This strategy revolves around making efficient use of low value cards for offense, and high value cards for defence. Monster cards play significant role in empowering the above ideas.
Flame Bubba – Adds 2 life to [Flame Dicer] when it is in play; 2 HP, 3 ATK
Hell Brute – Adds 2 damage for each value of 2 used as part of an attack hand; 1 HP, 2 ATK
Flame Dicer – Adds 2 damage for each value of 3 used as part of an attack hand; 1 HP, 2 ATK
Conh Spike – Monster may cease attack to tap [Pillars of Ice] to seal up enemy player charge bar; 3 HP, 1 ATK
Bandit Bob – Restores 1 life to player for each value of 1 discarded from current hand to the grave directly; 1 HP, 2 ATK
Armoured Horns – Monster may cease attack to tap [Wall of Rock] to limit enemy player’s current hand to 4 cards; 3 HP, 1 ATK
Private Pebble – Assumes a face value of 7 when used as part of a defence hand; 1 HP, 1 ATK
Butthead Pup – Assumes a face value of 8 when used as part of a defence hand; 1 HP, 1 ATK
Blade Wings – Assumes a face value of 9 when used as part of a defence hand; 1 HP, 1 ATK
Lance Corporal Glid – Assumes a face value of 1 when used as part of an attack hand; 1 HP, 2 ATK
Beak Wings – Assumes a face value of 2 when used as part of an attack hand; 1 HP, 2 ATK
Beak Grunt – Assumes a face value of 3 when used as part of an attack hand; 1 HP, 2 ATK
Beak Talon – Assumes a face value of 4 when used as part of an attack hand; 2 HP, 1 ATK
Ding Dong Bat – Assumes a face value of `5 when used as part of an attack hand; 2 HP, 1 ATK
The Oinks are setup in a way that takes advantage of the free Monster summon at the beginning of the game and to ensure that a deckout is less likely.
Before the game, free summon Conch Spike which is a 3 HP Esbner Monster. This monster serves as a good tank as it requires at least a triplet to kill. This is also the reason why only 3 Oinks are placed as Esbner Oinks.
Main Offensive Strategy
The general offense strategy of this deck is to use low value cards in conjunction with Ukelele Monsters. For example, Beak Grunt can be used with cards with face value of 3 to change the attack from Single to Twins or Twins to Triplets. Twins and Triplets attacks deals more damage and are less likely to be blocked at the same time.
This can be taken a step further by combining the use of Ukelele Monsters and Ashw Monsters. For example, Beak Wings (Ukelele) can be used together with Hell Brute (Ashw). This Monster combination can be used with cards with face value of 2. When used with 1 card with face value of 2, this combo produces a Twin attack that causes 4 damage. When used with 2 cards with face value of 2, this combo produces a Triplet attack that causes 7 damage.
One important thing to note is that Ukelele and Ashw Monsters should be placed at the Monster Back because only their Attack Abilities will be utilised for offense.
Main Defensive Strategy
The general defence strategy of this deck is to use high value cards in conjunction with Ohif Monsters. High value cards are better for defence because player on the defence has the advantage when playing card with the same face value. Ohif Monsters are used for defending against Twins or Triplets type of attacks. For example, Blade Wings can be used with cards with face value of 9 to defend against Twins or Triplets, forming the strongest defence hands possible for Twins or Triplets attacks.
Along with Conch Spike, this deck also has Armoured Horns that can be used to protect Monsters placed at the Monster Back. Both Monsters have 3 HP and are difficult to take down, ensuring the safety of the other Monsters behind them.
The Monster Flame Bubba (Ashw) is used to boost the HP of Flame Dicer. This allows Flame Dicer to become a decent tank that can be placed on the Monster Front.
The Monster Bandit Bob (Esbner) is used for healing purposes. However, this should only be done if the player has very little life left, and is in danger of being defeated within the next few turns.
Charge Bar Strategy
Prioritize charging Ohif cards which should be used to protect important Monsters from unblockable attacks. Another charge option is the Ukelele charge which should be used during the later stage of the game to end the match. Ashw and Esbner charge should only be used in extreme situations, with Ashw charge being used if the player is confident a big attack can go through and defeat the opponent, and Esbner charge for emergency healing purposes.
Value charge can also be very useful to remove your opponent’s Oinks. However, it is important for the player to take note of the cards that the opposing player has used to ensure the value charge will be effective. Another advantage of having a value charge is when the opposing player reshuffles his/her deck and thus will be vulnerable to the value charge.
Spirit Meter Strategy
Priority should be placed in placing Esbner Monsters into the Spirit Store because of the low amount of Esbner Oinks that this strategy uses. This is the only way of replenishing Esbner Oinks to prevent a deck out against Oink removal strategies.
The main weakness of this strategy is the fact that it relies heavily on setting up Monsters for potential combos. As such, it is very weak in the early stage of the game should the opposing player is able to remove Conch Spike and expose the Monsters at the Monster Back to direct hits.
Another weakness of this strategy is the fact that high value cards are preferred for defence, and low value cards are preferred for offense due to the drafted Monsters. This will naturally cause the player to lean towards saving high value cards for defensive combos or low value cards for offensive combo purposes, even though sometimes using high value cards for offense might be more optimal.
This deck is also very simplistic, in the sense that it does not involve the use of spell cards.
- Last edited Sun Mar 12, 2017 4:45 pm (Total Number of Edits: 1)
- Posted Sun Mar 12, 2017 4:39 pm