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, nine decks over two weeks.
This is the eighth installment of the series and it was one of a tough one to put together. This is an expensive build of Commandos, but, sometimes, when you have powerful cards you want to play powerful cards.
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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 0.9.4-0.9.7 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) – USA (28)/Britain (12)
Orders/Units/Countermeasures – 23/15/1
- 0 Kredits – HQ (Cherbourg)
- 1 Kredits – 3
- 2 Kredits – 11
- 3 Kredits – 9
- 4 Kredits – 5
- 5 Kredits – 5
- 6 Kredits – 4
- 7 Kredits+ – 2
Standard/Limited regular text, Special bold, Elite bold and italic
- Patton x1
- Air Defense x1
- F6F Hellcat x1
- Gunship Mission x4
- M18 Hellcat x1
- F4F Wildcat x4
- Naval Bombardment x1
- P-40-N-5 x1
- Torpedo Attack x1
- Death From Above x3
- Corsair F4U-1C x1
- Mobilization x2
- Strategic Bombing x1
- We Can Do It x3
- B-17 Flying Fortress x2
- The Desert Rats x2
- Daylight Bombing x2
- No. 10 Commando x3
- Convoy HX 175 x1
- Crusader Mk II x2
- Night Raid x2
I am the first to admit that this one is likely out of the range of many players because of the rarities of the cards in this build.
However, I think it is a good example of the USA being the main power. Unless you are going very aggressive, a lot of the American power lies in the higher rarities, in my opinion. Commandos are certainly slower than some others.
In our opener, we like to see Desert Rats, Daylight Bombing, and Gunship Missions. The issue that we run into is that our we are choked on the number of British orders we can play since we have to get all of the commando stuff in. Our early removal orders are British and we like to try to hold on to those until we have a Crusader to get a card draw too.
While there is a lot of bling in this deck, the most important role player here is the F4F Wildcat. The plane helps protect the HQ and bites back against attackers which is crucial while we are looking to set up our Commandos for success.
It is usually a good idea to hold on to Commandos in the opening stages. Wildcats, Hellcats, and the P-40 can soak up early removal orders and then our Commandos can come out later on and get the pings going after our opponent has exhausted themselves.
This is where we have to bridge our way into the later stages and that is usually done with a Mobilization or a Crusader and British order combination. There is a good argument to be made that more Convoy HX175s might be a good fit in here.
The Lightning F-4 also comes down and helps us rally back after falling behind in the early stages.
Finally, we get into the B-17s range again at this point, but this is another deck that you want to be careful with your units. We only have so many and we want to make sure that they make the biggest impact.
Dropping multiple Commandos in a turn plus a Daylight or Strategic Bombing can be devastating too.
An exciting miss-play in Game 3!
As with the rest of our Commando week decks, the Crusader and Night Watch are Special, but also a big part of the fun. Since this deck is so expensive we are going to make a lot of changes, but there is a good arguement for better builds of Commandos out there instead of a USA-British version.
Take Out — Put In
Patton x1, Air Defense x1, F6F Hellcat x1, M18 Hellcat x1 — Awoken Giant x2 – Sure, there are some tricks that you can pull off with these elites and specials, but those tend to be fancier then we need most of the time. The Awoken Giant might be conditional, but it can help draw a card which we need in this one.
P-40-N-5 x1, Torpedo Attack x1 — Naval Bombardment x2 — This fills out our playset of the conditional sweeper, but we saw in the gameplay that it might be best to have multiples of the Naval Bombardment in this deck.
Mobilization x2 — War Bonds x2 – Getting to draw three cards right away is leagues better than draw 1 extra card at the start of the next turn, but if the War Bonds helps jump the curve then it is getting us closer to our big bombers which really helps.
Strategic Bombing x1 — Corsair F4U-1C x1 – We don’t get the instant multiples-for-1 that the bombing gives, but the fighter is tough and requires multiple attacks or orders to get off the field. If it gets one attack in then the Corsair gets similar value to a similar kredit investment.
B-17 Flying Fortress x2 — B-25 Mitchell x2 – The deployment ability of the B-25 is similar, even though not the same, as the B-17. The B-25 also has a nice defense pool to draw upon so it should survive to get an attack in too, most of the time.
Daylight Bombing x2 — Desert Rats x1, Convoy HX 175 x1 – The nice part of Daylight Bombing is that it can go straight to the HQ if needed, but if those are tough to come by another Desert Rats helps out. Plus, I think we could use another draw order in here.
Take Out — Put In
Crusader Mk II x1 — 85 Pioneer Company x1 – An automatic upgrade if you have one.
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