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)
  1. City States  [RV-30]
    Realms: (13)
  1. Ancient Kidney  [AR-92]
  2. Cromlin  [NS-7]  (Keep you eyes on the black queen... Uump!)
  3. Euripis  [AR-90]
  4. Forest Ridge  [AR-95]  (I love cannible halflings!)
  5. The Forgotten Ruins  [DU-34]  (Dangerous to have with Land of Legend or Shadowlands available)
  6. Lake Island  [AR-97]
  7. New Guidostal  [AR-91]  (Another one we just rename :)
  8. Nibbly  [1st-226]  (Ditto)
  9. Shault  [AR-94]  ("Thou Shault not attack!")
  10. Tyr  [2nd-224]  (Everybody's favorite)
  11. UnderAthas  [TU-1]  ("That'll teach you to play my realm!")
  12. Ur Draxa  [AR-93]
  13. Urik  [2nd-223]
    Holdings: (3)
  1. Arkhold  [1st-236]
  2. Black Waters  [2nd-246]  (No uglies here!)
  3. Giustenal Ruins  [NS-16]  (No smarties either!)
    Events: (5)
  1. The Apocalypse  [IQ-47]  (Boom for the first 3 turns usually)
  2. The Caravan  [1st-319]  (Truckin' through the desert)
  3. The Gathering  [IQ-43]  (Reminiscent of the Highlander movies)
  4. Good Fortune  [1st-100]
  5. Labor of Legend  [2nd-108]  (Very desert style)
    Champions: (16)
  1. Aria Kyra  [H7, IQ-27]  (Suprisingly nasty)
  2. Azhul the Hasty  [H4, 3rd-266]  (Mr. Energizer Bunny!)
  3. Etarkine  [H1, IQ-31]
  4. Flashburn  [H9, DR-32]  (I like his flying kick!)
  5. Funerea  [H8, 4th-327]  ("She's got huge ... tracks of land!")
  6. Gib Ergo  [H10, IQ-32]  (Nice immunity, and I attack anyway)
  7. Gib Nedyah  [H6, MI-75]  (Some say is broken, but choosing the instant defeat is great)
  8. Helm  [H6, 4th-255]
  9. Hettman Tsurin  [H2, 3th-172]
  10. Islerik  [H5, 4th-334]  (Champion Deflection?)
  11. Luccia  [H7, IQ-21]
  12. Marco Volo  [H3, 1st-50]
  13. Mij Retlub, the Spellfire Oracle  [H0, IQ-14]  (nice defense when needed)
  14. Neeva  [H7, 3rd-259]  (Really prospers in this deck)
  15. Tithian  [H5, 1st-301]
  16. Wulfgar  [H8, RR-39]
    Artifacts: (3)
  1. Axe of the Dwarvish Lords  [AR-2]
  2. Heartwood Spear  [2nd-318]
  3. Siege Ladder  [DU-56]  (Great combo killer)
    Magic Items: (2)
  1. Dancing Sword  [NS-46]  (Can't wait for it to bear hug)
  2. Winged Boots  [AR-20]
    Unarmed Combat Cards: (12)
  1. Bear Hug  [RR-96]  ("Group Hug!")
  2. Disarm  [RR-94]  ("Now put it down. Good boy.")
  3. Flying Kick  [RR-91]  (Early version of Boot to the Head!)
  4. Haymaker [RR-92]
  5. Headlock  [RR-98]
  6. Knockdown  [RR-97]  (Last ditch take out attempt...)
  7. Roundhouse  [MI-96]  (Nice icon bonus usually)
  8. Slap!  [IQ-78]  (The ultimate counter card!)
  9. Stunning Fist  [MI-98]  (Doesn't often become an instant victory, but bonus is great)
  10. Uppercut  [RR-93]
  11. Vital Blow  [DU-77]  (Really vital blow in the picture!)
  12. 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.

Comments?

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