There are many, many different flavors that this deck can take on (even with the factions we are using this week) so don’t feel hemmed in by the recommendations here.
In fact, I recommend variation for differing collections. I also want to note that this is a deck that is going to evolve a lot as the metagame shifts around it, so keep that all in mind as we talk today.
However, we are all about dat infantry this week, wave after wave of them.
Before we get to it, if you would like to share a deck you have been working on, feel free to comment here, e-mail email@example.com, reach out on Twitter @KARDSPodcast, or hit me up on the Discord channel.
And don’t forget to tell your friends to sign up for the KARDS Beta Test and Discord at KARDS.com.
Finally, I am just using the cards that I have in my collection. I’m sure, there are other takes on this deck. I am just a guy with a collection and some ideas.
This deck was constructed on the 0.8.30-35 build of KARDS – Card text/cost/rarity may have changed since publication.
KARDSPodcast Deck Speed-o-meter (*Patent Pending)
- Full-on Aggressive
- Frontline Favoring Aggressive
- Frontline Favoring Control
- Full-on Control
Orders/Units – 25/14 (kind of)
- 0 Kredits – 12
- 1 Kredits – 12
- 2 Kredits – 5
- 3 Kredits – 5
- 4 Kredits – 3
- 5+ Kredits – 2
- HQ – Stalingrad
Standard/Limited regular text, Special bold, Elite bold and italic
- Bloody Sickle x4
- 554th Rifle Regiment x4
- Reserves x4
- 321st Rifle Regiment x4
- Frontal Assault x4
- The Hammer x2
- No Surrender x3
- T-34-85 x2
- Deadly Duty x4
- 33rd Recon Regiment x2
- Type 93 x2
- Lightning Conquest x1
- Bombing Raid x1
- Naval Supply Run x2
This deck is one of the newest hotnesses out there. However, there are cousins of this deck that are lightning fast – no pun intended – while this deck is more about overwhelming an opponent and running them out of cards in hand before finding that final team pump order to finish things off in one or two strokes.
This deck revolves around Reserves and Frontal Assault and you want to see those cards as much as possible.
Then you want to use a surprising amount of card draw to dig through your deck and find the final team buffing orders to fell the mighty oak that is the opponent.
I haven’t run across too many hands that I throw back with this one. This is a highly synergistic deck. As long as you have a way to make light infantry and a way to draw cards, you are all set.
However, it is probably best to see a Bloody Sickle and a 33rd Recon Regiment in hand to start.
There are multiple options on the early turns of the game.
Picking off an opposing unit with a Bloody Sickle is good, playing a 554th Rifle Regiment and moving to the front is good, playing a 321st Rifle Regiment and sitting tight is good. The bacon on the cheeseburger is using an early Deadly Duty to draw two cards.
A great play is dropping the 33rd Recon Regiment and then pinging it with your own Bloody Sickle for a, practically, free draw two cards with more draws to come later on, usually.
Grab the frontline as you can because if you can get it – even with a single unit – he is going to get a lot of friends in short order to hold on to it while you look for the buffing orders.
If the opponent can force through a high defense into the front line or has a tough guard unit things can get tough.
Use The Hammer to prevent this from happening.
I might be inclined to add some more removal into this one – From The People is a good fit, especially in this spot on the curve – but, if you are stuck, don’t worry, use the card draw. Plow through your deck and look for Lightning Conquest and Bombing Raid.
Bombing Raid is, arguably, the best direct damage order in all of Kards and is great at clearing a path. Also, a pump order and a Lightning Conquest is a devastating turn of events for nearly all opponents if you have a large enough army built up.
Under good conditions, 3-4 Light Infantry on the field, it is a good idea to pop your first Front Assault. The Type 93 also shines here giving you some more punching power.
I tend to avoid opposing units too and go after the HQ. I have found that you want to get the opposing HQ around 10 as soon as possible making it vulnerable and therefore changing the opponent’s playstyle for the remainder of the game.
You want to have control of the frontline with multiple units so you can put a strangle on how many units the opponent can play – remember, only four are allowed in the supply line at a time – and have another wave of infantry ready to take over when/if the frontline is taken out.
As you have more Kredits and extra copies of Reserves and No Surrenders, don’t be afraid to keep sending in wave after wave while you look for deeper into your deck for those team pump orders – Frontal Assault and Naval Supply Run – to deal the killing blow.
You probably want to drop two pump orders in one turn, make all of your units 4+ power and then hammer in at the HQ to finish things off.
This deck does have some good staying power and different versions can add some more beef in on the top end of the curve (T-34-85s and the stock T-34s are good candidates), but the deeper you go into the game, the tougher it will be to win.
When you are cranking out 1/1 Infantry the opponent will start rolling Tigers or flying in with B-17s and Lancasters. The hill is going to get steeper and steeper.
There are some times when you will top deck the right team pump order and steal victory from the jaws of defeat, but this is a pretty classic CCG tokens deck. You need to keep the pressure on for as long as possible. If your opponent turns the corner then they will win.
This week we ended up going 4-1 over our recorded games. One of those was against the AI though and as I have been playing this deck is good. However, no deck is 80% win rate good (just keep that in mind).
This deck is very much centered around cards that should be available to many players. Reserves and Frontal Assault are both standards, while No Surrender and Type 93 are Limited.
If Specials and Elites aren’t an option another way to go is to play a different ally faction other than Japan altogether. Germany and USA can also have very strong builds with the Soviet core.
Take Out — Put In
Bombing Run — Naval Operations – A downgrade for sure, but Naval Operations also pins enemy ground units in place which could open a window for a charge into the frontline. If you play Naval Operations right it can also be a complete board sweeper.
Naval Supply Run x2 — Ancient Empire x2 – In this case, we get almost as much of a stats bump, a free boon to our HQ, and we don’t have to discard a card at the start of the next turn. The trade-off is that Ancient Empire is more expensive and might preclude us from playing two pump orders in one turn.
Lightning Conquest — Type 93 – The Type 93 fits right into our plan overall. We just don’t get the very unique – and potentially game-breaking – abilities that the Conquest bestows.
33rd Recon Regiment x2 — T-34-85 x2 – The T-34-85 is essentially the bigger brother of the Recon Regiment. There are a couple of good things it has going for it too. It is a harder hitter and it can go toe-to-toe with almost any non-elite unit in the game.
- Unity is Strength x3
- Gunship Mission x4
- 17th Infantry Regiment x4
The one thing that is downgraded when the Americans show up is card draw. Keep that in mind if this is the route you would like to go. There are really good options at the Special level such as Mobilization, The Alliance, Cadet Nurse Corps, or Industrial Might that all fit right into the plan.
- 4. Pioneer Battalion x4
- Panzer 35(t) x3
- Blitzkrieg x3
With the Germans, you get some HP help from the Pioneers that can give a frontline a ton of staying power early on. You also have access to blitzing tanks and a great team pump order at a limited level in Blitzkrieg. Card draw can be an issue again, but there is help at the Special rarity again with 22. Infantry Regiment and Enigma.
This is an easily upgradable deck. If you have any of the cards below, they all fit into the plan and can find a home here. Rapid fire style for these as we close out.
Take Out — Put In
Close Combat – If this is your style deck, this is the top recommendation I have. This card alone can win games out of nowhere. The Soviet team pump order allows you free up some space on the Japanese side for cards that do other things (draw and removal, most notably).
For the Emperor – I think this one works a little bit better for higher operation cost decks, but it is a team pump for just 1 kredit. It could easily fit in here.
Bicycle Regiment – A blitzing, furious unit benefits greatly from power pump orders.
Last Rites/Kamikaze – This is a very interesting and flexible card that takes care of the card draw for you if you want to include it.
Mass Attack – Usually, this one is going to be delivering 5-8 damage to a single target…an HQ, perhaps?
From the People/The Hammer – If you are looking for some more spot removal orders, the Soviets certainly have them in spades.
35th Rifle Regiment – There are times when you can go 554th Rifle Regiment, Deadly Duty, Draw 2, play 1 or 2 35th Rifle Regiments. That is very difficult for some decks to fight through.
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