Monday 25 July 2016

CFV - Jewel Knight Deck UPDATE Jul16


I have been fiddling around with my JK deck a bit lately, the deck has fallen behind quite a lot since the "Blaster" engine and suffers the same problems all Royal Paladin decks have atm which is crappy match ups against tank, control decks. Its not the best RP deck but is a good break from SGD/Altmile and somewhat functions more like the old school Royals.


G4:
4 Climax JK Lord, Evangeline
4 Aerial Divine Knight, Atmile
2 Holy Dragon, Saint Blow Dragon
1 Shrouded Divine Knight, Gablade
2 Holy Dragon, Laserguard Dragon
2 Dark Elemental, Dizmel 
1 Metal Elemental, Scryew

G3:
4 Broken Heart JK, Ashlei "Яeverse" 
3 Prevail JK, Yvain

G2:
4 JK, Swordmy
3 Starlight Violinist
3 Sage of Salvation, Benon
2 Fellowship JK, Tracie

G1:
4 Flashing JK, Iseult (Sentinel)
3 Laurel Knight, Sicilus (Stride Fodder)
3 Heat Wind JK, Cymbeline
3 Hidden Sage, Miron
1 JK, Sabremy (LB4 enabler)

G0:
12 JK Critcal Triggers
4 JK Heal Triggers


1 Dreaming JK, Tiffany (Starter)



The deck is extremely beginner friendly, built to have a strong early game; rush while generating card advantage each turn and making use of power buffs from Evangeline and Atmile strides. A large portion of the deck is dedicated to Swordmy, Violinist and Benon which means playing any of these cards net you more cards basically giving you a free field. These are the bases of the early game where they give you free units to intercept/guard, rush potential and eventually set up for your Evangeline or Altmile turns. The main reason why this deck is still around is because of its strong grade 2 game and clamp potential, yes even after Sebreeze to maximise the utility of this deck you want to stay on grade 2 as long as possible.

As long as you have counter blast. At the beginning of each turn ride a grade 2 and call either one of the trios to get (+1) which nulls the (-1) used to ride. You lose nothing for riding a grade 2, this can be done continuously until you feel the time is right to stride/ride grade 3.

Pros:

  • Very strong early game.
  • Can generate a lot of card advantage throughout the game.
  • Able to easily hit magic numbers.

Cons:

  • Weak to non-existent late game.
  • Requires field set up to function makes easy counters by control decks.
  • Extremely linear play style makes it too predictable.

Notes:

  • Always take note of what your opponent drive checks; this helps you determine when/if you should be riding to grade 3 and "all in".
  • Card count make sure your not behind in card advantage.




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