Tuesday, January 27, 2015

Season 3 Rockbrews

I don't have the most competitive collection for Constructed, but I do have a plethora of commons and uncommons from all the drafts I've done.  So the Rock League, which begins its third season this February, is perfect for when I want to scratch the constructed itch without running into a wall of Stubborn Foliage and Imperial Shogun!  This is because deck construction rules for Rock League limit you to only use commons and up to 4 uncommons.  Those four uncommon slots tend to be very key when determining what sort of deck you want to make.  Cards like Throat Cutter and Bucktooth Commander can act as miniature lords for an Orc or Shin'hare themed deck, where Cerulean Mentalist and Daring Swordsman are begging to be built around and abused.

Unlike the past two seasons of Rock League, this season will be the first where players have access to Shattered Destiny cards for their decks.  With players competing for points, alongside special achievements like the Diversity Challenge (which encourages players to play with different champions), the field is wide open for some new and innovative decks.  Here are a few uncommons from Shattered Destiny that could serve as a fun centerpiece for your Rock League deck. 

Stink Troll
While many decks still have some forms of removal, there isn't a mass-removal option like Extinction looming around in the format.  This means that massing a huge chunk of troops on the field isn't really much to fear, since the Murder your opponent has can only pick one target.  This bodes well for aggro decks, and a Ruby-Wild deck that focuses around crush Troops and Stink Troll might just overwhelm your opponent before they can mount a reasonable defense.  Wreckasaurus combos incredibly well with the troll, and if you run Fuzzuko you can mount buff after buff on your troops, making them all huge until you can quite literally crush your opponent.  Going Wild with the Troll also gives you access to the Spellshield Gem on the bulky Boulder Brute, which can become near impossible to deal with.

Support Cards: Wreckasaurus, Crackling Sprout, Crushing Blow, Feral Ogre 

Paladin of the Necropolis

Paladin has synergy with incremental health gain effects, which are actually pretty easy to find on commons.  Neophyte of Xarlox and Gozzog have very minor health gain effects that you'll activate multiple times per game.  Branching into Diamond offers more options in the form of Adamanthian Scriviner and Prophet of Wren.  The problem is gaining health doesn't bring you any closer to victory if you never play your paladin, however if you do, he is a fairly obstinate target for you opponent to deal with.  Four defense will withstand most conditional removal like Burn and Crackling Rot, and even cards like Inner Conflict won't negate the effect of Paladin.  The Paladin also has Lifedrain himself, meaning if you manage to give him a buff with something like Bunoshi or Noble Citizenry he might be able to just carry you to victory.  There are probably a few different Paladin builds that will vary depending on how much you want to rely on him, but the Blood-Diamond gives you the most health gain options to slowly bleed your opponent to death.

Support Cards: Adamanthian Scrivener, Giant Mosquito, Prophet of Wren, Blood Aura

Exalted Victory

Okay, it ain't no Gore Feast of Kog'Tepetl, but in a human deck it's pretty damn close.  This gives all your troops a +2 Attack Boost for the turn, and any of those that are humans get Swiftstrike and Steadfast as an added bonus.  It's incredibly difficult to block this on turn four, and it has even more snowball potential considering Sir Giles Rowan's ability will usually be activated around the same turn you play Victory.  Giles puts you in Ruby-Diamond, which might be all you can safely manage using just commons.  Royal Herald will help a bit with resource management while the rest of the inspire team helps stack these incremental buffs on top of each other.  Adding Sapphire gives you the incredibly efficient Buccaneer though, alongside a good array of Flight troops.

Support Cards: Human Troops like Ruby Pyromancer, Vanguard of Gawaine, Wounded War Hero

Timestep Magistrate
There's a really nice array of "enters play" abilities attached to humans, particularly at the common slot.  Buccaneer, Noble Citizenry, Bastion of Adamanth all work excellently with Timestep, and when they return to play you not only get their effect, but it will also trigger any Inspire effects.  One-Shot abilities are also tempting targets for reversion effects like Reversion and Fish Hands.  As Quick Actions these can be used in tandem with Timestep or on buffed opposing troops as a makeshift combat trick.  One of the benefits of this strategy is that while the deck runs around Timestep it doesn't need it to be effective, as many of the Diamond-Sapphire troops you will want to run are solid in their own right.

Support Cards: Buccaneer, Noble Citizenry, Bastion of Adamanth, Fish Hands  

If you want to try your hand at Rock League match I'll be prowling around the Proving Grounds in the Eastern Time Zone evenings, looking in chat for matches.  Speaking of chat, it's going to be getting an overhaul soon in an upcoming patch, alongside a mail overhaul designed to make trades via mail easier and safer.  You can check out all the details in the Friday Update, along with some PvE cards from the upcoming Frost Ring Arena!

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