A Diamond in the #KARDS Rough – What I’m Playin’ 29

The best decks are the ones that you find when you aren’t looking for them.

While I was working on some achievements to get more gold to do more drafts I found this little buzzsaw beauty.

I don’t go with aggressive decks often, but when I do I love how spicy they are.

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KARDS Version

This was constructed and recorded on the 0.9.26b build of KARDS – Card art/text/cost/rarity may have changed since publication.

Deck List

KARDSPodcast Deck Speed-o-meter (*Patent Pending)

  • Full-on Aggressive
  • Frontline Favoring Aggressive
  • Midrange
  • Frontline Favoring Control
  • Full-on Control
  • Tempo
  • Combo
  • Ramp

Major Power (Cards)/Ally (Cards) – Germany (27+HQ)/Soviet (12)

Orders/Units/Countermeasures – 8/31/0

  • 0 Kredits – HQ (Tripoli), 1
  • 1 Kredits – 12
  • 2 Kredits – 6
  • 3 Kredits – 20
  • 4 Kredits – 1
  • 5 Kredits – 0
  • 6 Kredits – 0
  • 7 Kredits+ – 0

Standard, Limited, Special, Elite

Germany

  • 158 Nachschub x1
  • Pak 36 x4
  • Sd KFz 222 x3
  • Sudden Strike x3
  • Panzer 38t x4
  • Stug IV x3
  • Eagle Claws x4
  • 15 cm Autokanone x1
  • Nebelwerfer 42 x3
  • Enigma x1

Soviet

  • 37 mm Anti-Aircraft Gun x4
  • Katyusha x3
  • SU-76M x3
  • 76 mm Howitzer 1939 x2

Card Gallery

Plan

For the most part, I have been focused on midrange and control-style decks on the “What I’m Playin'” series. This one changes it up.

With the recent removal orders changes (more reaction in Podcast-form), I think there is a window for this non-burn aggressive deck.

Opening Hand

Aggressive decks rely on quick starts out of the gate and this deck fits right into that cliche.

You really, really, really want to see 1-drop artillery in your opening hand regardless if you are on the play or the draw. This is where KARDS’ mulligan rules and math comes back in.

Since KARDS allows for one free mulligan, if you are on the play with a 4-card hand you are roughly 86% to find that artillery with a full mulligan. That number jumps up to 92% are on the draw.

These probabilities can be explored further using a Hypergeometric Calculator. Getting to know how to use this tool can really help you in deckbuilding.

Turns 1-7

A turn 1 artillery piece looks so innocuous. In my experience, most opponents ignore it. This deck thrives on a turn 1 artillery piece. If you can get that Turn 1 artillery piece going then, most of the time, that piece is getting in for 3+ HQ damage or it will snipe a couple of opposing units alone to give some virtual card advantage.

Just be aware that if the opponent drops a Turn 1 artillery piece do not ram a Pak 36 into that opposing piece. The best strategy here is to use a 37 mm Anti-Aircraft gun (thanks to smokescreen) or wait until Turn 2 for a Sudden Strike or a Katyusha to nail that opposing piece.

A turn 2 Sd KFz 222 gets the snowball really rolling. If the jeep isn’t available another artillery piece plus an attack is perfectly fine.

Turn 3 can go down one of three primary avenues – multiple attacks, pick something off with a Nebelwerfer or drop a SU-76M.

The open roof Soviet tank dominates the battlefield early on. The 5/5 body isn’t matched until turn 5 by most opponents, the tank operates for just 1, it chunks opposing HQs hard, and finally, the change to Sudden Strike, Desert Rats and Naval Power keep it on the battlefield.

The Stug IV is the SU-76s partner in crime. I tend to deploy German tank destroyer on Turn 4 to get it on the field but also get an attack in. The Stug can smack the HQ or opposing tanks really hard.

To address 3 specific cards in this list and their roles: 158 Nachshub, 15 cm Autokanone, and Enigma.

Each of these singletons gives this deck a little bit of spice and support the theme, but they aren’t necessary for success. The Nachshub allows for multiple extra attacks or deployments in a turn, the Autokanone gives a different angle of attack, and the Enigma refuels your hand if needed.

On Turns 4-7, go for the throat. Put it on your opponent to figure out a way to stop you and most of the time they won’t be able to.

Turns 7-12+

The further into the kredit curve this deck goes the less likely it is to win.

There are no haymakers at the top of the curve to bail us out if we start to fall behind and we can end the game with a couple of artillery shots then it is going to end badly for us.

This deck is surprisingly resilient, but it can’t roll with the big units forever.

Video Replays

Standard/Limited Only

Take Out — Put In

158 Nachschub x1, 15 cm Autokanone x1, Enigma x1 — Stug III-F x3

The smaller Stug is a solid little tank that can get to the front and hold it which allows you to set up some artillery. The Pak 38 is also a candidate to slot in here too if that is more your bag.

76 mm Howitzer 1939 x2 — 45 mm Anti-Tank Gun x2

This substitution keeps the deck on its theme and even gives it a little bit of a kredit break and defense upgrade. The 76 is better at ending games, but the 45 sticks around longer.

Upgrades

I am all for individual pilots adding and changing things as each sees fit, but I like this one just as it is.

Thank You

That is going to do it this week, if you have questions or feedback feel free to send them to kardspodcast@gmail.com, reach out on Twitter @KARDSPodcast, or hit me up on the Discord channel.

If you like our content please consider supporting us on Patreon.

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2 thoughts on “A Diamond in the #KARDS Rough – What I’m Playin’ 29

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