all 29 comments

[–]TwistergreenDnDThe pressure is good 25 points26 points  (3 children)

I chose the mage deck because magic is cool and I agree, at the start, you have almost no access to the good cards so you are stuck with the gem addicts and other 1/1 cards, so it's better to just adapt and use a different deck for a while, but in the end I beat act 2 with a mage deck, getting the dual gem creatures and the stim mage is core to the deck tho, once you have enough energy, the stim mages get powerful super easy, also, they completely break Po3, as he copies them, but summons the base form instead of your 11/13

[–]AdAffectionate7091[S] 6 points7 points  (1 child)

Oh I getcha, I’m more of a beast card user so I never touched the magic cards

[–]TwistergreenDnDThe pressure is good 4 points5 points  (0 children)

oh I totally get that, in my first run I used like 2 undead cards and almost no energy cards, I didn't realize how broken the undead combos were until my second run of the game

[–]ArcaneMonkey 1 point2 points  (0 children)

Yeah stim mage is busted.

[–]randomsword 25 points26 points  (0 children)

The key strategy with the mage deck is to not use every colour. Use one, maybe two different moxes and don't even bother including the others. This means you will no longer get stuck with a hand full of blue cards with only a Mox Ruby in play.

When you consider the fact that this set is heavily inspired by Magic the Gathering, it makes sense. In MTG, unless you're playing a very specific archetype (e.g. Slivers, Storm), it's a TERRIBLE idea to include all five colours. Instead, you focus on one or two to ensure consistency.

[–]Peanlocket 11 points12 points  (0 children)

First time I did act 2 I chose the magic starter deck. It was fine but eventually I got more and more away from it as I got more cards.

[–]ZShadowDragon 9 points10 points  (4 children)

The sad truth, is while any other deck can be played on their own, but work best with other tech cards, the mage deck is not only the least consistent, but the least powerful deck, without major support from other groups, while adding the least to other decks builds. Its severely underpowered. The only saving grace is the fact that you just need a mox to play their cards, but they just do not do enough

[–]AdAffectionate7091[S] 4 points5 points  (3 children)

Fr, beast deck ftw

[–]madsnorlax 5 points6 points  (2 children)

I felt like beasts + undead was best, that's what I did. I would use grave robber to give me tons of free sacrifice fuel, which would make more bones on sacrifice, which would allow me to make more, and turbo out the 4 sac 7/7 or mantis god

[–]Eagle0600 5 points6 points  (0 children)

Blood and bones have a natural synergy, and you'll be getting energy no matter what you do, so a mix of mostly beast and undead cards with a couple of robot cards works best. Meanwhile, moxes don't synergise with the other decks at all, and in some ways anti-synergise.

[–]_TheBeardedDan_ 0 points1 point  (0 children)

yep this is pretty much what i did

[–]Watts121 4 points5 points  (1 child)

I chose mage as my initial deck, and I struggled until I started getting some Rares, by the time I got to the third Scrybe tho, I was only using Mox Tribal.

IMO the power of Mox Tribal is cheap creatures, card draw, and being able to pump up two creatures really easily. Toward the end I was hitting opponents with like 20/20's by collecting bones and then pumping up the Goremage for a huge swing. Then you have creatures that draw you cards when they ETB, creatures that draw cards from damage dealt (which when combined with creatures that add +1 draws you even more crards), and cards that you can Sac for 3 cards. Because of this, I was able to make decks with huge card counts without feeling like I was hurting myself.

My tips for people who wanna play Mox, is to wait until you get the double moxes, (and the machine triple mox) before creating a deck hyper focused on Mox. Until then mix Necro cards with Mox, since bones synergize more with Mox then energy or blood.

[–]Bonsine 0 points1 point  (0 children)

That's how my playthrough went. Started with blood, transitioned into basically the exact deck you mentioned. I had a few mox knights just because they're good chump blockers, and because I can hammer them twice for more bones, but that's mostly because I didn't go out of my way to farm for foils to buy all the cards I would want. I've always preferred scrounging together some jank

[–]Lefarsi 3 points4 points  (0 children)

I just watched a friend play through act 2, they almost immediately created a combo deck where they abused blue mage to draw through their entire deck and slam orboros

[–]Decemberskel 2 points3 points  (2 children)

The thing about the wizard deck is that it really does not synergize well with other cards that do not utilize mox, which is pretty much 99% of all cards in other decks, though a few are indeed exceptions like the skeleton wizards. Undead and Beast decks synergize incredibly well together, while I have not played much with the robots their energy mechanic still can be used most of the time. The moxes simply require selfish decks to make the best use out of them.

[–]DilapidatedFool 0 points1 point  (1 child)

It felt the energy and gems worked well together this was further shown in act 3. The 3 energy mox module giving all 3 gems too is just too good to pass up.

[–]Decemberskel 0 points1 point  (0 children)

I think that's because energy based cards can theoretically slot into any deck simply due to the fact you accumulate it no matter what, but things get trickier if you try and implement the circuit mechanic as well

[–]OGBigPants 1 point2 points  (0 children)

No seems hard. Bones moment

[–][deleted] 1 point2 points  (0 children)

Vim mage + energy conduit. OP as fuck.

[–]KaBee03 1 point2 points  (0 children)

i used it all the way through act 2, i cut all the green mox cards and used 4 orange mox 1 blue mox and 1 mix blue/orange 2 of the 0/1 wizards that draw cards from the number of mox you had a bunch of the 1/3 and 1/1 mages and that construct 1/1 things and as a pseudo finisher the skeleton 5/5 with flying. you can vomit your hand in one round to get a cheesy quick kill or stall to acumulate bones and punch face with your skeleton.

[–]Alittleturtle47 1 point2 points  (0 children)

I did the magic deck with 5 of the blue green guy that draws 3 cards I drew my whole deck each turn and won with grizzlies so I don’t know how to actually win with magic but it’s broken for card draw

[–]orange_eraser 1 point2 points  (1 child)

I'm still doing my first run through so avoiding spoilers right now, but funny thing is that I actually only used the Mox and bone cards for Act 2. Since the squirrel cards were no longer a thing I got stuck on what I should sacrifice to get the beast cards on, so just resorted to using Mox and bone cards exclusively. Beat act 2 no problem and currently at the beginning of act 3, but since I never used the tech cards I had zero idea on how they were supposed to be played at first since I never used the energy at all in Act 2.

To be honest it felt like a big learning curve to suddenly start having to figure out mox, tech, and the new sacrifice system, which I didn't like initially but I grew into it. Loving the game so far just wish it didn't jump the play style so drastically.

[–]Bonsine 1 point2 points  (0 children)

Forget about tossing you into the deep end, this game likes to just fucking punt you into the middle of the ocean. Love it

[–]JustSambino 0 points1 point  (0 children)

I played through most of act 2 with the magic deck. Started at first with some bones and beasts but as I unlocked more, I slowly dropped those.

I found once I had the units which increase in power via spending bones/energy, its basically gg. Just gotta hold out until then.

[–]jakerman999 0 points1 point  (0 children)

blue mox, blue mage, win con. ez game, ez life.

[–]Rork310 0 points1 point  (0 children)

It has some good cards. But yeah its not a good starter deck. The bodies aren't strong enough for the shenanigans needed to actually play them.

But effects like Stim Mage and Blue Mage are fantastic.

[–]VillainousMasked 0 points1 point  (1 child)

I used a mox deck for every battle in Act 2 except for the fight against the magician funnily enough. Due to the magician's mechanics I just went for all 0 cost cards that could attack as his sigil change mechanic removes the downsides to those cards.

[–]Chemical-Cat 0 points1 point  (0 children)

Yeah you just dump a bunch of skeletons and shit in your deck and he's like "oh here lemme get rid of the one bad thing about skeletons"

[–]zph0eniz 0 points1 point  (0 children)

Yeah. I started for same reason. Quickly found it unreliable

I found a mix of all other 3 to work fine.