Notes
For the deck to work at least 1 abandoned mine needs to survive in your kingdom (to pull key cards), build up to around 15 developments in the battlefield (develop every turn, wake the mountain, city gates, and masons), get at least 1 shrine to taal to boost a unit in the battlefield (multiple if possible), and now you have 2 paths to victory:
If they can't stop your power 15+ unit (preferably a toughness 15+ ironbreaker, than burning zones should be a cinch). Many decks can stop you though (perhaps not consistently), and multiple surprise assaults can do a crazy amount of damage. The first one usually clears out quite a few units, and the second one forces the really tough choices, and has finished a couple of games so far. If you are lucky enough to draw/build up to 3 than just wait until you can wipe him out in a single turn with 45-50 indirect damage (this does happen when you have the mines working). With the new hellblaster gun this deck becomes brutal, and doesn't have to rely on indirect damage, which is a secondary strategy now. you don't have to wait a full turn to get the Taal bonus when you just deploy a cannon to boost a guy by 10-18 power automatically. Nasty.
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