I think this deck looks fairly solid overall, but I'm looking for ways to make him a bit better.
Sagat - Earth:
Starting Character:
::Sagat:: (6 HS 28 Vitality) (Air, Earth, Fire)
Actions (4):
4 Tag Along (5/4) (Air, Earth)
Assets (6):
4 Seal of Cessation (3/3 +2L) (Infinity)
2 Ready for Anything (4/3 +3L) (Earth, Fire)
Attacks (16):
4 Flooded-Nile Throw (4/3 1M4 +3H; Throw) (Earth)
4 High Plasma Beam (4/3 3H3 +1H; Ranged) (Earth)
4 Crushing Embrace of the Jotun (5/3 3M5; Desperation: 4, Throw) (Earth, Fire)
4 Tiger Fury (7/3 4H4 +1M; Punch) (Air, Earth, Fire)
Foundations (44):
4 Battle Prowess (1/4) (Earth)
3 Blinding Rage (1/6 +1M) (Air, Earth, Fire)
4 Origins Unknown (1/5 +1H) (Earth, Fire)
3 Torn Hero (1/5) (Earth)
4 Amy's Assistance (2/4 +1M) (Earth, Fire)
3 Distractible (2/5) (Earth)
3 Holding Ground (2/4 +2L) (Earth)
4 Memories of a Nightmare (2/5) (Earth)
4 Stand Off (2/5 +3M) (Air, Earth, Fire)
4 Criminal Past (3/5) (Earth)
4 Program Malfunction (3/5 +1M) (Earth)
4 The Street Life (4/5 +4L) (Earth, Fire)
Card Strategy and Breakdown:
::Sagat:: - IMHO one of the strongest characters out there. 6/28 are some fairly solid stats, and the effect is absolutely awesome, since it triggers off your opponents' attacks as well as your own, and trims your deck, thus reducing the need for card draw.
Tag Along - Stops meddlesome characters such as *Zi Mei*, Chunners, and the like in their tracks before they can ruin your day. Additionally, it can grab any piece you happen to be needing at the moment on top of that.
Seal of Cessation - Universal tech card, has saved my skin more times than I care to name, especially on this kind of deck, which tends to be a bit slower.
Ready for Anything - A beastly card in a Sagat deck IMHO, this baby may have a low CC, but it provides a major boost to attacks if I bother to play a foundation before them (which also has synergy with ::Sagat::'s other E), and it lets me draw cards in a pinch.
Flooded-Nile Throw - 4 diff 4 damage throw that flips a 3? It makes it on stats alone, but I also made sure the E is not a waste of breath (gasp!).
High Plasma Beam
- Kill condition #1. This guy accumulates a lot of foundations, and he does it fast. That means that after I buff this attack to the moon , it buffs itself some more. Win.
Crushing Embrace of the Jotun - Another throw with sweet stats.
Tiger Fury - Kill condition #2. Despite the number notation, this is more or less what the deck is built around, since I don't have to commit out for this one to work (unlike High Plasma Beam), and it's immune to Bitter Rivals and all that other annoying stuff.
Battle Prowess - It provides some spiffy vitality gain. Combine it with Criminal Past for hilarious results with your opponent's attacks.
Blinding Rage - It has the symbols I'm looking for in my staging area (Earth and Fire), it flips a 6, and helps out a lot against Owlface, which can otherwise ruin my day.
Origins Unknown - Kill facilitator #1. The way the deck is built, it can crank out some fairly impressive speed bonuses for your attacks, and may the gods help your opponent if there's more than 1 of 'em out there...
Torn Hero - Because getting Sagat committed really, REALLY sucks, and it also has the convenient side effect of top-notch Stun deterrence.
Amy's Assistance - Damage soak and asset hate in one convenient package, and it has Earth and Fire. Awesome.
Distractible - Because Rejection is this deck's worst nightmare.
Holding Ground - You're not the only one roaming about with a 1-hit-KO strategy, so it behooves you to plan against said strategies (I'm looking at you, Hilde*...).
Memories of a Nightmare - Because Bitter Rivals is a close second to Rejection as far as giving this deck fits goes, and it also gets rid of a whole lot of other annoying stuff, such as Criminal Past and almost any negation card.
Stand Off - Pump and redux in the same foundation, OR a way to easily commit out my opponent. Works for me either way, especially because it's Earth and Fire.
Criminal Past - Taking half damage from an attack by only committing a foundation is always a good deal. Being able to do that while gaining vitality is just hilarious.
Program Malfunction - Eliminate something that annoys you from your opponent's staging area.
The Street Life - Kill facilitator #2. Turns a large damage bonus (such as from Tiger Fury or High Plasma Beam) into a certain killshot, no questions asked. And it has Earth and Fire, which is always nice.
I would love to incorporate Journey of Repentance , if only because of its hilarious anti-Olcadan's synergy with Blinding Rage, but I don't have any room (plus, I'm already at 70). Any advice on what Journey can replace would be nice.
I have the deck at 70 cards, mostly because I want a lot of things and can't find anything to take out without hurting my core functions. Any advice on this (or any other front you think needs work) would be rather helpful.