This week we are strangling opponents and playing toward the super late game.
While there are control decks out there, this is the control deck of control decks.
I never feel like I am never out of a game with this deck and often our opponents will play every card they have and we will still have gas left in the tank. Nicccccce to ssssssssee you.
Help the site/podcast
- Support us on Patreon.
- E-mail email@example.com
- Reach out on Twitter @KARDSPodcast or Discord.
- More information about the game: KARDS.com.
This was constructed and recorded on the 0.9.18 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) – Britain (28)/Japan (12)
Orders/Units/Countermeasures – 21/17/2
- 0 Kredits – HQ (Alexandria), 1
- 1 Kredits – 6
- 2 Kredits – 4
- 3 Kredits – 12
- 4 Kredits – 4
- 5 Kredits – 4
- 6 Kredits – 5
- 7 Kredits+ – 4
Standard, Limited, Special, Elite
- The Desert Rats x3
- Monty x1
- 5th Brigade x4
- Rader Alert x2
- Naval Power x4
- Daylight Bombing x2
- Churchill Mk IV x4
- Spitfire Mk V x3
- Grenadier Guards x2
- Carpet Bombing x2
- 33rd Recon Regiment x2
- Last Rites x1
- Amphibious Assault x2
- Naval Operation x2
- Bombing Raid x1
- Takasagi Regiment x2
- Empire of the Sun x2
With a mix of point and blanket removal, this deck can handle a wide variety of different opponents. I usually feel very confident when I shuffle this one up and get into a battle.
With almost all control decks, the decisions you make right from the beginning can have big consequences throughout a game.
The ideal card to see in the opening hand is the 33rd Recon Regiment, hands down. It drops on turn 1 and makes opponents pause with damage orders or burn a hard removal order. Both scenarios are good.
Other then the 33rd, if there is anything in your hand over 2 kredits, toss it back. If the opponent is playing Britain or the USA then I even throw Monty back into the mix.
The best play on Turn 1 is the 33rd Recon Regiment and then the best play on Turn 2 is to draw and move the 33rd Recon Regiment into the frontline.
Other then that, the best thing to do in the early game is to be patient. If removal isn’t needed, or an option, then drawing cards is just fine.
An early 5th Brigade, coupled with a later Takasagi Regiment, is good against Burn and Blitz decks, an early Naval Power can help swing the tempo in your favor, or a Daylight Bombing on curve is great at giving you the kredit advantage that you will need.
There are three Japanese cards in the 3 spot on the curve that serve very, very, very different purposes – Amphibious Assault, Bombing Raid and Last Rites. Amphibious Assault is point removal and should be used as such, Bombing Raid is, essentially, a sweeper and should be used as such.
The outlier is Last Rites. There are two reasons why it is in this deck. First, it is a non-battlefield-effecting closer so make sure you aren’t getting pounded when playing this one since it doesn’t do much at first. Second, it puts an additional eight cards in the deck which comes into play often. The extra cards will help out staving off fatigue damage in the uber-late game.
On turns five and six there are decisions to be made. Sometimes it is better to play double removal/bounce orders and sometimes it is better to drop a Takasagi and a 5th Brigade, sometimes it is best to play a Churchill into a Spitfire. It is up to the player which way to go.
The late game is where this deck lives.
Multiple point removal orders are good, but often a Carpet Bombing is at least a 3-for-1 and catches this deck up from behind. Sometimes it is best to play a little bit dead to lure the opponent committing more to the battlefield which can them be swept away.
This is where we have to mention the Empire of the Sun. For my money, other then the B-17, this is the best single nine-drop in the game. Destroying the best unit on the field and drawing a ton of cards is a back-breaking turn of events most of the time. Often this is a blow-up-a-tank-draw-five. As long as the battlefield has been managed well up to this point, the Empire of the Sun will swing the game all by itself.
With Deck Tech
Good examples against aggressive decks
Good examples against controlling decks
There is a ton to sub out if we are going to play this one on a budget. However, in order to keep the spirit of this one, I suggest keeping Carpet Bombing and Empire of the Sun in. Those are two of the most important pieces of this build.
Take Out — Put In
Monty x1, Rader Alert x2 — Blackburn Skua Mk II x3 – The Skua has a solid deployment ability and if it can chip in some damage, all the better.
Daylight Bombing x2 — Matilda MK II x2 – This is an experimental substitution. The Matilda has a solid 3-5 body, heavy armor and pins things when it deals damage…maybe there is something there.
Grenadier Guards x2 — 22nd Guards Brigade x2 – The body that the 22nd brings to the field is much smaller, but, if timed correctly, it turns into a 4/6 worth of stats coming down spread over multiple bodies.
33rd Recon Regiment x2 — Deadly Duty x2 – The unit tends to be a little bit more flexible, but having the ability to trade in damaged units for two cards isn’t too bad. However, if you can craft 33rd Recons, I recommend doing so.
Last Rites x1 — Amphibious Assault x1 – There is a loss of some interesting longterm play, but there is a pick up of another removal order.
Takasagi Regiment x2, Bombing Raid x1 — Type 3 Chi-Nu x3 – The exchange of the first two tanks is straightforward, but you will be surprised how many cards the Guard + Ambush tank chews up too, which makes it a solid replacement for the Raid.
This is a pretty expensive deck, so I don’t think there is too much to upgrade here.
If you like our content please consider supporting us on Patreon.