Bar Brawl (NRBG, 17/0/33)

3 Colossus
3 Burning Titan
3 Fay
4 Sea Bonze
2 Lichenoid
2 Wolverine

2 Chariot
2 Cleanse
3 Fame
4 Fistfight
2 Greed
2 Haste
2 Hold Curse
2 Intrusion
1 Land Protection
3 Manna
3 Mutation
1 Refresh
2 Relief
1 Revival
1 Telegnosis
2 Telekinesis

The first time I ever intruded with a Sea Bonze to kill an idol and realized how incredibly awesome Sea Bonze is as an attacker (disables all in-battle abilities, including items), I decided I had to build a deck around pumping Sea Bonze up until he's an unstoppable force, then Charioting him around the map. This probably isn't the most brutally efficient build of this deck I could come up with, but it gets the job done.

The strategy is simple: Get Sea Bonze onto the board, pump him up with Fay, Chariot and kill. Use Relief to move the Sea Bonzes around the board, and use Telekinesis when you get into a spot where you need to move him one space.

Fistfight/Intrusion/Colossus works well, too, and it fit the theme. It's in here and can be a nice way to take out threatening critters in the early game. Burning Titan is a little bit inferior to Colossus, but he costs less, and no one ever pays much attention to him.

Despite being kind of a gimmick deck, this one actually works pretty well when things break down. I mean, we all know a Land Protected Sea Bonze can be absolutely devastating. When this deck is working well, I pretty much never level up my own land. But when it's struggling or I've gotten a bad draw, I'll throw Mutation+Fistfight onto a Wolverine, Fay or Burning Titan and level that bugger.

Works best on mid-sized, mono-area maps like Two Towers, Colosseum II and Melkizekiah. The current build was last used on Melkizekiah.

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Last Updated on Wednesday, 15 May 2013 12:48

Card of the Moment

Hold Curse 360
Target Cepter's territories with Enchantments cannot be targeted by Enchantment spells or Enchantment territory abilities for 8 rounds.

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