Welcome to the #KARDS Fury Road – What I’m Playin’ 30

A few months back I tried to bring Fury Road to life. I failed.

I am back.

I have not failed this time.

With a lot of ramp and controlling decks out there, it seems like the way to go is aggressive and this deck is all about the aggression.

Since I went Germany-Soviet in our last constructed foray, I also wanted to change things up this week.

Help the site/podcast

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) – Japan (27+HQ)/USA (12)

Orders/Units/Countermeasures – 15/24/0

  • 0 Kredits – HQ (Hsinking), 4
  • 1 Kredits – 17
  • 2 Kredits – 12
  • 3 Kredits – 4
  • 4 Kredits – 0
  • 5 Kredits – 0
  • 6 Kredits – 0
  • 7 Kredits+ – 0

Standard, Limited, Special, Elite


  • 33rd Recon Regiment x2
  • 1st Signal Regiment x1
  • Rising Sun x4
  • Type 93 x3
  • 15th Cavalry Regiment x3
  • 41st Bicycle Regiment x2
  • Akita Regiment x4
  • 6th Infantry Regiment x4
  • 2nd Raiding Brigade x1
  • Amphibious Assault x3


  • USACE x4
  • Unity is Strength x2
  • For Freedom x2
  • T-19 Howitzer x2
  • 99the Infantry Battalion x2

Card Gallery


The strategy section here is going to be a little bit shorter because the strategy here is pretty straight forward. This deck is all about speed, speed, speed.

Get your units on to the battlefield quickly, move them up to the front quickly, pump them up quickly and then hammer away at the HQ quickly.

There are games when this deck can win on Turn 4 with the perfect hand.

Opening Hand

Aggressive decks are very particular about their opening hand and this isn’t an exception.

The density of 1-drops (infantry and Type 93s) are important since we want to fly out of the gate.

Rising Sun, For Freedom, or the 33rd Recon Regiment are all big gets in the opener because each gives us enough fuel to win the game. According to the calculator, we are 42-44% to have at least one.

Turns 1-7

Put the peddle to the floor with this deck. Hand size and our HQ hit points don’t really matter with this one.

If the enemy stumbles at all you have to pounce on them. Once the Carpet Bombings and Panzer IV F2s come out then it is very difficult to win.

If you have a 1-drop get it on to the battlefield and start moving forward. If you can get one of the fury units into the front (probably about a 40% chance) all the better.

However, don’t be afraid to suit up pretty much anything with some pump orders (For Freedom, USACE and Supply Shipment) once it is in striking range of the opponent’s HQ.

The Amphibious Assaults, 2nd Raiding Brigade, T19s, and 99th Infantrys are here to destroy, negate or bounce any guard units that our opponent gets out there.

Do not look back or be timid with this deck. Go for the throat at all costs.

Turns 8-12+

This deck can’t get anywhere into the late game.

The late game is where the glass of this cannon shatters.

This deck is made to win fast and if an opponent can turn things around in time then we are going to run out of cards and be in serious trouble.

Video Replays

No sound in this one, but this shows how hit and miss this deck can be.

Standard/Limited Only

Take Out — Put In

33rd Recon Regiment x2 — Deadly Duty x2

We still need to have enough cards in hand in order to finish games off. Usually, there is an extra unit around that we can give up to draw a few cards (Akita Regiments are great targets for this).

1st Signal Regiment x1, 2nd Raiding Brigade x1, 41st Bicycle Regiment x2 — Mito Regiment x4

We do want to keep our unit numbers up with this deck. The Mito Regiment also has blitz which gets it right up to the front when it hits the field. Plus, the Mito goes right after the opponent’s HQ when it goes down.

For Freedom x2 — Unity is Strength x1, T19 Howitzer x1

With this substitution, the pumping is maintained, for the most part, and we get an extra way to punch through guards or deliver the last point or two of damage that we need.


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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