Blood & Steel
“Blood & Steel” is a midrange balanced deck that plays well in all stages with a minimum of situational cards.
“Blood & Steel” deck is focused on micromanaging cards effects to gain victory through fair and calm plays.
Try to get a perfect curve for rounds 3 — 6, with a chance for additional Inferno Cannon for round 2.
- Replace Caldera Nova. You never want to play this card.
- Replace Nox to gain better Curve, as she is meant to be played in Combo.
- Replace Discordia and remaining cards that costs 6 or more: Dishonorable, Sylvanus, Terra, Power Delve, and Fire Giant, as they are meant to be played in late game.
- If you have more than one card that costs either 3, 4, or 5, replace all but one of them.
Standard rules applies: Try to use all mana every turn, but don’t be afraid to loose one, or even sometimes two mana points in order to kill threat unit.
Our gameplay will be quite linear, and we should begin with a draw or a max 1 mana point Board Control power below opponent. Allowing opponent to gain more than this one mana point of Board Control power for more than two or three rounds can result to loose, but should not be a case in standard play until we get a really bad RNG, what happens really rarely.
We want to micromanage our card effects in order to gain small advantage over opponent and slowly lower his tower HP until 0, dealing with his spells and units on the same time. Choosing beetween a few units to play, prefer Ramp up Bacchus and units with passives: Gladiator, Venus, War Behemoth, and Sylvanus.
Leader Ability: BellonaMove a unit up to 2 tiles away.
- If you have a small advantage on Board Control, try to use Leader Ability: Bellona to get a better card choices in late game.
- Otherwise, try to maximize mana usage, until using Leader Ability: Bellona allows you to get rid of threat enemy unit.
Attacks knock enemies back 1 tile.
Inferno Cannon is a fair early game Ranged Structure.
Place Inferno Cannon close to centre and use Leader Ability: Bellona to move it one, or preferably two places towards opponent, focusing either units, or preferably tower so enemy have to trade it, usually with a bit of loss.
Don’t hesitate to target opponent’s tower over non threat unit in early game.
Warcry: Enter a friendly unit and give your attack and health as a buff to that unit.
Do not use Nox with no Warcry effect even in second round, and keep in mind that she will quit defeated friendly unit. Nox‘s full power comes when used on friendly unit that can attack same turn. Avoid using Nox‘s Warcry on friendly unit with summoning sickness.
At the start of your turn, Bacchus drinks his wine and gets an additional random effect.
Bacchus is a very strong unit that gains up to one of the following effects every round:
- +1 Protect
- Cleave: Source
- Immune: Melee
Cleave, in connection with Leader Ability: Bellona, can completelly destroy multiple enemies, especially when they are close to opponent’s tower. Plan to attack with Bacchus enemy tower about three rounds after spawned, and plan your movement before first spawn. Because Bacchus is a Ramp up unit, spawn him as soon as possible, even loosing a mana point.
Warcry: Silence an enemy.
Chaos Spawn is used just to Silence the enemy.
Don’t hesitate to use him early, as he has a solid body aswell. In late game, you should have small board advantage and Chaos Spawn should not be so useful as in early game.
Warcry: Randomly deal 1 damage to enemies three times.
Mercury is a RNG affected unit that can deal with low HP units, but keep in mind that he can fail, attacking three times a tower. Plan to use him most effectively. Think about most unlucky scenario and don’t take the risk leaving with a opponent’s threat unit with a 1 HP left.
Analyze all possible outcomes and play Mercury when he can give you best results. Sometimes it’s best to place him at the beginning of round, to finish opponent’s unit, for example moving him into Fire Pit, but sometimes it’s better to kill some units so Mercury‘s Warcry does not gets wasted into the enemy that would be dead already.
Warcry: Stun an Enemy and knockback adjacent enemies.
Cupid is a situational Ranged unit used to deal with a threat opponent’s unit, saving our unit, or to prevent unit from attacking us on next round. Unkilled becomes fast a solid threat to opponent.
Because of it’s situational state, we don’t want more than one Cupid in our deck.
Your Leader Ability costs 2 less.
Whenever an enemy unit moves, it takes 1 damage.
Venus is a very annoying for opponent, solid effect card, with quite well survivality.
Warcry: Swap your hand with your opponent's.
Discordia is a great counter for Ramp up decks, our biggest weakness.
Usually, she will never be used. Do not use her early to gain more cards than you have. Keep in mind that your opponent will often have cards that requires synergy with his other cards, and they can be very bad for you, even if you get more of them. But when you get out of cards, it’s time for Discordia to shine, usually followed by opponent’s instant surrender.
Deal 3 damage to an enemy and spawn a Venator.
Enlist is a quite situational unit, able to deal early with threat enemies.
Use Enlist early to gain Board Advantage. Do not hesitate using him on two HP threat enemies.
Warcry: Deal 1 damage to an enemy unit and pull them to you.
Hercules is a great example of micro managment unit.
Whenever this unit takes damage, draw a card
War Behemoth‘s main task is to generate additional cards.
If possible, place War Behemoth in a Fire Pit to generate a bonus card every round. Do not dive into attack with him. Rather force opponent to deal with him early before you gain a lot of cards to choose from.
Explode all Lava tiles dealing 1 damage to adjacent enemies. If this card is included in your deck, the match starts with two Lava tiles on the battlefield.
Fire Pits, beside a great synergy for your Leader Ability: Bellona, should be taken into account when placing your own units, especially Melee ones. Plan your next few rounds. Think about your path. Board Positioning is important, especially with your Leader Ability: Bellona.
Deal 4 damage to all enemy units who are not adjacent to other enemy units.
Do not place more than one Dishonorable in your deck as it can lead to loosing Board Control through no available plays when no solid enemies are present on board.
Afterlife: Spawn an 0/3 Sapling. Sylvanus is respawned from the Sapling at the start of your next turn.
Sylvanus is great in late game thanks to his Afterlife ability, if played with our Board Control or draw close game. Sylvanus is also a great tower defender, and can easily provide huge advantage over cardless opponent.
Do not play more than one Sylvanus as it can turn our againsts you with opponent’s Board Clear Combo. Don’t be greedy.
Warcry:Stun all enemies on target row.
Terra is a very good, but situational melee unit with solid body and an AoE stun.
Terra used to deal with a threat opponent’s units, saving our units, or to preventing unitsfrom attacking us on next round. Terra, in opposite to Cupid, has a very solid body and because of her AoE stun, she is a very powerful choice, preferably for a mid game.
Discover a unit that costs 7 or more and reduce its cost to 7.
Power Delve is a RNG affected, late game card, that gives us a less or more powerful unit to play, often with Charge, allowing us to finish opponent, or crush his remaining units efficiently.
During Discover, prefer, depending on Board situation and cards played:
- Accensus if your opponent has no units on board and is unlikely to kill your Accensus.
- Isis if you have many valuable units on board.
- Cursed Dragon if he can Poison multiple threat enemies.
- Ares if playing him allows you to kill a threat enemy unit safely.
- Osiris if you have Afterlife unit in Graveyard, especially Sylvanus.
- Fire Giant as a best general purpose card to play.
Attacks hit adjacent enemies. Warcry: Deploy two Fire Imps.
Prefer playing a Power Delve if no opponent threat units are present on board to keep the Fire Imps Charge in emergency. Fire Giant is best used as a one of last cards in play, providing a winning condition even when you run out of cards eventually in a very close and draw match.
“Blood & Steel” is perfect for “Triple Threat” gauntlet, no changes are ever required to get easy 5/5 vs average players.
“Blood & Steel” logo
12.02.2017: Update with Release Patch Notes.