Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
mirkcross · 15
Play hyper‑aggressive: hit fast, hard, and often. Use Limbo to sculpt both your hand and the top of your deck, then leverage War to convert the top card’s printed cost into guaranteed direct damage. Aim to place high‑cost events (ideally Da Bomb) on top, then chain explosive turns with Soulsword and damage events like Soul Strike and Exorcism.
Game Plan: Three Pillars
1) Shape your top with Limbo
Limbo: It exchanges cards between your deck and hand, letting you fine‑tune what you’ll draw now and what sits on top.
Masacrismo usage: If your hand is clogged with defense or setup, send those back and pull damage events into hand. Crucially, use Limbo to place a high‑cost event on top (e.g., Da Bomb) so War can cash it in for reliable damage equal to that card’s cost.
2) Turn War into a damage catapult
Wa: It deals damage equal to the cost of the discarded top card. Because Magik sees the top of her deck, you can guarantee War’s damage by parking the right card up top with Limbo. Sequencing tip: Confirm the top card before you trigger War. If it’s not what you want, fix it with Limbo first.
3) Close turns with explosive follow‑ups
Da Bomb: board wipe + villain damage—ideal when multiple minions are out or the villain is exposed. Soulsword: efficient basic attacks to finish off minions or chunk the villain. Soul Strike / Exorcism: direct damage to press advantage after the wipe. Stepping Disc & Spiritual Meditation: cost reduction and filtering to assemble your pieces faster.
Mulligan & Priorities
-Early pieces: War or Soulsword + hand fixing (Spiritual Meditation / Stepping Disc).
-Early Limbo: The sooner Limbo lands, the sooner you control your top and turn War into reliable damage.
-Weak openers: If you draw too much defense, Limbo converts that hand into damage by swapping in aggressive events.
Strengths & Weaknesses
Strengths
Predictable, consistent damage via War + visible top card. Massive spikes with Da Bomb, plus strong follow‑ups with Soulsword. Flexibility: Limbo converts mediocre hands into aggressive ones.
Weaknesses
Tight sequencing: Misordering (e.g., firing War before fixing the top) wastes value. Piece dependency: Without War or top control via Limbo, your ceiling drops.
Pilot Tips
Confirm the top before War: fix it with Limbo first if needed.
Two‑turn planning: Sometimes set the top for next turn’s War, while you use this turn to play low‑cost pressure.
Prioritize 3–4‑cost events on top for maximum War damage—Da Bomb is the perfect target.
One note: War targets the encounter deck, not the top card of your own deck, so there's a little less synergy there.