battles, Rating Starting Rating: 1476 Maximum Rating Achieved: 1521 Finishing Rating: 1467 4 wins, 6 losses Spoiler: Characters Spoiler: Image Spoiler: Text Inquisitor Level 21 Elf Wizard Silver Justice Silver Lightning Phantom Pain Wym's Spiteful Bucket Evasive Disruptor Sensate's Ring Malevolent Robes Hawkwind's Moccasins Fey Insight Novice Teleportation 1 x Little Zap 1 x Force Cone 1 x Creature Of The Night 1 x Big Zap 2 x Dangerous Maneuver 1 x Punishing Bolt 2 x Illusory Barrier 1 x Arcane Shell 2 x Dimensional Traveller 2 x Obliterating Spark 1 x Escaping Run 2 x Ancient Grudge 1 x Path Of Knives 1 x Force Bolt 1 x Gusts Of War 1 x Boiling Armor 2 x Elvish Insight 1 x Fey Silversmith 1 x Teleport Self 1 x Lava Pool 1 x Laser Beacon 1 x Squeamish 8 x Inquisition Bolt Beorn Level 23 Elf Warrior Sharp Spetum Club Of Devastation Sharp Spetum Plates Of Ixicha Hexagon Shield Outgrown Helm Vollmond Boots Fey Insight Delicate Dervish 1 x Reliable Mail 2 x Vulnerable 1 x Quickness Aura 1 x Fey Silversmith 2 x Elvish Insight 2 x Pushback Parry 10 x Devastating Blow 1 x Energizing Move 1 x Wind Dancer 1 x Superstitious 1 x Dancing Cut 1 x Arrogant Armor 1 x Ill-fitting Armor 6 x Vicious Thrust 1 x Surging Shield Block 1 x Creature Of The Night 1 x Wild Run 2 x Howl Bern Level 22 Elf Warrior Club Of Devastation Club Of Devastation Sharp Spetum Bern's Untouchable Mail Hexagon Shield Fool's Coif Boots Of Discretion Superb Mobility Delicate Dervish 1 x Healing Dash 1 x Sparkling Cloth Armor 1 x Quick Reactions 4 x Vulnerable 11 x Devastating Blow 1 x Elven Maneuvers 1 x Wind Dancer 1 x Superstitious 1 x Dancing Cut 1 x Slippery 3 x Arrogant Armor 1 x Obvious Maneuver 1 x Lifesaving Block 1 x Trip 3 x Vicious Thrust 1 x Surging Shield Block 2 x Pushback Parry 1 x Elvish Insight Spoiler: Overview 6 legendaries, 2 epics, 6 rares, 8 uncommons, 6 commons. Inquisition Bolts are quite important to this deck, so legendary staffs are needed. The rest of the rarer stuff could be replaced. Spoiler: Discussion I lost one, then won four, then lost five, making this the quickest KCC yet. I am not altogether sure whether I was lucky or unlucky here. Anyway, the idea is pretty straightforward; reveal the opponents' hands then smash them to bits. I didn't play it very well, though (also, I don't think these maps are too well suited for it). The warriors were lacking a bit in mobility. Devastating Blow can do quite some damage when they work (maybe ~13 damage on average). Spoiler: Pros, Cons, Possible Improvements Pros: Lots of damage. Get to see opponent's cards and plan accordingly. Cons: Not very mobile. Weaker against elf opponents. Not much defense. Possible Improvements: Forgo some devastating blows for some more step attacks. Add some gusts or the like to wizard. Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 9 Luck (how much it relies on luck, 1 being a lot): 8 Adaptability (how well it can cope with different opponents/strategies): 4 Mobility: 4 Defense/Healing: 1
I had similar results with my version I tried of this construction. The main difference in my build was that I went triple weighted cudgel on one elf warrior. On the wizard I went triple armorbane pendant (even though I have phantom pain.) I thought I'd be able to see better precisely which cards to make people drop. The funny thing is, sometimes I was making people drop cards that would have upped the damage on the devastating blows. I began at 1373 and ended at 1347 with 4 wins 5 losses.
I'd like to see how you would approach a build with a fire wizard and copious Inquisitor's Strike to take advantage of burning attachments, if you'd be interested.
Have you tried a Curse Of Fragility+Unholy Curse+Jim's Magic Missile deck? The potential for 21 damage in one range 8 attack is very juicy but it's a pretty complex combo. I've been thinking two Wizards with double The Twins, Vasyl's Ectoplasmic Raiments and Focused Ethereality with control and armor removal on the side with a Draw/Fragile Curse Priest on the side, but only have enough equipment for one of the Wizards and the Priest.
What about having a King Arthur + 2 Knight of the round table? or having a Noble with a peasant + an house serveant?
Witch Hunters - Inquisitor's Strike + Burning Wizard. Spoiler: Battles, Rating Starting Rating: 1468 Maximum Rating Achieved: 1574 Finishing Rating: 1542 16 wins, 8 losses Spoiler: Characters Spoiler: Image Spoiler: Text Inquisitive Level 23 Elf Warrior The Inquisition Whirling Flail Whirling Flail Xander's Mail Hexagon Shield Fool's Coif Angry Jack's Boots Focused Silversmith Delicate Dervish 2 x Powerful Bludgeon 2 x Sundering Strike 2 x Pushback Parry 3 x Fey Silversmith 1 x Prowl 1 x Reliable Mail 2 x Weak Chop 2 x Officer's Harness 1 x Surging Shield Block 1 x Obvious Maneuver 1 x Wind Dancer 8 x Inquisitor's Strike 4 x Vicious Thrust 1 x Enchanted Harness 1 x Dancing Cut 1 x Lifesaving Block 1 x Superstitious 1 x Creature Of The Night 1 x Quick Reactions Curious Level 23 Elf Priest Inquisitor's Morningstar Inquisitor's Morningstar Martyr's Shifting Plate Aegis Of The Defender Vollmond Boots Relic Of The First Vampire Hand Of Melvelous Medical Kit Fey Insight Focused Healer 2 x Elvish Insight 1 x Radiation Bolt 1 x Wild Run 1 x Swarm Of Bats 2 x Destructive Purge 2 x Greater Heal 1 x Weak Chop 1 x Energizing Move 1 x Barbed Platemail 2 x Defender's Block 1 x Martyr Blessing 3 x Talented Healer 4 x Inquisitor's Strike 1 x Consuming Spear 4 x Purge 1 x Mimetic Armor 1 x Creature Of The Night 4 x Spear Of Darkness 2 x Superstitious 1 x Fey Silversmith Pyre Level 21 Human Wizard Overheated Staff Red Flame Flame Warper Rantic's Orb Of Inner Fire Armorbane Pendant Wym's Fiery Bangle Firehide Robes Hawkwind's Moccasins Venerable Positioning Focused Pyromancy 1 x Memory Loss 1 x Resistant Hide 2 x Dangerous Maneuver 1 x Accelerate Time 1 x Wounded Block 1 x Boiling Armor 1 x Delegate 1 x Dissolve Armor 2 x Combustible 3 x Flame Spit 3 x Glob Of Flame 7 x Instant Burn 1 x Vanguard 3 x Ember Burst 2 x Flame Jet 1 x Escaping Run 2 x Firestorm 3 x Firestarter Spoiler: Overview 8 legendaries, 7 epics, 4 rares, 3 uncommons, 7 commons. A decent fire wizard needs legendary items really, though the other rarer stuff could be replaced. Spoiler: Discussion Fairly straight-forward to use: Burn them, and whack them with Inquisitor's Strikes. Inquisitor's Morningstar is a great source for them for a priest, though Superstitious was a problem more often than I expected. It was pretty satisfying to do large damage to characters with lots of attachments. Burny wizards are good on their own anyway, the wizard often killed characters on his lonesome. Had a reasonable winstreak of 8, which is my highest to date with a KCC build. Not much else to say really, this is a pretty solid build idea. Inquisitor's Strike is a strong card, even without adding attachments to the enemy (they'll do that themselves). Spoiler: Pros, Cons, Possible Improvements Pros: Lots of damage. Consistent. Great against werewolves. Cons: Lacking a bit in blocks. Superstitious is occasionally quite harmful. A little sluggish. Possible Improvements: Blocking Mace to replace one of the Whirling Flails. Fey Insight instead of Focused Silversmith for the warrior (peeking at opposing hands is probably worth forgoing a few bonus damage). Scale of 1-10, where 1 is awful, 5 is middling, and 10 is excellent: Damage: 9 Luck (how much it relies on luck, 1 being a lot): 9 Adaptability (how well it can cope with different opponents/strategies): 7 Mobility: 5 Defense/Healing: 5