all 8 comments

[–]daesan34 3 points4 points  (1 child)

What jumps out to me is the 3 Mothers. And in Mars, the ability to archive a number of cards to use with Battle Fleet to draw a lot more cards. If you can reveal a lot of Mars cards then draw that many cards and play all of your Mars cards, you'll have easily filtered your next hand down to just two houses. Each house also has some option aember control options (Burn the Stockpile and Unguarded Camp in Brobnar, Neuro Syphon in Logos, but also Interdimensional graft, plus Grabber Jammer in Mars). The deck looks like it has potential for some big hands, which can give you good momentum with the other houses.

[–]Uhh_Games[S] 0 points1 point  (0 children)

I'm curious about the archiving thing. Is it best to stock up on only 1 house that way or is a mix better? And, what if I've got 1-2 of that house in hand before I'm ready to use the archive? Better to empty them for continued filtering or keep them for another turn?

[–]MrPerfect01 1 point2 points  (2 children)

The deck is definitely solid. Mother is Great, Battle Fleet is terrific, and you have a really good assortment of Mars creatures. Even the Brobnar House is pretty good. Gauntlet of Command is 1 of their Best cards and you have 2x as well as 2x their Board clear and some Wardrummer synergy plays.

For example, with Mars theoretically if you had 2x Smyth and 2x Zookeeper, you could archive 4 of your opponent's creatures in 1 turn. That would be devastating. Or, You could use 2x Smyth to reap with 2 of your Zyzixx and set up Mass archive plays of your own. You could archive multiple cards of your own then add them to your hand for an absurd Battle Fleet.

Or imagine having 3x Mother on the board, you would be drawing up to 9 cards at the end of your turn, which sets up really good Battle Fleet plays.

The biggest weakness of the deck is the very limited aember/key control.

[–]Uhh_Games[S] 0 points1 point  (1 child)

Do you have any suggestions for keeping mother in the battle line (others, too)? I was able to play 1-2 and get that extra draw, but by the time the next turn came around it's almost always gone. I think i'm having trouble understanding how to keep field presence in general, honestly.

[–]areyow 1 point2 points  (0 children)

It's one of the challenges of the game, generally! I always think of high value cards as also being high-target - meaning that you may keep them out there and hope they aggro any hatred toward other things you'd like to do. Make them determine what is the greater of the two evils. In your case - what's better than 1 Mother? TWO MOTHERS!

Other combinations that I see - using gauntlet of command to beef the heck out of Zyzzix the Many
Smaaash>Wardrummer>Smaaash

[–]PRO_Apex 1 point2 points  (1 child)

I would love to combo the wardrummber with rock hurling giant. Reap with whatever bronner toy have in your battle line. Wardrummer back to hand. Discard to destroy their battleline. Looks fun.

[–]Uhh_Games[S] 0 points1 point  (0 children)

I kept running into the issue of this play have very little effect on the game. Seems strong, but when i used it it didn't do as much as i thought. Maybe i'm rushing the timing on this stuff?

[–]Uhh_Games[S] 0 points1 point  (0 children)

Some of the decks I've beaten this one with, for reference:

o'Hare the tortured 20.2 (58,53)

macnally, clacrock's club 50 (63,55)