Knowledge is Power #7: Lydia la Contrahecha [AoA]

Greetings, Archons! After the last Knowledge is Power, which featured a Call of the Archons deck, this time we are looking at a very sweet Age of Ascension deck. The deck belongs to my friend Borja from my local KeyForge community, and interestingly enough the deck is called what in English means Lydia the Hunchbacked so I think we can safely assume hunchbacks are no limits to an Archon’s power. Okay, let’s be serious now and start with the breakdown of the deck.

General Overview:

Lydia la Contrahecha counts on both a big board presence and a synergy-focused setup, as it is often the case for Age of Ascension decks. Removally stuff starting from Brobnar includes Lava Ball, the only splash damage Action with no battleline restrictions, double Tremor and double Gauntlet of Command. The latter will be very important here, because we are looking at a double Drummernaut / Ganger Chieftain deck, which means that emptying the opponent’s board will surely be one of the goals of this deck. Mars adds a big creature mass too, as well as Destroy them All! and Hypnobeam. The Shadows addition makes it so the deck can play the Aember game to some extent too. Finally, its 23 creatures are divided as follows: 7 Brobnar, 8 Mars and 8 Shadows creatures, which means it is consistently going to be able to fight for the board dominance. In exchange, it gives up Aember gain speed in some matchups. Let’s have a closer look at its content.

Decklist screenshot. Source: Decks of KeyForge

Specific tools of the deck by house:

1.-Board presence and control

One of the coolest things about this deck in Brobnar is that not only it has the tools to maintain a relevant board state but, if your opponent does not, it can also punish them severely for that. Doubling the chances to draw (and keep alive) a Drummernaut increases the survivability of your Giant creatures and pretty much forces the opponent to play their creatures out or else play a board wipe unless they want to get Ganger Chieftain‘d out of nowhere. Groke and Groggins will enjoy the damage resets as they become true bullys thanks to the Gauntlets of Command. Tremor and Lava Ball will make it harder for the plan to wrong because of opponent’s shenanigans.

2.-Aember gain and control

Although this Brobnar does not provide any raw Aember whatsoever, both the combo and the Gauntlets of Command provide a good Aember potential as long as you are able to keep the opponent’s board empty. Aember control-wise, fighting repeatedly with Groke, resetting its damage and / or attacking Elusive creatures or those that deal reduced damage can be a good way to slow down the opponent.

1.-Board presence and control

Mars house also counts on some really interesting creatures. Yxilx Dominator and Collector Worm can take care of troublesome creatures, and Dominator flanks are safe places to play Xanthyx Harvester and see if they can survive. Agent Hoo-man and Glyxl Proliferator are good sources of utility, and Vezyma Thinkdrone can do a good work resetting Dominator and Collector Worm for a bit more of control value. These creatures come with a couple of Combat Pheromones for some off-house action. Destroy Them All! and Hypnobeam can help take care of the opponent’s board in a versatile way that either dismantles their board or steals a powerful threat, which can be backbreaking depending on the deck they are playing.

2.-Aember gain and control

This deck’s Mars is rather unusual in the sense of Aember control compared to other Age of Ascension decks. It has no passive Aember control in the form of Zysysyx Shockworm or Æmber Conduction Unit, and neither Mindwarpers. Only Agent Hoo-man and Collector Worm can disrupt the opponent’s creature-based Aember rush engine, and there are no Mars First to accelerate the process. However, two copies of Xanthyx Harvester and one of Glyxl Proliferator to try to get them back will certainly help. Not to mention that a big Mars board needs to be dealt with fast, specially if there are Combat Pheromones out!

1.-Board presence and control

Age of Ascension Shadows decks feature a bigger amount of creatures on average, and this deck is no exception. They are, therefore, prone to maintaining a decent board presence, but for the most part they do not impact the game as fast as other Shadows. In this case, except for Ronnie Wristlocks, all creatures fit the previous idea, but the turns you get to use them they are pretty strong. Double Yantzee Gang, Umbra and Gamgee are good examples, and Lamindra will help them survive a bit more. Redlock and Mack the Knife are both nice control pieces that can grant some extra Aember. Whistling Darts and Bonerot Venom are going to be helpful to decimate small creatures, and Lights Out can take care of a lategame-fed Sir Marrows, for example.

2.-Aember gain and control

Most of the Aember pips this deck has are Shadows cards: Whistling Darts, Bonerot Venom and Lights Out, which somewhat mitigates the feeling that you are only taking care of the opponent’s creatures. Doing so denies them Aember, so giving it to you at the same time is perfect. Yantzee Gang, Umbra and Gamgee just cannot be left do their thing unless the opponent wants to see their Aember disappear at the same speed it goes to your pool. Ronnie Wristlocks adds up to the steal count for sure, and Redlock and Mack the Knife complete this potential Aember fest.

Gameplay

The early stages of a good game on this deck seem to rely on dropping Gauntlet(s) of Command along with some Brobnar dudes to take care of the opponent’s board, or alternatively trying to build a scary Mars board that forces your opponent to respond. Both lines look to force a response. Collector Worm will come in handy if the opponent’s deck aims to respond by trying to keep up with the board, but thanks to Destroy Them All! and Hypnobeam they might never get to do so on time. Having both Gauntlet and Combat Pheromones available will work fine to try and create a solid aggressive line combining Mars and Brobnar. Any early threat that the opponent may consider to play in order to prevent this can potentially get punished by Hypnobeam, like it happened to me with a Mugwump the first time I played against this deck! The biggest concern for this deck seems to be, strategically speaking, getting hit by a well-timed board wipe and not be able to recover fast from it, and deck-wise facing an Aember rush deck that outspeeds this one into oblivion. But even those have to run well and / or draw that board wipe!

Wrap-up

So that’s all for today’s deck. I was really looking forward to write this one up as it feels like one of the most unique Age of Ascension decks from my experience, with a more than decent power level considering it does not rely on 3+ Ronnie Wristlocks or anything like that. Its synergy-based decklist makes it a ton of fun to play, and I would say it can put up a good fight against many decks even despite its – for the most part slow – creature based Aember control.

I hope you enjoyed reading this one like I did writing it. If you like this content, make sure to follow Cosmic Crucible on Twitter and Facebook for future articles. Remember that you can always send me decks that you want me to analyze like this (DM @blazing_archon on Twitter or send a message to the Facebook page) , and I will gladly do. See you at Cosmic Crucible for the next article. Until then, keep forging!

Knowledge is Power #6: The Unclean Baronette

Greetings, Archons! We are close to end July and there is a new deck I want to talk to you about. The deck in question, The Unclean Baronette, is owned by my fellow content creator HallyHappoween (@happoween on Twitter). It is a Call of the Archons deck that features a Brobnar / Logos house combo along with good old Shadows, and our fellow Archon must like it considering it has power level 3.

This time I am going to slightly change my take on decks: I will give more importance to the basic and most solid criteria that you know about: Board presence and control on one hand, and Aember gain and control on the other. Along with that, as usual, I will go through it gameplay-wise.

General Overview:

This deck seems to feature a board control game based on the amount of removal(ly) stuff it has. Brobnar counts on Punch and Tremor, Logos has 2x Bouncing Deathquark, Twin Bolt Emission and Crazy Killing Machine, and Shadows has Nerve Blast, Oubliette, Pawn Sacrifice, Seeker Needle and Special Delivery. Its well-divided 17 creatures (6 Brobnar, 5 Logos and 6 Shadows) allow it to go full reap mode if there is any window, and the solid Shadows side along with a Burn the Stockpile in Brobnar and an Interdimensional Graft in Logos make it pretty decent for the Aember control game too. Let’s dive into the decklist.

Specific tools of the deck by house

1.-Board presence and control

The fact that Brobnar house is heavily focused on board presence is not surprising to anyone, and this deck is no exception. Bumpsy, Firespitter, Ganger Chieftain, Headhunter and 2x Troll will make sure you get to maintain a relevant board state, all of them coming with some utility. Board control is ensured by those 2x Coward’s End, the one-offs Punch and Tremor, as well as the forementioned creatures, highlighting Firespitter, which does not care about Elusive shenanigans, and also Ganger Chieftain and Troll, with nice power and fighting redundancy.

2.-Aember gain and control

Although Call of the Archons Brobnar is not really focused on Aember, it does have some useful pieces of potential burst and control. As far as this deck is concerned, Headhunter will shine if it fights against Elusive creatures, creatures that deal reduced damage, or just small creatures, and The Warchest will be a relevant piece of Aember gain as long as the opponent cannot keep up with your board. On the control side of things, Burn the Stockpile and Bumpsy are likely to punish your opponents from either going to far reaping or just for not getting to more than 6 Aember, which makes Interdimensional Graft a potentially great trap to your opponents. The absence of raw Aember other than Punch‘s one probably makes this a tricky Brobnar which cares a lot about timing. Anyway, the deck in general does not have many Aember pips except for the auto-steal mode part of Shadows.

1.-Board presence and control

Logos, as opposed to Brobnar, is a Call of the Archons house which is not often as good at keeping a relevant board. With creatures being moderately small (3 power on average) and having good utility, they are good targets for big creatures such as those from Brobnar or Sanctum, and also from the brand new Age of Ascension Untamed, and were usually five or less per deck. While this deck is no exception to the power and amount trend, it does contain two copies of Mother, one of the deadliest creatures from Call of the Archons, which can create a card advantage subtheme around itself if there is more than one, and this is the case. Along with that, there are Dextre, Dr Escotera, and Quixo, which make this a pretty decent Logos lineup overall.

Board control is supported by four pieces of removal, two of which are ensured spot removal: Bouncing Deathquark. The fact that you get to use it with Dextre, essentially for free, and also with Urchins, that might eventually be back thanks to Faygin, makes it an all star in this deck against any troublesome creature that could otherwise be hard to remove. Twin Bolt Emission is also good to 2 x 1 small opposing creatures and Crazy Killing Machine… well that is crazy, use at your own risk! If you ask me, it is in all likelihood designed for desperation uses, but in this deck’s case it is the only way to destroy enemy artifacts, an increasingly relevant card type for KeyForge.

2.-Aember gain and control

Aember gain-wise, Logos does not have much to add here. It has three Aember pips (Twin Bolt Emission, Spectral Tunneler and Interdimensional Graft), a close amount to the average for a single house, as well as Rocket Boots that can mean an extra Aember or card every turn, suiting Quixo, the “Adventurer” particularly well. Dr Escotera can be relevant lategame if you manage to get your opponent sitting on their second key but far from the third.

Aember control does not seem shine that much at first glance with just a Dextre and an Interdimensional Graft. However, given the path that KeyForge is taking, the latter is one of the only remaining ways to efficiently face a real opposing Aember burst, so more often than not it is definitely a card worth playing around.

1.-Board presence and control

Just like Logos, Shadows is not particularly famous for its ability to maintain a strong board presence. Many Shadows creatures do have Elusive, which helps, but since Shadows is home to many steal shenanigans, these creatures are very often targeted, and they are even less powerful on average than Logos (2,6 power on average for Call of the Archons). This decks counts on Carlo Phantom, Silvertooth, and a sweet Faygin package with 3 Urchins. None of these bad boys are particularly likely to stick around, but for the most part they will have done what they are meant to by the time they are dead. Additionally, if Faygin somehow survives, it basically steals 1 Aember and can be a potential source of card advantage.

Board control-wise, Shadows has a lot more to say here. Nerve Blast, Pawn Sacrifice, and Special Delivery all give you 1 Aember and damage creatures. Oubliette can take care of a creature with power 3 or less forever, which helps too. Seeker Needle can either be used on one of your Urchins or Carlo Phantom for the Aember, or get that 1 last damage in for the Aember, making it so your opponents have to avoid getting their creatures seriously damaged.

2.-Aember gain and control

We have had plenty of time to confirm that Shadows house, particularly from Call of the Archons, shines at gaining Aember efficiently. Notice that, effectively, half of this deck’s Shadows cards are Aember pips. Pawn Sacrifice and Special Delivery must be added to the four cards that steal 1 Aember unconditionally – Urchins and Nerve Blast – plus another two cards that can do it upon meeting a requirement: Carlo Phantom (this deck counts on 2 Shadows artifacts, which helps) and Bait and Switch. All in all, this feels like a respectable, potentially troublesome deck to deal with in terms of the Aember count towards victory, since this setup allows a simultaneous burst + control strategy that not many other decks can carry out.

Gameplay:

The analysis above makes me think that this deck aims to develop and combine two different basic, complementary to each other, game plans:

-Try to fight for the board dominance using Brobnar and Logos mainly. If the opposing deck also aims to keep a strong board presence, you can always ping your own creatures and set up a big Coward’s End, using the big amount of damage cards that this deck has, many of which do not kill your non-Shadows creatures. The other option would be to use all your damage resources as efficiently as possible on enemy creatures trying to destroy them. This gameplan should be good at exploiting enemy armor / healing shenanigans, which is good because those decks often expect to get a dominant board presence… until they explode, that is.

-Play the card advantage game. This is going to work pretty well if you can react fast with Mother(s) out. Pinging a Mother into a Coward’s End is probably devastating, and although you are not often going to achieve it against any competitive-ish player, Mother is not that easy to kill either, and you also count on more card advantage stuff Spectral Tunneler and Quixo. The important thing here, though, is that focusing on card advantage should get you faster to the steal output, to essentially do what you want in every single game: 2 x 1 your opponent Aember-wise repeatedly, reset your discard pile, and do it again.

To me, one of the keys for a deck to be good in a given game is to be able to cover as many relevant aspects of the game as possible, and this deck is an interesting example of that. It seems like a balanced deck in terms of the ability to control the board and the Aember pools, and to gain card advantage. I am not sure if it can accomplish any of those with insane consistency, but I would say it can consistently put up a good fight against a wide range of decks, and that can be seen judging by its power level.

Wrap-up

As opposed to the new Age of Ascension decks that put into play new mechanics such as battleline matter effects and therefore rely on the ability to pull off certain combos, The Unclean Baronette is a good old deck from Call of the Archons that aims to establish a strong board presence to eventually reap with, and go through the deck to find its Shadows stuff to close the game out.

Whether or not it can be a Vault Tour winner I do not know – I summon @happoween to prove himself worthy of such an honor – but it definitely seems fun to me. It may struggle against Aember rush decks that have consistent key cheating plans but hey, to me being undefeated is not the point here. It would be funny to see this deck play some games online just to see how wrong my analysis is.

Anyway, I hope you guys enjoyed the article as much as I did writing it. Remember that you can always send me a deck that you would like me to analyze – I will happily do so as soon as I can: just DM me a link to the deck at @blazing_archon on Twitter. Let me know if you liked the new way in which I wrote this one or prefer the previous (I will post a poll), it will be much appreciated. Thank you very much for reading. If you like my content, feel free to share it with your friends, follow me on Twitter, and see you at Cosmic Crucible for the next article. Until then, keep forging!

Knowledge is Power #5: Jaiden, Poet of the Leather Labyrinth [AoA]

Greetings, Archons! As promised we are back with Knowledge of Power #5, featuring our very first AoA deck. To make it clear, we’re not forgetting about CotA decks but as a matter of fact Age of Ascension seems to continue to be generally underrated as a result of testing limits due to The Crucible Online not having it implemented. Therefore, as a content creator I feel like I should keep encouraging players to change the situation, and this is going to be another part of my contribution. Without further do, let’s talk one of our fellow archon @scuzzygruen ‘s deck: Jaiden, Poet of the Leather Labyrinth, take him out of the labyrinth and bring him to the Cosmic Crucible for a while.

General Overview

This one is a sweet Dis / Logos / Untamed deck that features some of the coolest additions in AoA, such as the YurkExhume package, a Silver Key Imp, Archimedes and a bunch of Logos creatures for an Archive-intensive setup, and two copies of the tempo piece Persistence Hunting. Add a [REDACTED] with that amount of reasons to choose Logos as your active house, and you definitely get a deck which is worth analyzing, which is why I have chosen to write about it.

The deck counts on 22 creatures, some more than the current average (17 according to Decks of Keyforge website) and they are pretty well divided considering the breakdown of the deck: 9 Dis creatures, 7 Logos creatures, and 6 Untamed ones. It does, however, lack efficient ways to get rid of creatures, but in exchange has ways to slow them down or make them less relevant. Finally, Aember wise, it does not have any means of stealing Aember, but it has key disruption and a good piece of key cheating.

Specific tools of the deck by house

Let’s start by Dis Creatures (9), which has most of what you could possibly expect from an Age of Ascension Dis setup:

-2 Aember control creatures: Charette, Æmber Imp

-1 Key disruption creature: Silver Key Imp

-1 Tank creature: Gub

-2 Discard outlet creatures: Yurk

-2 Aember burst creatures: Dust Imp

-1 Board control creature: Onyx Knight

Although this setup does not have that many pieces of control, they are pretty fine. Good old Charette is going to be a pain if combined with Gub, whereas Æmber Imp is going to make it so hard for your opponent to come back by reaping if they are falling behind. Dropping a Silver Key Imp right after forging your second key is going to be backbreaking, and this deck has the potential to do it again if it gets killed, be it because it was an Archimedes‘ neighbor or by means of Exhume. Yurk also makes easier an strategical out of house Exhume (say Archimedes, Professor Sutterkin or Flaxia), and Gub will be able to protect any of those. Dust Imps increase the Aember gain ability in a relevant way, and Onyx Knight is basically an opposing board decimator in this deck, as it is only ever going to kill your Director of X.Y.Z., Grovekeeper, Knoxx (only if it has 9 power) or Gub if it is on a flank, which makes 5 out of 22 total creatures.

Dis noncreature cards will only help you to make it less fun for your opponent. Exhume is a really flexible card that can heavily impact the game if timed properly, but does offer a very good benefit at basically any point into the game. Pandemonium can also improve our capture potential to a timing-based extent, and Soul Keeper will make your opponent think twice before recklessly attacking your creature to give up their most powerful creature.

-1 Archimedes

-1 Passive Archiver: Director of Z.Y.X.

-3 Resilient Archivers: Hexpion (2) and Research Smoko

-1 Recursion Archiver: Z.Y.X. Researcher

-1 Draw engine creature: Professor Sutterkin

The 7 Logos creatures include the forementioned Archive setup, as well as a Professor Sutterkin that can potentially go off for a ton. Unfortunately, “Mr. Library Access” does not often survive for long enough, but who knows, it may happen at some point. And when it happens it is going to be amazing. Due to Archimedes‘ ruling, which probably you all know, any effect that happens to kill an entire battleline with Archimedes on it, ends up with every other creature archived. The two Hexpions and Research Smoko also double up the effect due to their “Destroyed” abilities, which in Hexpion‘s case archive them even if Archie is not around. How cool right? It is clearly all about dropping the creatures as early as possible so that the opponent needs to have drawn the board wipe before things get crazy. If they do not, it could be game, but always watch out in case there may be a Dysania around!

Logos noncreature cards complete the obvious card advantage theme of this deck and add some interesting utility.

-2 Potential ping + draws: Poke

-1 Card advantage piece: Library of Babble

-1 Board decimator: Standardized Testing

-1 Key Cheating piece: [REDACTED]

Poke and Library of Babble can help the draw engine get going, while both Standardized Testing and [REDACTED] can be game-swinging. Notice that, in the absence of power 1 creatures on either side of the battleline, the creatures wiped for being the least powerful will have 2 power, which means that up to 10 of your creatures will get archived if Archimedes is around. And since most of them are Logos, you can always reap first for a big turn. [REDACTED] can also be a big concern to any opponent. Yes, it takes time, and yes, there is artifact disruption, but watch them not draw it on time and stare at you forging for free. It may not be that good, but that can only come true through testing, and I honestly would not mind testing a similar deck to this one!

Untamed creature cards are really board presence-focused, which is good to some extent because it makes easier to fight opposing creatures that are threats:

-2 Big hippos: Knoxx

-2 Creature boosters: Bumblebird, Grovekeeper

-1 Aember burst creature: Flaxia

-1 Artifact disruption creature: Rustgnawer

This setup obviously aims to keep the coast clear by means of big creatures, which it does through +1 power counters and battleline matter permanent bonuses. It does lack some utility here, but can fight opposing creature-based utility in an additional way.

Untamed noncreature cards are a mixture of tempo cards and general utility cards:

-3 Tempo actions: Fogbank, Persistence Hunting (2)

-3 General utility cards: Song of Spring, The Common Cold, Niffle Grounds

Although overall it is pretty straightforward, there are good tricks here. First, all 6 cards here are Aember pips, granting a decent benefit even if when they need to be played sub-optimally. The tempo half will be relevant to pretty much every matchup, preventing fight turns and a potential reaping wave. Interestingly enough, this kind of cards becomes more relevant the longer the game goes, and Persistence Hunting can only be narrow in the absence of creatures, that is, not very often, and hardly ever if we talk about Age of Ascension decks. Among the other half, Song of Spring grants a potential Untamed soft reset, while the other two are only good in certain matchups. However, bear in mind that a Common Cold a day, keeps the Martians away!

Conclusions:

In a world where of the weaknesses of a creature card is that for the most part it takes a turn to really be able to impact the game, one of the best mitigations is to be resilient to board wipes. Therefore, Archimedes decks are serious contenders against any deck that relies on massive board control, and this one has a very interesting build in that sense.

The major source of Aember and key control here is Dis house. Despite of not having steal outputs, this deck can potentially capitalize on an early advantage thanks to the Silver Key Imp, and that advantage could be generated by playing its Untamed cards. This makes it so it is probably going to work well against “fair” decks (that is, any deck with a non-overwhelming amount of steal cards) and struggle versus the opposite as well as capture-intensive Sanctum setups from Age of Ascension. Cards like Sir Marrows are going to be challenging to kill unless a good Untamed board is assembled.

All in all, we have gone through a very interesting deck which can put up a pretty good fight against a variety of decks if played properly, so as always it is all about testing. I really hope you liked the article. In case that you would like to see a deck reviewed in an article like this one, feel free to DM or just reach me out on Twitter: @blazing_archon. If you enjoyed the article, follow me for more KeyForge content and I will see you in Cosmic Crucible for the next one. Until then, keep forging!

Knowledge is Power #4: Prof. Q. Cooldarin

Greetings, Archons! About a month ago I got back home from the hospital after my surgery, and as I have announced on Twitter, Cosmic Crucible will be back to its regular activity on 21st June. However, I had started doing this article long ago, so I thought I could finish it before the great comeback. Enjoy!

So roughly a week before we get the chance to play our brand new set Age of Ascension, I thought you guys might have missed some talk on your favorite card game. This time, like every other one, you are about to see a hot take on a new deck. A “blazing” take in fact -presses the “Laugh” button. Well, jokes aside let’s take a look at a new deck. This one was sent by our fellow archon Pappy Pauper from Twitter, and I am very excited about it because at first glance I thought “what a deck”, and you’re about to see why.

General Overview:

Decklist. Source: Burger Tokens Keyforge Deck Analyzer

Overall, it is a really sweet Logos / Shadows / Untamed (one of my favorite 3-house combos so far) with a great amount of creatures along with some tempo, Aember burst and removals. Let’s talk about how good this house combo can be and why.

First of all we have Logos with its card advantage: particularly in a game in which the point is not resource management but the race towards a goal that involves playing free cards, the more cards that you get to see and play, the closer you will get to winning the game. That becomes specially important when going through the whole deck does not mean losing.

Moving on to Shadows, in Call of the Archons it is heavily favored because of its efficiency. As you all know, basically, there are two ways to get to win the game faster than our opponent: gaining Aember faster than they do and making them gain Aember slower than we do – or making them lose it rather. Well, in our first set there is only one mechanic that does both things at the same time: stealing. Only by stealing we put ourselves actually in a closer to winning position, whereas capturing involves just a time advantage. However, this is about to change in Age of Ascension, so stay tuned!

Finally, Untamed provides us with Key cheating cards such as Key Charge along with massive Aember burst based on Action cards like Full Moon or creatures like Dew Faerie, which make Untamed decks escalate into the game way faster than other houses do.

Those reasons sum up why I think this house combo is so powerful and I enjoy playing it quite a lot. That being said, let’s dive into the decklist.

Specific tools of the deck by house:

Let’s see what Logos’ creatures have to offer. As you can see this Logos side comes with a single copy of every creature, meaning that yes, it has no redundancy, but in exchange it has access to a variety of tools to face different needs / situations. Besides, it counts on 7 creatures, which for a Logos side is a lot.

-2 Card advantage creatures: Doc Bookton, Ganymede Archivist

-2 Aember racers: Dr Escotera, Batdrone. In previous articles, I would separate those creatures into one that makes you gain Aember, and an Aember stealer. I do not think the distinction makes sense, because both serve to the general purpose of making you win the race, so from now on I will be referring to these creatures as “Aember racers”.

-3 General Utility creatures: Novu Archaeologist, Replicator, Titan Mechanic

This setup pretty much reflects the idea of versatility: having access to as many cards as possible – thanks to card advantage – which is going to help you get to the most suitable response to every situation that can come up through the game. And of course, some of those responses themselves, as you may very well want to copy an opposing advantageous Reap ability, get a card back from your discard pile, or threat a forge if your opponent does not kill the Titan Mechanic.

Our 5 Logos noncreature cards seem to be there to emphasize the exact same idea. We can find the following:

Card advantage: Labwork, Phase Shift

Removal: Twin Bolt Emision, Anomaly Exploiter

General Utility: Experimental Therapy

These cards are going to get you to draw and play a bit more with Labwork and Phase Shift, as well as help you deal with some opposing threats combining your 2 Removal cards, particularly that Anomaly Exploiter, which is going to take care of several threats a game for sure. Make sure to use that Experimental Therapy on a strong creature of yours, but not as a pseudo-removal. I have seen people regret giving their opponent an extra Reap every turn,

Once we have had a look to our little do everything house, let’s go with the most hated / loved one, depending of who you are asking: Shadows.

And this Shadows side seems really powerful starting by its creatures. More often that not Shadows shines when they play a really powerful, timely action such as Bait and Switch, Miasma or Too Much to Protect. In exchange, Shadows is often forced to strive to keep up with the opponent’s board presence. But this case is completely different, as we have:

-3 Recursive creatures: Bad Penny

-Faygin package: Faygin + 2 Urchin

-4 Aember racers: 1 Magda the Rat, 1 Dodger, 2 Silvertooth

-1 Tank: Shadow Self

Overall, what we see here is an ungodly amount of Shadows creatures for our opponents to deal with in case they do not want to be in trouble. There is quite a synergy package (Faygin + Urchins) which is really appreciated in a unique card game like this, and 4 cards that are basically potential Aember upon playing them, which makes the Shadows gameplay kind of straightforward here: unleash your army and force your opponent to respond or lose. The outcome of the game will often be affected by how well we time the Aember racers, and more specially Magda the Rat and the 2 Urchins. To conclude, our one and only noncreature Shadows card is a Seeker Needle that hits 5 of our 11 creatures for an extra Aember when needed. Remember that 3 of them are Bad Pennys, so you can do it once a turn if needed!

Untamed creatures are only 3, 2 of which are very good beaters (Mushroom Man, Niffle Ape), and the other one is a pretty decent Aember racer if it does not get responded. But the most interesting part is just about to come.

Untamed noncreature cards seem to be the core strategy for this house, and a very important part of the entire deck’s strategy if you ask me. Let me explain myself: so far, we have seen no more than 6 pieces of noncreature utility cards, which means that 18/24 cards can be dealt with either by means of removal or fighting, and can’t deal with opposing threats except by fighting. That is why a bunch of good actions improve this deck’s strategy quite a lot:

-3 Removal: Cooperative Hunting, Lost in the Woods, Save the Pack.

-2 Tempo cards: Fogbank, Nocturnal Maneuver

-2 Recursive cards: Mimicry, Regrowth

-1 Aember burst action: Full Moon

-1 Key cheating piece: Key Charge

This setup gives the deck the ability it needs to slow the game down until either you get to build a nice board state or forge a key out of step with Key Charge. Luckily enough we could even find a crucial action in our opponent’s discards pile, such as Miasma or Library Access, which this deck lacks and could be game-winning. Since Untamed has the fewest creatures here, Gateway to Dis and Coward’s End could also be options to consider. The synergy between Cooperative Hunting and Save the Pack could end up being game winning by itself, as it much represents a spot board wipe in most late game scenarios. Lost in the Woods can also help us get rid of annoying creatures. And despite the few creatures in this house, Full Moon + Key Charge are always nice additions. Don’t forget that you may get to Phase Shift into Full Moon for a more significant Aember burst!

Conclusions

As a 21-creature deck, I think this one can be pretty powerful. Half of it is a Thief tribal led by Faygin and 2 Urchins, potentially protected by Shadow Self and with 3 copies of Bad Penny, making it very resilient. Its Logos side, on the other hand, has the ability to build a board state not that frequent among Logos decks, and the Untamed side can help deal with most of the threats that can be annoying.

With so many creatures, the basic game plan becomes pretty straightforward: play as many creatures as possible, time Aember racers properly in order to avoid excessively falling behind, and reap your way to victory.

But here comes, at first, the troublesome part: Sanctum and Brobnar decks, specially those with Firespitter, will send our Urchins directly to the discard pile and Bad Pennys back to our hand, making us choose between playing them or discarding them to draw; decks with heavy aember control (Dis / Shadows mostly) will often prevent us from forging; and we have nothing to prevent Hunting Witch decks to take over the game.

In those cases, I think the best thing to do is to try to cycle through the deck in order to be able to play an ungodly amount of creatures out and hopefully wrath their board with Cooperative Hunting + Save the Pack. Overall the deck seems super sweet and I am sure it is super fun to play.

Thanks to Pappy Pauper for sending it (I recommend you to follow him on Twitter, as he creates cool interactions on KeyForge and MTG). I hope you enjoyed the read. If you want to support Cosmic Crucible or just reach out, make sure to follow me on Twitter: @blazing_archon .

Anyway, I will see you here in the next article of Cosmic Crucible. Until then, keep forging!

Knowledge is Power #3: F. Queen, Bribona de la Casita de Naranja

Greetings, Archons! Once again it is Blazing Archon here bringing you another Knowledge is Power. This time it’s our friend from Twitter Adhara Domínguez. Hers is a Brobnar / Mars / Shadows deck in which Mars is the core, with 7/15 creatures, along with two control support sides: one of them Aember-focused, and the other board-focused. Its name – which translates as “Rogue from the Little Orange House” hides a pretty solid design that we are about to break down.

General Overview:

Although this deck does not have a huge amount of creatures – just 15 – one thing that calls my attention about it is the fact that its creature base is pretty strong considering the house combo it contains. Yes it has Brobnar and what you would expect from a Brobnar deck is a good amount of big bodies, but this time what we have is a Brobnar side with 4 creatures, along with a Shadows with the same number, which is quite normal. However, this Mars not only contains 7 creatures, but among them there are 5 of the strongest in the whole Mars house.

As said above, another important thing to consider is the fact that this deck combines both board control and Aember control with a pretty self-reliant Mars side, which means that if played properly it can give your opponent a pretty decent headache. Anyway, let’s have a look at each house.

Specific tools of the deck by house:

Let’s start by Brobnar creatures, basically a bunch of fighters:

-2 Aember control creatures: Bumpsy, Krump

-1 Fighting utility creature: Firespitter

-1 General utility creature: Smaaash

This Brobnar creature base is nothing special in terms of quantity, but it has things to offer in terms of quality: 2 of the only Brobnar creatures that can make the opponent lose Aember (potentially several times in Krump‘s case) along with the most feared creature by those Elusive and squishy creatures that you better kill before they take over the game. Be sure, however, not to leave the job unfinished specially vs another Brobnar deck, as an enemy Coward’s End could make your pain a thing. All we have left here is a way to Smaaash something like a Witch of the Eye in order to take care of it the following turn before it is too late.

Moving on to Brobnar noncreature cards we have some control stuff to go with our creatures:

-Fighting redundancy: Anger, Gauntlet of Command

-Board wipe: Coward’s End

-1 Punch, because who doesn’t want their Brobnar creatures to punch?

-Aember control: Screechbomb

-General Utility: Tremor (Combat), Sound the Horns (Digging) and Phoenix Heart (Recursion)

Apart from looking very interesting, this set up seems quite simple: you either drop your big stuff to take care of the opponent’s board, or else wait for them to overextend into your Coward’s End. If things go well, your fighting redundancy may just add up to your Aember engine, whereas in any other case you will have pretty good tools to fight through the game while digging for your two remaining houses. Just make sure you don’t play your Screechbomb into an enemy Nexus!

Since these Mars creatures like being analyzed and I like analyzing them, let’s put it in short:

-2 Shenanigan enablers: “John Smyth”, Ulyq Megamouth

-5 muscled Martians: 2 Tunk, Yxilx Dominator, 2 Zyzzix the Many

To sum up, this Mars side just looks great. 7 creatures with most of them being hard to kill (and particularly considering the house they belong to) is a great deal, but adding the ability to either use one of them twice a turn or bringing non-Mars creatures to the party just make this Mars side potentially explosive, as it could take over certain games by itself. Just release those big Martians and bully your opponent’s board to death while healing your Tunks as the slaughter continues.

But a few tricks are required in order to make this work a bit better. And yes, this deck has some of them. Let’s see these Mars noncreature cards:

-A soft board wipe: Ammonia Clouds

-Artifact hate: EMP Blast

-A generic problem accelerator: Soft Landing

-The real problem here: Crystal Hive

In this deck, Ammonia Clouds and EMP Blast will come in handy to slow down the game in order to dig for whatever you need at a certain point of the game. There are a ton of artifacts that make EMP worth playing: Lash of Broken Dreams, Bear Flute, The Sting… Depending on the game, it may even be worth to play it while having some of your Martians out there, as long as you are able to unstun them the same turn. Soft Landing is, in most cases going to make opposing creatures take off, which is always nice and Biomatrix Backup has joined the stall package after getting its text updated. Overall, this Mars side aims to build an established board to find Crystal Hive and win the game on the spot with a huge Aember burst if not they don’t respond quick enough.

And last but not least, there is the house that is going to make sure that this deck’s engine works under most circumstances: Shadows. So far we have big creatures to fight and/or reap with and some ways to control the board. But what if our opponent generates Aember faster than we do? The answer is supposed to be here.

First of all we have 4 nice little Shadows creatures:

-2 Steal creatures: Dodger, Urchin

-Artifact Hate: Nexus

Silvertooth

Nothing new here, just some stealing along with good old Nexus. Let’s dive into the Shadows non-creatures, which are way more interesting:

-2 Steal cards: Bait and Switch, Ghostly Hand

-5 Removal / tempo cards: Booby Trap, Lights Out, Nerve Blast, Pawn Sacrifice, Seeker Needle

-Disruption: Imperial Traitor

This Shadows side is going to do a great job at making sure that opponent’s Aember and tempo does not overrun yours. Cards like Booby Trap, Nerve Blast or Pawn Sacrifice will help finish off opposing creatures, slowing down your opponent’s gameplan along with Lights Out. Interestingly enough, most of them gain you Aember in the process.

Conclusions:

To me this one seems a very unique deck to play with. Its gameplan looks to control the game for enough time to establish a board, mostly making use of Mars and Brobnar. In order to do that, Shadows will help keep the opponent away from forging excessively fast, and Brobnar will make sure that the opposing board does not get out of hand. If it does, get ready to run dig for that 1 Coward’s End!

Matchups-wise, this deck does not seem particularly weak against anything except for huge amounts of draw / combo decks. If you are up against a Library Access deck, you will probably not be able to keep up with their draws, and considering that many of the cards played in that big turn will come with raw Aember, it is a very dangerous position to be in. On the other hand, this deck should probably put up a decent fight in almost every scenario, but not in those where you don’t have time, so bear in mind that there are those decks that can double Library Access thanks to Nepenthe Seed and hope for the best if you find one.

So that is all for today’s deck. Thanks to Adhara for sending it. I hope you found this article entertaining. As usual, feel free to send your own decks for me to analyze (via Twitter MD at @blazing_archon). Let me know in the comments below what you think about this article, this deck, and reach out on Twitter if there is anything KeyForge-related I may be able to help you with. See you at Cosmic Crucible for next article and until then… Keep forging!

Knowledge is Power #2: Estelle, Rock Decurion

Greetings, Archons! After an – unwillingly had – break in this section, Today I’m bringing you another deck, this time sent by our fellow archon Zach Armstrong (zacharmstrong88) from his Married-verse on Twitter (best wishes from the Cosmic Crucible staff to the couple!). Judging by its name: Estelle, Rock Decurion, we can definitely state that this deck rocks, right? Alright, now let’s begin with the action.

Since most of you seemed to like the first article of this series, I will keep the previous structure intact.

General Overview:

Decklist. Source: Burger Tokens Keyforge Deck Analyzer

Today’s deck is also a Brobnar / Logos / Untamed deck, but it’s way different from Magnus Magicus’ one. Let’s look at its strong points: First of all, it has 19 creatures, with above average odds (52.77%) odds of drawing a creature, which really helps to keep your board state fresh in order to be able to reap. Good start! All 3 houses are filled with a good number of them, featuring a 7-creatures Brobnar side that pushes the deck towards a fighting-focused play style.

Another thing that makes this deck appealing is the fact that there’s a relevant portion of Artifact-based utility in it, and it’s quite diverse: draw, Aember control, protection and recursion. As a heavily creature-based deck, the deck is not going to be spectacular actions wise (it only has 10 Action cards), but essentially it contains fighting support and tempo-y stuff.

The general overview of the deck is complete by a pretty decent Aember burst sub-theme (double Dr Escotera, Dust Pixie, Flaxia…) that doesn’t seem insane but is, in my opinion, the perfect complement to a fighting style like this one. But as usual, let’s have a closer look at each house.

Specific tools of the deck by house:

Let’s dive into this solid Brobnar creature base, which contains:

-1 Aember control creature: Bumpsy

-3 Relentless fighters: 3x Firespitter

-2 Creatures that provide Aember redundancy: 2x Ganger Chieftain.

-1 Combat Utility creature: Pingle Who Annoys

-1 Recursion creature: Wardrummer, who plays the drums of death!

Among these creatures, the only non-straight synergistic is Bumpsy, which is a welcome attendee to the party. The core is made out of the 3 Firespitters, which are insane cards, and the Ganger Chieftains, which basically make the previous ones even better. Are you tired of annoying Elusive creatures from Shadows/Mars? Let them burn! Don’t forget that attacking an Elusive creature with a Firespitter for the first time will result in 1 damage to every enemy creature without taking anything in return!

Even big creatures won’t last much against all these. And what’s a party without music? Pingle and Wardrummer are going to make sure that the creatures above get the job done. Remember, though, that this Brobnar doesn’t run Coward’s End, what makes picking the correct number of fights more challenging and challenges are cool, right?

We should always have an idea on what we can do with our cards, but it’s not always that easy and that’s specially with creatures.

This is a perfect example, as noncreature Brobnar cards will help you ensure we develop our game plan:

-Even more fighting redundancy: Anger

-Aember Burst: Loot the Bodies, Warsong

-Steroids: Blood of Titans

This setup is pretty much self-explanatory. More redundancy and enhanced fighting, and on top of all that, rewards for developing your game plan. What else could we ask for? This configuration can punish our opponents severely for relying too much on a squishy board, as well as basically not care about your Aember being captured, in the sense that the time it stays capture is for the most part up to you. Setting up a good Loot the Bodies / Warsong turn could be insane, and Labwork can help you do that. If drums sound, you might even be able to double it up!

Logos creature cards embody intelligence, which is always going to be crucial to carry out those war maneuvers successfully:

-1 Cool maverick healing creature: Guardian Demon

-1 Aember control creature: Dextre

-1 Soft key cheating creature: Titan Mechanic

-3 Aember burst creatures: 2x Dr Escotera, Veylan Analyst

These creatures are here to remind us that fighting is cool, but it’s not everything. Besides the shiny Maverick Guardian Demon, which improves the fight ability of this deck even more, all we have here is basically a bunch of cards meant to make it easier for you to forge. If timed properly, Titan Mechanic and Dextre can be the missing piece for a puzzle showing your opponent’s defeat. Choose wisely the moment to play Dextre, because he may make it harder for you to dig through your deck. Dr Escotera and Veylan Analyst should put pressure on your them if combined with the rest of your creatures.

But there’s nothing more defining of Logos house than its hidden knowledge, represented by its noncreature cards.

-Card advantage engine: Labwork, Library of Babble, Spectral Tunneler

-Removal: Twin Bolt Emission

-General Utility: Pocket Universe, Rocket Boots

These noncreature cards are pretty straightforward: some card advantage to dig through your deck, a removal which isn’t bad (but I wouldn’t mind 2 or 3) and a piece of Aember protection. Oh yeah, and the pair of boots you need to do a double dance. On the other hand, at this point the artifacts-matter synergy is halfway there too.

Let’s head to Untamed in order to see what is in my opinion, the trickiest side of the deck.

Among Untamed creatures, we have:

-2 Aember burst creatures: Dust Pixie, Flaxia

-2 Aember tax creatures: 2x Murmook

-1 Anti-Elusive dude: Ancient Bear

I like these creatures because of how self-reliant they are generally speaking. Dust Pixie and Flaxia will get your Aember going without the need to stay alive. This makes it so the deck doesn’t rely that much on the fighting plan, which is fine because there’s always a stronger deck than yours out there. Murmook will be there for your opponent to beat, and Ancient Bear will make sure that this Untamed side also has some fighting potential.

To sum up, so far the deck looks fine. A bunch of creatures that are good at fighting, along with some Aember burst and key control ones. And hopefully all the rest we need to make this work is actually there within the 58.3% of Untamed noncreature cards:

-Tempo stuff: 2x Grasping Vines, Lost in the Woods

-General Utility: Vigor

-Recursion: Bear Flute, Regrowth

-Aember control: Ritual of Balance

The recursion engine plays a major role in this deck, as it guarantees that you can keep going even though your creatures get killed. Its core card is obviously Bear Flute aka: Help from Future Bear, which will make your Ancient Bear become a true nightmare. Vigor is more inmediate so it’ll probably get you Aember creatures most of the time, which isn’t bad either.

Conclusions:

This deck looks solid if you can manage to control the enemy board. You’ll probably have a hard time against stealing and turbo-Aember based decks because it doesn’t have efficient ways to control their Aember when it goes far above 6. Normally, the game plan of this deck will be to drop as many Brobnar creatures to take care of the enemy ones, while also building up a Logos board in a kind of auxiliary way. Logos noncreature cards will help you dig to find your Untamed side to either gain more Aember with Flaxia or Pixie or start the Bear party. At some point you’ll be able to play a big Warsong / Loot the Bodies for good Aember burst that can be decisive in some scenarios.

Against turbo-Aember decks, you want them to be creature-based so that you can deal with their board, otherwise it’ll just be a hard, speed match. When playing against stealing decks, your use of Logos is going to be more intensive because you want to find Pocket Universe as soon as possible, and get Aember there as often as possible. In that case your game will likely be way less fighting intensive. That being said, you will still have a harder time against noncreature stuff, as you can always use your Brobnar side to take care of annoying Elusive creatures.

Heavily creature-based matchup should not be a headache here. Because you want them not to generate too much Aember, it’ll probably be fine to take care of their stuff and reap with your remaining creatures. For those matchups Bear Flute will give you some sort of inevitability since you’re going to get to reset your discard pile faster than they are.

Last but not least, bear in mind that this deck has 19 creatures. If you need to fight, you should be good, because this Brobnar side will make fights advantageous more often than not. But taking the corrects fights will be crucial, so if there aren’t any significant threats out there, reap for your life!

And once again, this is how it ends. Thanks to Zach Armstrong for sending this deck, and I hope you all enjoyed reading this approach. As usual, any opinion, comment or suggestion will be appreciated so if you have anything to say let me know in the comments below. Keep an eye on Twitter to know when next deck will be up. If you haven’t already, consider following me for more KeyForge action and feel free to send me the decks you want to see analyzed this way.

I’ll see you all at Cosmic Crucible for next article. Meanwhile, keep forging!

Knowledge is power #1: Zumiox, the Well-born Minaret Chief

Greetings, Archons, Blazing Archon here again! At Cosmic Crucible, we’re happy to begin our “Knowledge is Power” section. For the very first time we have an interesting Brobnar / Logos / Untamed deck sent by our fellow archon Magnus Magicus (@magnusmagicus) from Twitter. Starting by its name: Zumiox, the Well-born Minaret Chief, we can state that it actually makes sense. Otherwise, what are the odds of anyone becoming a minaret chief without being well-born? “Haha, stop that, BA”.

Alright then, let’s be serious. I think the best way to give my opinion on this deck is going from general to specific aspects of it.

General overview

At first glance to the list below, we can see several points that make this deck Brobnar / Logos / Untamed deck appealing:

Decklist. Source: Burger Tokens Keyforge Deck Analyzer

First of all, it has 15 creatures, which is bit below average, but it has a 6 creature Logos side, whereas most Logos sides have 5 or less creatures, even 4. Whenever I see a more than 5 creatures Logos side, I inmediately find it attractive. The other 2 houses have a balanced number of creatures: 5 for Brobnar, and 4 for Untamed. This makes it so the deck seems to be quite resilient to House control, meaning that any house restrictions (for example, Restringuntus or Control the Weak) will often not be enough to make your turns inefficient creature-wise. After all, we want to play creatures to reap with them, right?

Another thing I really like from this deck is the fact that the average power of its creatures is quite high, as the number of creatures with power 5 or more (8) is slightly higher than the number of creatures with power 4 or less, as seen below. That fact is not only a good thing if you ever have to fight, but it also helps you dissuade your opponent from attacking our creatures so often, therefore protecting your ability to reap to some extent.

Power distribution for this deck. Source: Burger Tokens Keyforge Deck Analyzer

Leaving creatures aside, let’s talk about the Actions. With 17 Actions in it, this deck has a bit more than the average, which is about 14. Out of the 17 Actions, 11 gain direct Aember upon playing them. That means that 2/3 of the times you play an action on this deck, you’ll get an Aember, which is not a bad deal. Out of the rest, 2 (Warsong and Full Moon), will often gain you more than 1.  This leaves us with a very interesting Action outlook Aember and creature-wise.

Let’s zoom in to the specific cards of each house, to see what we have:

Specific tools of the deck by house:

Looking at Brobnar creatures we have:

-2 Aember control creatures: Bumpsy, Lomir Flamefist

-2 huge creatures: 2x Troll

-1 Utility creature: Smaaash

As you may already know from my Brobnar potentially powerful cards thread, I think Aember control is very important for a non-Shadows deck in order to to be able to keep up with a turbo Aember deck or with any deck has efficient Aember control (more often than not they are Shadows decks). Smaaash is decent and Troll embodies how important power is for a creature to be able to keep reaping. I dare you to fight the Troll!

Brobnar noncreature cards have pretty much what you need to succeed on a Brobnar deck:

-Board control (Coward’s End, 2x Punch, Mighty Javelin)

-General Utility: Tremor

-Aember burst: Warsong

-Fighting redundancy: Gauntlet of Command

In a game like KeyForge, in which the win condition is reaping, not fighting, and more specifically to Brobnar, a house that encourages fighting, board control pieces are very important to maintain superiority over the opposing board state by killing opposing creatures or damaging them enough that a couple of strategic fights get the job done. That’s particularly true when you have access to Coward’s End. Warsong and Gauntlet of Command are there to make sure you pick the correct fights and make a good deal out of them.

Let’s head to Logos creatures, where we have the following:

-4 card advantage creatures: 2x Doc Bookton, Ganymede Archivist, Research Smoko

-1 Aember burst creature: Dr. Escotera

-1 board control creature: Neutron Shark

Card advantage is one of the basis of Logos house. Generally speaking, it grants you more resources to play with, which is amazing when cards have no cost. Drawing gives benefits right away, while Archiving lets you set up potentially big turns in the future. And being able to do that is often the difference between winning or losing a game. Dr Escotera will come in handy as the game progresses, and Neutron Shark will give you the ability to take care of big threats without needing to fight, something that Logos creatures are not always that good at.

Next up are Logos noncreature cards. As you could expect from Logos, most of the things you can find are card advantage and utility:

-Card advantage: Sloppy Labwork, Wild Wormhole

-Aember control: Efervescent Principle

-General utility: Foggify, Phase Shift, Rocket Boots

Sloppy Labwork and Wild Wormhole help the digging purpose pretty well, even if you discard, since that card gets replaced anyway. Wild Wormhole is just… Wild Wormhole (Greetings to our fellow podcasters!). Anything can happen, and that’s why I love it! The 4 remaining cards are pretty unique. If timed properly, they can be devastating, otherwise they’re good enough. That’s particularly the case of Effervescent Principle, which could be the difference between conceding or fighting for the victory. Foggify makes sure you get to reap another day unless your opponent can deal with your board without fighting, which happens but is not that usual. Being able to Phase Shift into something like Nocturnal Maneuver can be brutal, and Rocket Boots allow us to use any creature twice. The question is, can I have a pair, please?

And last but not least, let’s have a look at Untamed creature cards.

The creature base seems pretty straightforward, except for it having only 4 creatures.  We have Ancient Bear, Mushroom Man and Niffle Ape, which are strong, and a copy of Piranha Monkeys, a very peculiar creature that deals damage to everything else.

But this Untamed side is most unique and powerful because of its noncreature cards, containing the following:

-Tempo cards: Nature’s call, Nocturnal Maneuver

-Aember burst: Full Moon

-Aember control: Lifeweb

-Recursion: Regrowth, Troop Call, Bear Flute

-General utility: Vigor

This Untamed side’s role is probably to generate Aember while trying to slow down the opponent. Nature’s Call and Nocturnal Maneuver will make sure that the opponent takes things a bit easier. Regrowth, Troop Call and Bear Flute help you keep the pressure on with creatures. Bear Flute (also known as “Help from Future Bear) is specially useful for that since it is an artifact. Unfortunately, we don’t have more than 1 Ancient Bear to work with, otherwise this would be the real party! Vigor has the potential to generate 2 Aember healing a creature in the process, and Lifeweb is kind of circumstantial, but it is a good way to punish your opponent for going too deep on creatures.

Conclusions:

To sum up, I find this one a very interesting deck with a pretty good potential. Ideally, he plan seems to be to go through the deck out of the Logos card advantage stuff, in a Logos-centered early game, supported by Brobnar or Untamed, depending on the draws. The first case would be about controlling the board and reaping tirelessly, whereas the second would be a matter of tempoing the opponent out of the game, and reaping to race.

It doesn’t have key cheating or extra recursion from Untamed, but it’s fine because this one doesn’t seem a turbo Aember deck. Instead, it has some cool specific synergies (Ancient Bear + Bear Flute / Niffle Ape + Troop Call / Doc Bookton / Ganymede Archivist + Rocket Boots) to support the general gameplan. And in general it can do pretty cool things such as Phase Shifting into Full Moon to play as many Logos creatures as possible!

This deck should probably match up pretty well against creature based decks that are somehow encouraged to fight by their decklist, since it was ways to finished off or heal damaged creatures, big bodies to work with, and a pretty good amount of card advantage. However, since it doesn’t have that much Aember burst and it lacks key cheating, matches against noncreature-based Aember control should be pretty skill intensive. But that’s more like a challenge than a reason not to play it!

So that’s all for today’s deck. Thanks to Magnus Magicus for sending it. I hope you guys have enjoyed the article, let me know in the comment section down below. Have a look at Burger Tokens Keyforge Deck Analyzer to get some interesting stats on your decks. Don’t forget that you can send me your deck and get it analyzed like this too.

I hope to see you all again at Cosmic Crucible for next article. Meanwhile, keep forging!