Hey, it’s Prison Mike and I am here to SCARE YOU STRAIGHT with some big steel.
We are shooting right down the middle with this German-USA deck that rolls with tanks, solid removal, and a couple of draw orders.
Don’t be fooled, this one is relatively affordable while it is also competitive.
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This was constructed and recorded on the 0.9.9-0.9.10 build of KARDS – Card text/cost/rarity may have changed since publication.
Since, the latest patch, 0.9.11, has gone live.
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 (28)/USA (12)
- 0 Kredits – HQ (Tripoli)
- 1 Kredits – 4
- 2 Kredits – 8
- 3 Kredits – 8
- 4 Kredits – 7
- 5 Kredits – 3
- 6 Kredits – 6
- 7 Kredits+ – 3
Standard/Limited regular text, Special bold, Elite bold and italic
- Blackout x4
- Sudden Strike x3
- Nebelwerfer 42 x3
- Panzer 38t x3
- Panzer III-J x3
- Tactical Strike x3
- Admiral Hipper x1
- FW 190A x3
- Panzer IV F2 x3
- Tiger I-H x1
- Air Defense x1
- Gunship Mission x4
- M16 Half-Track x2
- Death From Above x1
- Mobilization x2
- B-17 Flying Fortress x2
This one is a pretty classic midrange build and the best things to see in the opening hand is removal. Almost any removal is good, but if forced to pick, I would go with Sudden Strikes, Tactical Strikes and Gunship Missions.
Air Defense is a great card to see early too since it is a nasty surprise, but since it is elite that doesn’t happen all that much.
For the first few turns of the game, blow up anything the opponent plays. Gunship Missions can also be pointed at the opposing HQ if you are up against a burn player.
Don’t forget that the Nebelwerfer is a small removal order when it comes down and the M16 is a great tempo boost that can knock your opponent off balance in the early going.
If the battlefield is under control then a Panzer 38t is a solid play on three since it is a 2-for-1 most of the time.
This is where the fun begins.
The Panzer IV F2 is a must-have card for any player that enjoys playing with tanks. It has most of a Sudden Strike/Naval Power strapped to a 5/5 body. The value of this panzer cannot be understated or underestimated.
The FW 190A makes its appearance at about this point in most games, is the best German fighter out there that isn’t elite, and it can rumble with practically anything in the air.
This is where the fun continues, but make sure to sequence the fun correctly.
First, I suggest putting out a Tiger I-H or a B-17. This makes opponents lose their minds and tons of cards from their hand trying to deal with it. If they have been trying to go 1-for-1 on previous threats then they might not have enough to deal with the question you just asked.
Then, I tend to use Mobilization at this point. If an opponent deals with a big threat then you can refuel and find another or if you still have your threat then you can grab some extra removal to clear the path.
The Tiger and big fellas are big threats, but they aren’t the only threats. The FW 190, Panzer III-J, and Panzer IV are very capable of slamming the door quickly too.
I made a point of playing a few games with this one post patch and it still holds up. I feel like I am in every game that I play.
Mobilization is the one card in this deck that really makes it work, so, if you want to build something like this then that is where I would start. Sure there will be games that you won’t use it, and I do have some replacements here, but drawing three cards for five kredits is extremely powerful in the mid-to-late game. However, the rest of the deck is pretty replaceable.
Take Out — Put In
Admiral Hipper x1 — Panzer IV-G x1 – The Admiral Hipper is just a really good card that can clear a path for our tanks. It isn’t integral to this deck and can be replaced, for sure.
Tiger I-H x1 — Panzer IV-G x1 – The Tiger is a fun, iconic, and huge tank that takes multiple cards for an opponent to deal with. The Panzer is the slightly smaller version of that, but it is still a multiple-for-1 unit.
F6F Hellcat x1 — M4 Sherman x1 – The Hellcat is great two-drop, but most of the time it gets removed right away. The Sherman is more of a workhorse for this deck anyway especially when it can draw a card.
Mobilization x2 — Panzer 38t x1, M4 Sherman x1 – Mobilization is an important part of this deck (sidegrades can be Enigma or the 22 Infantry Regiment), but the little Panzer and the Sherman can help fill the drawing role while also putting another threat on the battlefield.
B-17 Flying Fortress x2 — B-25 Mitchell x2 – While the big fella eats all the time, the little brother can hold the spot – and do a similar job – until you pick up the bigger bombers.
Even though there is room for updates in this one, I actually really like how it is put together at this point. Some other tanks and planes can be used, for sure.
Take Out — Put In
FW 190A x1 — Panzer III-E x1 – The Focke Wulf is essentially a flying tank. It is another threat that flys in instead of rolling. So, swapping one out for a tank that makes some of our other tanks better is worth some exploration.
FW 190A x1 — Komet x1 – The Focke Wulf is essentially a finisher. It is another threat that can strike from the support line and dodges a bunch of removal. So, swapping one out for a rocket plane that dodges almost all removal (Air Defense) is worth some exploration.
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