Culdcept Saga - Player Decks

Solar (NBY, 18/8/24)

So, I wanted a deck that I could play throughout the storyline my second time through, without making any tweaks for individual levels. (No Gold account, not getting one, end of story.) Enter Solar. Originally named after the concept of Nuclear Fusion + a BY deck = solar storm, I've fiddled around with it quite a bit. (You'll notice there is no longer any Nuclear Fusion because it's just so spendy.)

There aren't enough non-Kelpie-Bonze BY decks out there, so this is my small contribution to the field. A great deal of inspiration came from Andyman's "Is it possible?..." journey and BY Starter+ deck, fatherofmany's The Deck, and the Culdcept Central site and forums in general.

2 Armored Dragon
2 Living Claw
2 Sanctum Guard
2 Ahuizotl
2 Lamia
2 Undine
2 Centaur
2 Pegasus
2 Tengu

2 Boomerang
2 Counter Amulet
2 Spectre's Robe
2 Tearing Halo

2 Chariot
2 Drain Magic
1 Find
3 Gift
1 Haste
2 Holy Word 1
2 Holy Word 6
2 Land Protection
1 Mass Phantasm
2 Paralyzer
1 Refuge
1 Relief
2 Squeeze
1 Telegnosis
1 Word of Recall

The basic idea is to build a chain of blue lands with Undine as the big landholder, Lamia to move around to empty lands, and Ahuizotl to turn the board blue. The yellow and neutral critters are all Attacks First (Living Claw is just an item that hangs out with them) and can be used to attack big lands or defend off-color lands until Ahuizotl can get around to them. Building a row of yellow lands defended by first-strikers supporting each other with extra firepower is a nice bonus, and there are some handy territory abilities in there too.

Most of the items can be used offensively or defensively by most of the critters, and the only creature with a land requirement is Ahuizotl. In general, this deck should have something useful to do each and every turn, and on any map.

As for spells... Chariot and Relief keep your army on the move. You've got enchants to protect your stuff, soften up the opponent's stuff, and deal with mass damage and anything annoying. Haste and Holy Word keep the other guy paying tolls instead of you paying them. Find and Gift keep you in cards, and Refuge and Squeeze recycle dead draws into G.

Weaknesses: I'm sure Taxman, and spell decks in general, would run all over this deck.

Like this deck and want to build your own like it?

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Last Updated on Wednesday, 15 May 2013 08:48

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