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Rate my deck for Nationals... evil Kula

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Characters [1]


1x Kula


Assets [6]


2x Olcadan’s Mentoring
2x Seal of Cessation
2x The Evil-Doer Destroyer
Actions [8]
3x The Anti K’
3x Rejection
2x Kung-Fu Training


Attacks [12]


4x Ice Coffin
4x Midnight Launcher
4x Knight Breaker


Foundations [40]


4x Blood Runs True
4x Chester’s Backing
4x The Red Lotus of the Sun
3x Bitter Rivals
3x Corrupting Force
3x The Gorgeous Team
3x The Glare from the Abyss
3x Visions of Destiny
3x Intimidating Presence
3x Revenant’s Calling
3x All Life is Prey
3x Oral Dead
1x Charismatic
 

 

any feedback on what cards to replace would be great.. as you can see i blow a lot of my own stuff up on my turn so I threw in TGT to grab some back... but I kind of shoot for all or nothing with a turn...

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Need to read through the deck again before commenting on what cards to replace or add, but first off...major props for building Kula!!!

Oh, here's a funny one...Final Confrontation needs to be in your deck. Kula continuously destroys her own staging area to pass checks...it's only fair that your opponent has as many foundations as you.  :)
 

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i would sugest adding freezing exucution (kula's super) reverse flayer, or ichi no tachi you can pass checks pretty well so you might as well run 16 attacks.

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Hm... I'm thinking running final confrontation is a good idea... dang... never thought of it that way.. use it at the end of my turn after I've blown up everything... that is so nice... haha

 

as for not putting freezing in, I just really hate the 2 check lol, Buti might add 1 or 2 in just for laughs, but right now the deck is at i believe 67... which is more than I'd like...so i'd have to figure out what Id need to get rid of... ugh

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I'm also debating taking out Oral dead, since I have no way of getting 3 of them... and coolstuff is out of them and I have been proxying them... they really only protect me against owlfaces atm anyways... so that could bring me down to 64... take out the seals of cessations... 62.. im not sure if i want to take those out yet though... but the oral deads are probably exiting

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-1 knight breaker

-1 evil dooer destoryer

+1 anti K

+1 something else

 

You dont need 4 knight breakers, you can reliably draw one turn 2 with 3 in the deck.

You need 4 the anit Ks. Anti k wins games.

You dont need 2 Evil dooer destoryer because it is unique, there is prob somethign else with better numbers for its slot.

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Protoaddict said:

-1 knight breaker

-1 evil dooer destoryer

+1 anti K

+1 something else

 

You dont need 4 knight breakers, you can reliably draw one turn 2 with 3 in the deck.

You need 4 the anit Ks. Anti k wins games.

You dont need 2 Evil dooer destoryer because it is unique, there is prob somethign else with better numbers for its slot.

a third olcadon's or a forth rejection.

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shouldnt i run 4 midnights and only 3 KB instead marco? just wondering what is your reasoning behind that line up.

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I don't play Evil, well, ever, but from intuition I think it's because of the conditional playability of Launcher.  It might cost you a game when you need that last couple of damage to win whereas if you only had Knight Breaker, you could win still.

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OhSteven said:

shouldnt i run 4 midnights and only 3 KB instead marco? just wondering what is your reasoning behind that line up.

-Drawing in to too many Launchers can screw you over. You may have one attack, but what if that one attack is BRT'd?
-Breaker wins more games than Launcher, I assure you.
-Breaker has a +0-HIGH block, Launcher has none
-Ichi no Tachi is amazing, helps make the KB combo work, and helps to get rid of any Lotuses before you Ice Coffin Stun: 4.

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hm, sounds good then, i just need to figure out what to take out...

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