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Crack Kills



Thunder Squire/Butterfly Knight deck, making good use of weapons
By Tony Hafner

Total cards: 60
Primary role: Dueling and Multiplayer
Cards by set and rarity (R/U/C)
Main Set: 0/5/14
Netherworld: 1/2/26
Flashpoint: 0/2/10
Foundations:
4 Darkness Priestess4 DNA Mage
2 Fire Warriors2 Test Subjects
Hitters/Utility Characters:
5 Butterfly Knight3 Midnight Whisperer
5 Thunder Squire
Misc:
2 Spirit Pole5 Buro Godhammer
1 Thunder Sword5 Explosives
5 Pocket Demon5 Imprisoned
Feng Shui:
5 Fortress of Shadow5 Turtle Island
2 Monkey House

This is a pretty simple deck, an idea that I saw a long time back and finally got around to building. It uses Monarchs mainly for Butterfly Knights and Thunder Squires. The Knights are great in combination with any weapon, and the Thunder Sword and Explosives work particularly well with them. The Architects are there mainly for denial (via Imprisoned), but are also quite useful for providing their Godhammers.

This deck originally featured a few Proving Grounds, but I noticed that the vast bulk of the characters only cost 1. Because of the Turtle Islands (which also work well with Fire Warriors and Pocket Demons), I added a couple of Monkey Houses. I also upped the count of Turtle Islands.

I've only played this deck a few times, but it has done surprisingly well in both 3-player and 2-player games. It does amazingly well on very little power. If you can pay for a Squire and a Godhammer (at 1 power each), you can do up to 13 points of damage. This isn't unreasonably tricky either, though you might have to spend a little more to clear the table with an Imprisoned or two first. A second turn Midnight Whisperer with explosives isn't too shabby either.

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©1997-2000, Tony Hafner