Calveit's Golden Girls / Ян Кальвейт : Золотой Огонь

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Brief Summary of Build
This is the deck I've used to climb to ~4.3k (sorry, I'm on ps4, so no proof). It's a bit of an odd duck, but I've found it to be pretty competitive in some of the matchups that are common right now.

At its heart, it's a control + scorch deck, similar to some of the radovid decks lying around. It has the ability to play for a longer round three (usually a problem for scorch decks) by playing lots of gold power through some unusual combos. Let's dive in!
Card Combos
Myrgtabrakke + Scorch + Villentretenmerth
Like a few powerful decks right now, this deck relies heavily on (double) scorch in round three. The scorch you can use as you want, but plop down Villen when you have exactly three cards and watch your enemy valiantly play his Reaver Hunters, Clan Dimun Pirate Captain, or Spotter right into it.

Stefan Skellen + Impera Enforcers + Vilgefortz
If round three is a bit longer than you'd like for a scorch-heavy play, use this to get some extra gold on the board. I usually kick Villen going into round three, then use Stefan to select him. Play your Enforcers, and they'll come onto the board gold – then Vilgefortz one of your bronze cards (Olgierd works great for this) to pull out Villen. Depending on the matchup and the circumstances, sometimes I try to have Villen in-hand and play Cahir from deck. Don't be afraid to improvise!

When the combo works – and it's surprisingly undisruptable – you'll often end up with close to fifty points of gold power on the board, plus one or two scorches on the way.

Importantly to using this deck correctly, however, is knowing when to use your Enforcers early, and how. If round three is looking like it's going to be short, or if you aren't going to have the rest of your combo, you don't want them to be dead cards. Enforcers can give you information about what you'll get from Cantarella, Calveit, or even Vilgefortz in earlier rounds, if you need the extra tempo. Against Radovid decks, you can use a lot of gold power in round one or two to deny him a powerful Bloody Baron – although Dimeritium Shackles and scorch are just as good.
General Guide
Round one is the trickiest with this deck, but you've got some tools to win it and some tools to hedge against losing.

To win, your biggest tools are your Rot Tossers and your Alba Pikeman. The latter are usually your first play, in the Sieged Row. Use Calveit and Cahir to play whatever you don't have and need. Vanhemar with Stammelford's Tremors can also be good for tempo.

I think Rot Tossers are criminally underrated because of how they control the flow of the round. If they opponent has the answers for them, then they're not that powerful; but playing them means you have a good idea of what your opponent will do to counter. If you're clever with them, you can prevent a player from having space to pass while you play something low tempo, or trigger your opponent to pass when you want. And they're absolutely devastating against a few specific combos (anything with Kaedweni Sergeant, for example, especially if you wait for them to Henselt first). Lastly, they represent hard removal in the last round, if you need more, when your opponent usually already used the counter on something else.

Use Olgierd to hedge against losing round one, especially against opponents that want a long round three (and therefore will try to dry-pass against you). Either way, the round-three flexibility of this deck means you can choose to play round two based on your read of the situation, to try and maximize card advantage.

Then, in round three, get what gold power on the board that you can, and try to line up your scorch(es) with Myrgtabrakke. Burn it all with fire!

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текст с английского на русский
Создан:
19 августа 2017, владелец: buro209
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