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Speedy Fighter Questing Deck
by Fryn
Oct 2, 2007
This Fighter deck attempts to achieve a fast questing victory. With the right draw you can win on your fifth turn against nearly any opponent.
I'm considering swapping this for the ogre that deals damage when it loses.
Right now its tuned for tournaments, which unfortunately slows the deck down some. To speed it up take out both disables and gargoyles and replace them with 2 displace and 1 more sap strengths.
Shield Slams make the deck work. You can start a quest with Reclaim in play on a quest with an enemy unit and play Shield Slam during quest phase and apply that instead. This gets around Disable happy players somewhat.
Ideal starting hand is 1 Reclaim, 1 Forge Ahead or Bob and Weave, and 1 Shield Slam (to get the starting hand average right it needs 6 abilities with 1 cost, but I can't fit that and the disables in). From that you can win in 5 turns every single time if your opponent doesn't complete a quest. The deck's design is based around always completing a quest when it is attempted. If it will take more than 1 attempt its usually better to hold abilities in your hand until you can one shot the quest (especially early on).
To get around Protectors use Outwit or Shiny Brass Shield (it takes 2 power to use but a permanent outwit is worth it). I am considering adding 1 - 2 Whirlwind Attacks in place of Sap Strength. I used to have Brutalities in the deck but I have found that if you want to quest successfully you need to have as many 3 level abilities as possible.
Mutilate = boosted up kick that can be used in defense. Most of the time they can be saved in hand until you have 2 - 3 quests completed and you can take out all protectors in 1 shot (Except vigilant dwarf which takes 2), as well as units like fippy.
For healing I have Warlord's Breastplate and Greaves of the Pious and Drain of Blood. 5 power can be a lot for the Warlord's Breastplate, however if you have a reclaim out you can use that to start a quest attempt and play Shield Slam on your next turn so it often isn't an issue. Drain of Blood is usually a last ditch effort but it has saved games multiple times so in they stay (Best so far was 4 hp > 10 hp). Avatar killer decks are just too fast atm, and if you don't have ways to heal you usually won't survive with all of your power being destroyed when you apply abilities on quests.
I am looking for a few suggestions. Right now I am considering putting the deck on hold. As fast as it is it just can't compete with the well tuned Avatar Killer decks. Wind Walk, Soul Shield, and Outwits do a good job against swarm decks, however it has issues in Avatar vs Avatar combat. I can usually hold my own against them, but its completely reliant on drawing healing cards or large amounts of Wind Wald/Outwit/Soul Shield.
Right now the deck is at 45 - 5. It has lost to 2 quest decks and 3 Avatar killer decks (Ironically I only recently lost due to Avatar death for the first time ... then lost to 2 others within the next 4 games). I like the deck for its versitility, however 5 - 6 turn wins seem too slow for tournaments (and going undefeated at least).
[This deck was originally posted in the LoN forums - Editor]
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