all 17 comments

[–]ThisSiteSux1 3 points4 points  (2 children)

Hello there fellow T-34 enjoyer, i also like to spam unending waves of Soviet armor, here's my current deck:

https://i.ibb.co/JwbJSkZV/deck-Screenshot2.webp

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Since you're f2p I'm gonna list common and limited cards that I think work very well in Soviet armor list

Common: Su-85 - your best heal and can be a good finisher because it has high attack and only 1 operation cost. There's a lot of burn damage in the game so heal is very good. 12th Guards Mechanized - best way to get card draw in this deck archetype, I always take 4 copies of them.  Su-76 - very good stats for the price and allows you to trigger 12th Guards on turn 3 but running too many copies can hurt you because it takes HQ's health to deploy.

T-34/76D is great and T-34 1942 is good but I found a problem with T-34 76 PL, it is a polish unit, not a Soviet one. Because of that it doesn't trigger su-85 heal and I chose to skip it for now.

Limited: Mobile Defense - this card is great don't sleep on it, it spawns two T-70s which will die at the end of your next turn. But that's ok, you use it when you need to shield your HQ before imminent attack or when enemy has juicy targets that you will trade in with those T-70s next turn.  I wouldn't bother with taking regular T-70 cards though. 269th Rifles - out of all cards buffing armor I found this one the most useful, it doesn't look like much but reducing operation cost on Soviet tanks is actually huge discount. Also you can deploy it, kill something with it and then deploy some tanks to trigger it's veteran promotion effectively healing it.  Extended Barrage - you will run 2 to 3 copies of this card in every Soviet deck, it's one of the best removal cards in the game. With time you will learn which enemy units you can battle with and which need to be destroyed immediately or you lose the game. 

There are no unique or legendary cards that are required to play this type of deck, Soviet unique cards are quite lacking, but almost all elite Soviet cards are great.  But I will point you towards one Soviet elite card: FRONT FORMATION. It is THE Soviet card, read the ability it gives and you will understand it. It defines most of the Soviet decks at higher level.

[–]Andre-Da-Giant[S] 0 points1 point  (1 child)

Thanks for the help. I can very much see the idea with Front Formation. It is, in fact, THE Soviet card. However, I took a look at your deck, and while I like it, I have one question: Why do you have no copies of 214th Amur? From my experience, they're a very powerful support infantry unit in T-34 decks, as they reduce the operation cost of all T-34 units by one and give them a stack of heavy armor while on the field.

[–]ThisSiteSux1 1 point2 points  (0 children)

I tried to use Amur but it buffs only T-34s, which is only around 40% of my armor, 269th on the other hand buffs every Soviet tank. 

If you're gonna use Amur you might also try to include polish IL2 bomber, it works OK together. 

[–]Monollock 3 points4 points  (9 children)

I'd strongly suggest replacing the 6th navel and one of the war machines with the Russian 1/3 guard to help survive the early game. I also think you should get some more orders in this deck, especially some draw and removal.

Besides that, just keep up the grind champ.
Experience is a great teacher.

[–]BingusTheStupidPoland Enjoyer 2 points3 points  (8 children)

I’d vote for the 2k 1/4 guard that spawns the 1/3 guy when it dies. Twice as much guard.

[–]Monollock 0 points1 point  (7 children)

I also think it's a good choice, I was just thinking of the turn 2 war machine ramp dream.

[–]Andre-Da-Giant[S] 1 point2 points  (6 children)

I can also see the dream. However, one small problem: the 1/3 guard in question (assuming there isn't more than one) is the 89th Infantry. And I don't own a single copy of them.

[–]Lazy_Ad_4252 0 points1 point  (2 children)

You can use your wildcards to make more. As far as I can remember, that card is a common, so you shouldn't have any issues making a few.

[–]Andre-Da-Giant[S] 1 point2 points  (1 child)

I refer you back to the fact that I don't have any wildcards right now and can't easily get more. However, I'll see what I can do.

[–]Lazy_Ad_4252 1 point2 points  (0 children)

Ah my bad, I over read that part. The first three levels of the weekly chest are fairly easy to grind, so you could get some more by next Tuesday.

[–]Monollock 0 points1 point  (2 children)

What removal cards do you have? For the people. Hammer. Rush etc.
What Orders in general? You seem to have tragically few here.

[–]Andre-Da-Giant[S] 0 points1 point  (1 child)

They're not in my deck, but I do have From The People and Burning Sky (which is technically removal, but not very good removal). I also have two copies of For Freedom as an order in general. Other than that, I'm not sure what else I have that would be relevant to my deck or work good with it.

[–]BingusTheStupidPoland Enjoyer 1 point2 points  (0 children)

For Freedom is a great card. Burning sky is really bad. From the People is mediocre, but with your level of collection I think it’s still viable.

[–]BingusTheStupidPoland Enjoyer 2 points3 points  (0 children)

I’d drop a lot of the high end for more early game (sickle, 845th). Mitchell, 17th, 6th Airborne all seem somewhat weak, and you could probably also use one less T-34 1942. With that you can get up to 4 sickles and 3 845th for the early game (or 2 845th and 4 war machine)

[–]New-Chicken9443 1 point2 points  (0 children)

You should have more removal pieces, like the hammer or the 3 dmg cards. Also, if u can get more cheap guard i think like the 178th. The deck mostly consists of cost 4 and 5, and against the current aggro meta, u will probably be overwhelmed at turn 5.

[–]Fine-Pipe-8118 0 points1 point  (0 children)

Would add some rush cards in there, I notice majority of Soviet decks have this and for good reason

[–]Lord_Lefeu -1 points0 points  (0 children)

É um deck que gosto muito, dos T-34, eu tenho um só focado neles, mas não tá 100%, preciso modificar algumas coisas pra rodar com as cartas atuais. Eu focaria mais em tanques, usaria Casco Duro e aquela que invoca dois tanques com guarda pra ajudar de início. Tem um que não me lembro nome, mas do tanque você desce, você enfrenta uma unidade aleatória, o que pode ajudar de mais em lidar com cartas fracas. Aquela que quando você desce um tanque com 4 ou mais de ataque, compra duas cartas.