Hot Heads!
Title Explaination
This deck is based around Dark
Sun realms and holdings (being the hot), and heros and hero unarmed combat
cards (helmets/heads = heroes). Yes, it's a bad pun, but those are
the best types of deck titles...
Contents
Dungeon: Field of the Battle Lord (DU-9)
Rule Cards: (1)
-
City States [RV-30]
Realms: (13)
-
Ancient Kidney [AR-92]
-
Cromlin [NS-7] (Keep you
eyes on the black queen... Uump!)
-
Euripis [AR-90]
-
Forest Ridge [AR-95] (I
love cannible halflings!)
-
The Forgotten Ruins [DU-34] (Dangerous
to have with Land of Legend or Shadowlands available)
-
Lake Island [AR-97]
-
New Guidostal [AR-91] (Another
one we just rename :)
-
Nibbly [1st-226] (Ditto)
-
Shault [AR-94] ("Thou Shault
not attack!")
-
Tyr [2nd-224] (Everybody's
favorite)
-
UnderAthas [TU-1] ("That'll
teach you to play my realm!")
-
Ur Draxa [AR-93]
-
Urik [2nd-223]
Holdings: (3)
-
Arkhold [1st-236]
-
Black Waters [2nd-246] (No
uglies here!)
-
Giustenal Ruins [NS-16] (No
smarties either!)
Events: (5)
-
The Apocalypse [IQ-47] (Boom
for the first 3 turns usually)
-
The Caravan [1st-319] (Truckin'
through the desert)
-
The Gathering [IQ-43] (Reminiscent
of the Highlander movies)
-
Good Fortune [1st-100]
-
Labor of Legend [2nd-108] (Very
desert style)
Champions: (16)
-
Aria Kyra [H7, IQ-27] (Suprisingly
nasty)
-
Azhul the Hasty [H4, 3rd-266] (Mr.
Energizer Bunny!)
-
Etarkine [H1, IQ-31]
-
Flashburn [H9, DR-32] (I
like his flying kick!)
-
Funerea [H8, 4th-327] ("She's
got huge ... tracks of land!")
-
Gib Ergo [H10, IQ-32] (Nice
immunity, and I attack anyway)
-
Gib Nedyah [H6, MI-75] (Some
say is broken, but choosing the instant defeat is great)
-
Helm [H6, 4th-255]
-
Hettman Tsurin [H2, 3th-172]
-
Islerik [H5, 4th-334] (Champion
Deflection?)
-
Luccia [H7, IQ-21]
-
Marco Volo [H3, 1st-50]
-
Mij Retlub, the Spellfire Oracle [H0, IQ-14]
(nice defense when needed)
-
Neeva [H7, 3rd-259] (Really
prospers in this deck)
-
Tithian [H5, 1st-301]
-
Wulfgar [H8, RR-39]
Artifacts: (3)
-
Axe of the Dwarvish Lords [AR-2]
-
Heartwood Spear [2nd-318]
-
Siege Ladder [DU-56] (Great
combo killer)
Magic Items: (2)
-
Dancing Sword [NS-46] (Can't
wait for it to bear hug)
-
Winged Boots [AR-20]
Unarmed Combat Cards: (12)
-
Bear Hug [RR-96] ("Group
Hug!")
-
Disarm [RR-94] ("Now put
it down. Good boy.")
-
Flying Kick [RR-91] (Early
version of Boot to the Head!)
-
Haymaker [RR-92]
-
Headlock [RR-98]
-
Knockdown [RR-97] (Last
ditch take out attempt...)
-
Roundhouse [MI-96] (Nice
icon bonus usually)
-
Slap! [IQ-78] (The ultimate
counter card!)
-
Stunning Fist [MI-98] (Doesn't
often become an instant victory, but bonus is great)
-
Uppercut [RR-93]
-
Vital Blow [DU-77] (Really
vital blow in the picture!)
-
Whirling Dervish [MI-99] (Nice
counter in battle)
Total Cards: 55 (plus Dungeon)
Total Levels: 88
Notes on Deck building
-
I tried to
build the best deck possible for the given theme. Actually, I was
suprised how really well it has played. The champion choices are
obviously built towards lots of combat, and the dungeon can make Azhul
or Drizz't scary. Most decks aren't prepared for it. I'm considering
adding Monty Haul Campaign to this deck, which together with Guistenal
Ruins is very nasty.
Note on Standard Play
-
If you can
ever get Tithian or Azhul with a nice icon bonus from unarmed combat cards,
you've got something nasty going on. Keeping attacking every round
is essential when possible, since the cards don't immediately leave play.
Additionally, keeping the opponents on their heels and down.
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