Last time, we talked about synergy. We noticed that divine bond had immense synergy with some of the cards in our deck – and we mentioned that we are going usually win if we can get it out on the board on top of an active monster and attack the same turn.
That’s in a perfect situation – it won’t be like that everytime. But when it is, it’s great – we’re more than likely winning that match.
So now that we know the deck works with divine bond, what do we do to build around it to ensure that we last that long, get to play, it, and get to win?
Well, to get there, we’re going to need to stall.
Remember all those provoke minions? They become hugely important to control the opponent until you can get your divine bond and win the game!
This is called a win condition, and your deck type is called an archetype – which is not a word that I will be using very frequently because it’s jargon and we don’t need jargon.
So we have a few options for controlling our opponent and the board with provoking right now. Let’s build a deck and come up with an explanation for every card. If you can’t find an explanation, you don’t need it, or you need to think of a better explanation or run 2 copies because you might need it, but don’t know what to do with it.
For now, we’re going to stick with 3 ofs.
The proposed deck has been seen before, and here it is once more. Here’s the explanation behind everything in the deck:
Rock Pulverizer: Provoke
Vale Hunter: (Ranged, can pick off pesky hard to reach objectives)
Windblade Adept: 2 cost 3/3 when zealed (6 – 2 = 4)
Saberspine Tiger: Removes any 3 health or lower units that need to be answered quickly due to its rush ability which allows it to be played the same turn.
Silverguard Knight: Provoke
Lyssian Brawler: Good target for Divine Bond, celerity allows it to damage the general or any minion with less than 3 attack for 8 total if it sticks.
Primus Shieldmaster: Provoke
Brightmoss Golem: Excellent Divine Bond Target
Stormmetal Golem/Dragon Bone Golem: Game tempo
Tempo is playing upon the pace at which the game goes. At 7 mana for example, you’re going to want a 7 cost play.
Keep in mind this is all in a perfect game where all the cards you draw go your way and everything is awesome. You can still win, or lose without having your win condition even showing up in your hand. Think of it more of an ideal win condition rather than the only condition upon which you will win. Be attentive so that you can be adaptable and respond to situations as they arrive! You won’t always get your divine bond out and win, or even get it out at all, but you can still win – and of course, there will always be losses.
Tomorrow, we take a look at the other factions and their special abilities one at a time starting with Songhai. Once we break in all the factions, we will start discussing the board!
- A win condition is something you create your deck around based on the idea that in a perfect game x y z.
- Run 3 copies of everything that helps you arrive there, 2 of things that might help.
- Divine Bonding a big Minion is a perfect example of a “win condition”
- You can win (or lose) without meeting your win condition
- Your win condition defines your deck style.