Good Decks for Everyone But Cutter and Atriox?

Anyone got any good decks for Blitz for everyone but the mentioned leaders? Those were the only two I managed to enjoy. I liked Anders but the Sentinels just seemed to be beat by everything

Maybe try the Shipmaster and his glassing cannon :wink:

I use decimus and build all low level units. And use his choppers to cap energy. I play him defensive on C and cap ALL energy nodes until half game. You can still add off with cheap troops and by half way of the game you should be making loads of energy. Then your trump card is 2 or even 3 scarab to triple cap. By the time the enemy can build its forces up you should have enough for another scarab and low level units to throw in.

> 2533274800252140;3:
> I use decimus and build all low level units. And use his choppers to cap energy. I play him defensive on C and cap ALL energy nodes until half game. You can still add off with cheap troops and by half way of the game you should be making loads of energy. Then your trump card is 2 or even 3 scarab to triple cap. By the time the enemy can build its forces up you should have enough for another scarab and low level units to throw in.

I’ve gone with this strategy in a lot of my decks. Seems like more expensive units can’t handle a swarm of cheap troops. So I basically just spam 10-40 pt units and then start dropping my legendaries.

My Shipmaster deck:

Chopper (20)
Elite Rangers (30) (Detect)
Ghost (30) (Shield)
Hunter (40)
Locust (40) (Shield)
Engineer (50) (Detect, Support)
Grunt Mob (50) (Rush)
Marauder (70)
Cloaking Field (100)
Blisterback (120)
Prowling Marauder (120) (Cloak)
Honor Guard (190) (Shield, Cloak)

The deck runs a lot of fast, low-cost units with certain benefits like either being fast, or a cheap hard counter or having long range. I use the fast units to capture points and energy, but I never fight over points in the early game. I grab points, move away, let my opponent get a point and whenever they move to capture a second point I rush the first point they had. Due to the relative speed of the army and the starting 3 ghosts from Scout starting army I can often get to one point fast, overwhelm it and take out any minor defenders while my opponents main army moves to capture their second point. They get the second point, but by that time I’ve taken their first point and I just keep doing that throughout the game all the while getting about 60-70% of the energy drops minimum.

Once I’ve stacked up on energy I start dropping Blisterback, setting it up in the middle of two points and using a prowling marauder to skirmish any enemy forces. I never go for the all out battle - I take out a unit here and there and keep making sure my opponent never grows enough to make a stand. Eventually I will drop the Honor Guard and he just tears things apart. During all this I will have gathered up a group of fast vehicles, long range vehicles, marauders and mobs and will eventually dedicate to a battle by dropping cloaking field on all of them and hitting the enemy hard.

The deck is micro-intense, but very strong. It has a weakness against air focused decks, but it’s something I’ve managed to bypass with massing Grunts and using stealth, skirmishing and using long range. I have yet to loose a single battle with it. I’ve played both 1vs1 and 2vs2 with it, but never 3vs3 (I imagine it would be too much mayhem for a control deck like this to actually work).

I have a deck with each leader and they all work decent to very well, but my Shipmaster one is my only undefeated deck so far. I quite enjoy deck building so I do take some pride in it and would more then happy to discuss deck designs with you if you like. I enjoy hearing others thoughts behind the deck designs they make as well. I look forward to when the game has even more cards so there will be even more strategies!

> 2533274863570566;5:
> My Shipmaster deck:
>
> Chopper (20)
> Elite Rangers (30) (Detect)
> Ghost (30) (Shield)
> Hunter (40)
> Locust (40) (Shield)
> Engineer (50) (Detect, Support)
> Grunt Mob (50) (Rush)
> Marauder (70)
> Cloaking Field (100)
> Blisterback (120)
> Prowling Marauder (120) (Cloak)
> Honor Guard (190) (Shield, Cloak)
>
> The deck runs a lot of fast, low-cost units with certain benefits like either being fast, or a cheap hard counter or having long range. I use the fast units to capture points and energy, but I never fight over points in the early game. I grab points, move away, let my opponent get a point and whenever they move to capture a second point I rush the first point they had. Due to the relative speed of the army and the starting 3 ghosts from Scout starting army I can often get to one point fast, overwhelm it and take out any minor defenders while my opponents main army moves to capture their second point. They get the second point, but by that time I’ve taken their first point and I just keep doing that throughout the game all the while getting about 60-70% of the energy drops minimum.
>
> Once I’ve stacked up on energy I start dropping Blisterback, setting it up in the middle of two points and using a prowling marauder to skirmish any enemy forces. I never go for the all out battle - I take out a unit here and there and keep making sure my opponent never grows enough to make a stand. Eventually I will drop the Honor Guard and he just tears things apart. During all this I will have gathered up a group of fast vehicles, long range vehicles, marauders and mobs and will eventually dedicate to a battle by dropping cloaking field on all of them and hitting the enemy hard.
>
> The deck is micro-intense, but very strong. It has a weakness against air focused decks, but it’s something I’ve managed to bypass with massing Grunts and using stealth, skirmishing and using long range. I have yet to loose a single battle with it. I’ve played both 1vs1 and 2vs2 with it, but never 3vs3 (I imagine it would be too much mayhem for a control deck like this to actually work).
>
> I have a deck with each leader and they all work decent to very well, but my Shipmaster one is my only undefeated deck so far. I quite enjoy deck building so I do take some pride in it and would more then happy to discuss deck designs with you if you like. I enjoy hearing others thoughts behind the deck designs they make as well. I look forward to when the game has even more cards so there will be even more strategies!

Thank you so much! I’m missing one or two of the cards but with the replacements I have, and your strategy, I am winning with ease. Cheeky rat strat, but hey it works :wink:

> 2533274825370022;6:
> > 2533274863570566;5:
> > My Shipmaster deck:
> > …
>
> Thank you so much! I’m missing one or two of the cards but with the replacements I have, and your strategy, I am winning with ease. Cheeky rat strat, but hey it works :wink:

Glad to hear it. I really enjoy deck design in all card games and I find myself spending half of my playtime designing decks. The Shipmaster has been my most successful one, but there are so many other good ones to. I look forward to when more cards are added to give the strategies more depth. There is roughly 27 cards to use per leader (including their leader specific ones) so it gives some room to design the decks with a purpose in mind.

More is always better though xD

> 2533274863570566;5:
> My Shipmaster deck:
>
> Chopper (20)
> Elite Rangers (30) (Detect)
> Ghost (30) (Shield)
> Hunter (40)
> Locust (40) (Shield)
> Engineer (50) (Detect, Support)
> Grunt Mob (50) (Rush)
> Marauder (70)
> Cloaking Field (100)
> Blisterback (120)
> Prowling Marauder (120) (Cloak)
> Honor Guard (190) (Shield, Cloak)
>
> The deck runs a lot of fast, low-cost units with certain benefits like either being fast, or a cheap hard counter or having long range. I use the fast units to capture points and energy, but I never fight over points in the early game. I grab points, move away, let my opponent get a point and whenever they move to capture a second point I rush the first point they had. Due to the relative speed of the army and the starting 3 ghosts from Scout starting army I can often get to one point fast, overwhelm it and take out any minor defenders while my opponents main army moves to capture their second point. They get the second point, but by that time I’ve taken their first point and I just keep doing that throughout the game all the while getting about 60-70% of the energy drops minimum.
>
> Once I’ve stacked up on energy I start dropping Blisterback, setting it up in the middle of two points and using a prowling marauder to skirmish any enemy forces. I never go for the all out battle - I take out a unit here and there and keep making sure my opponent never grows enough to make a stand. Eventually I will drop the Honor Guard and he just tears things apart. During all this I will have gathered up a group of fast vehicles, long range vehicles, marauders and mobs and will eventually dedicate to a battle by dropping cloaking field on all of them and hitting the enemy hard.
>
> The deck is micro-intense, but very strong. It has a weakness against air focused decks, but it’s something I’ve managed to bypass with massing Grunts and using stealth, skirmishing and using long range. I have yet to loose a single battle with it. I’ve played both 1vs1 and 2vs2 with it, but never 3vs3 (I imagine it would be too much mayhem for a control deck like this to actually work).
>
> I have a deck with each leader and they all work decent to very well, but my Shipmaster one is my only undefeated deck so far. I quite enjoy deck building so I do take some pride in it and would more then happy to discuss deck designs with you if you like. I enjoy hearing others thoughts behind the deck designs they make as well. I look forward to when the game has even more cards so there will be even more strategies!

Don’t have Honor Guard or Grunt Mob, but otherwise this deck is practically cheating.

Can you make one for Anders, preferably one that involves Douglas?

> 2533274818737568;8:
> > 2533274863570566;5:
> >
>
> Don’t have Honor Guard or Grunt Mob, but otherwise this deck is practically cheating.
>
> Can you make one for Anders, preferably one that involves Douglas?

Sure. This is the Anders deck I’m currently running:

Starting army: Sentinel Swarm
Hellbringers (10)
Jackrabbit (20)
Marines (20)
Aggressor Sentinel (30)
Cyclops (30)
Nightinggale (50)
Protector Sentinel ( 70)
Restoration Drones (70)
Hornet (80)
Ark Defense (140)
Vulture (140)
Douglas-042 (230)

This one plays a bit different. The idea of the deck is to create a doomstack of fast, flying units. In the early game you avoid engagements while you build up your main army. You grab energy drops by using the cheap ground units (hellbringers, jackrabbit, marines, cyclops) and pretty much station these at the usual drop spots, but make sure not to engage with them or include them in your main army. Be sure to drop all aggressor sentinel, protector sentinel you draw and add them to your main army. Hornets and Nightingale’s are good secondary additions to your deck. All the while keep capturing any undefended capture point to slow down the early ticker. Once you have a decent amount of flyers, it’s time to do some combat.

The trick with the doomstack is that because they are flyers they cluster up a lot better then ground units and they have less collision and pathfinding issues. The great thing about that is that they are all fast and maneuverable so what you are going to want to do is suddenly move towards the enemy army composition and focus fire down one and one target. Take out a few, but once you see yours are getting damaged you back away towards your base, get some healing and quickly engage again. Keep hitting like this until the opponents army is sufficiently weakened and then you drop a Vulture or Ark Defense (spawns more sentinels) and go all inn. Drop Restoration Drones to stay in the fight longer and wipe out the enemy army. Once the enemies army is wiped out, save up for Douglas. The enemy will get a large refund for all the units they got destroyed so they will be building up a new army fast. In the meantime, be sure to capture the points and heal up your main army at the base.

You should be at pretty full force now so anything they spawn should be manageable with what you have. A few things to keep in mind:

  • Main army should be the sentinels, nightinggale and hornets. Don’t mix in Vulture or any other unit as that will slow them down. Bring Vulture’s and Douglas along for the battles, but as a separate group.
  • Be mindful of Area of Effect damage attacks. Especially when fighting Cutter, be very afraid of the Archer Missiles. They will tear into your army like nothing, but luckily your main army will be fast and can avoid them easily if you pay attention.
  • Skirmish whenever you can, but never take losses.
  • Use Douglas ability to take over tanky vehicles. It lets your main force focus on the other, weaker targets and gives you a solid ground presence.

I hope this helps and you find it fun to play. It does not get me the crushing victories that the Shipmaster deck gets me, but it hasn’t lost a single game yet and it’s a lot of fun.