Over the next two weeks we are playing every configuration of the British Commandos engine (No. 10 Commandoes, Crusader Mk II, Night Raid) possible – the British as the Major Power x4 (colors), the British as the ally x4 (unit/strategies), and a mono-British build. In other words, 10 decks for you over the next two weeks.
This is the second installment and this time we fit German tanks and British commandos together into a configuration that should be accessible for newer players.
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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.
These decks were constructed on the 0.9.4 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
Major Power (Cards)/Ally (Cards) – Germany (27)/Britain (12)
Orders/Units – 27/12
- 0 Kredits – HQ (Tripoli)
- 1 Kredits – 4
- 2 Kredits – 9
- 3 Kredits – 13
- 4 Kredits – 8
- 5 Kredits – 4
- 6 Kredits – 3
- 7 Kredits+ – 0
Standard/Limited regular text, Special bold, Elite bold and italic
- Blackout x4
- Sudden Strike x3
- U-375 x3
- Panzer 38t x2
- Eagle Claws x4
- Tactical Strike x3
- Panzer III-J x3
- Panzer IV-G x1
- Admiral Hipper x1
- Panzer IV F2 x3
- No. 10 Commando x3
- Convoy HX 175 x1
- Crusader Mk II x2
- Naval Power x4
- Night Raid x2
A really solid opener has a Commando and Blackout in it, but as long as you have some early interaction you should be good to go.
Similar to Blockade, playing an early U-375 can turn an entire game around if it snipes an important card out of the opponent’s hand.
A powerful Turn 3 is a Commando and a Blackout as the synergy of drawing, pinning, and pinging is potent against early units.
The Panzer IV’s also offer some really good destruction/retreat options here and, as always, Crusader and Naval Power of Convoy HX 175 is a brutal combo if you can fire it off uninterrupted.
This is also where our curve tops out so there are going to be plenty of turns where you can double order which can spring you ahead and get you underneath bigger control cards.
Bounce or destroy anything that your opponent has out there and get in to chunk the opposing HQ with your panzers. It is pretty scary how quickly that German steel can end a game.
This one is one of the most accessible decks that we are going to be putting together for our Commando builds.
I think you are going to want to keep Night Raids and Crusaders. Those are specials, but they are really at the heart of what we are trying to do. However, those can be the only specials in your deck with these substitutions.
Take Out — Put In
Admiral Hipper x1 — Panzer 38t/Any Big German Tank x1 – While the tempo boost from the Admiral is very helpful, drawing a card from a Panzer 38t or having another big threat in here would almost work as well.
There are plenty of opportunities to improve the list too.
Take Out — Put In
85 Pioneer Company – If I had a copy of this one I would put it into all of my Commando decks.
Naval Power — Convoy HX 175 – The HQ buff from the Naval Power is good, but some more card draw is also good. See which works better for you.
Panzer IV-G — Any special or elite German tank – A Panther or a Tiger can dominate the battlefield and would fit perfectly in this slot.
Eagle Claws x2 — Panzer 38t x2 – If you feel like you need some more units instead of orders, this might be another option for you too. This is totally up to the pilot though.
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