Unusable rare card in a deck

By BigBadAndy, in KeyForge

I hadn’t considered that the Alter could be see obligatory use by opponents with cards that use your artifacts etc. so this is another use.

I still don’t think this justifies including the altar in a deck with no humans. If we were designing decks no one would do this. But at least it provides some “salvage” value for the card.

There is another nice effect that I don't think anyone has mentioned. With the relative lack of artifact removal in the game and in most decks, playing Sacrificial Altar both gives you an aember AND effectively drops your deck size from 36 to 35 cards. Not a big difference, but it will make pulling the cards you DO want a little more likely. Artifacts are generally nice in that regard. I have a deck with 10 artifacts that all have somewhat useful effects. Most also grant an aember. The nice thing is that as the game goes on, my deck shrinks and I can get to a point where I'm cycling through my whole deck pretty quickly, seeing good cards multiple times. The deck also has two copies of Control the Weak...

  • My turn... Control the Weak. You must play Brobnar next turn. Done.
  • His turn... Pass, I can't do anything.
  • My turn... Cool. Dis. Reap, Reap, Play, Play, Control the Weak. You must play Brobnar next turn. Done. I have to shuffle my discard pile to draw back up to 6.
  • His turn... Pass, I can't do anything.
  • My turn... You're going to hate me. Dis. Do some stuff and Control the Weak. Brobnar. Done.
  • His turn... Sigh.
  • My turn... So, I swear to all that's good in this world that I'm a nice guy. Control the Weak. Brobnar. Done.
  • His turn... Kill me now.
  • My turn... Do some more stuff. And now you get to take an actual turn.

It was only possible because my deck was down to so few cards and I had a somewhat lucky draw. After taking 5 turns in a row, I had two forged keys and 5 aember in my pool. I won shortly thereafter.

I have a deck with EMP Blast from the Mars house. Very Strong card, and it is 1 of my only 4 aember cards....

card text: "Each Mars creature and Each Robot creature is stunned. Each artifact is destroyed"

i have 7 mars creatures and 4 robots. 3 of those robots are mother, (CANT remove her!!). 3 of my 4 artifacts are vital to my win condition. They cannot be removed. Now i wouldn't say this card is completely useless, but it is **** close....

3 hours ago, KrisWall said:

There is another nice effect that I don't think anyone has mentioned. With the relative lack of artifact removal in the game and in most decks, playing Sacrificial Altar both gives you an aember AND effectively drops your deck size from 36 to 35 cards. Not a big difference, but it will make pulling the cards you DO want a little more likely. Artifacts are generally nice in that regard. I have a deck with 10 artifacts that all have somewhat useful effects. Most also grant an aember. The nice thing is that as the game goes on, my deck shrinks and I can get to a point where I'm cycling through my whole deck pretty quickly, seeing good cards multiple times. The deck also has two copies of Control the Weak...

  • My turn... Control the Weak. You must play Brobnar next turn. Done.
  • His turn... Pass, I can't do anything.
  • My turn... Cool. Dis. Reap, Reap, Play, Play, Control the Weak. You must play Brobnar next turn. Done. I have to shuffle my discard pile to draw back up to 6.
  • His turn... Pass, I can't do anything.
  • My turn... You're going to hate me. Dis. Do some stuff and Control the Weak. Brobnar. Done.
  • His turn... Sigh.
  • My turn... So, I swear to all that's good in this world that I'm a nice guy. Control the Weak. Brobnar. Done.
  • His turn... Kill me now.
  • My turn... Do some more stuff. And now you get to take an actual turn.

It was only possible because my deck was down to so few cards and I had a somewhat lucky draw. After taking 5 turns in a row, I had two forged keys and 5 aember in my pool. I won shortly thereafter.

dude, the games you play must last FOREVER!!!

typically, it take 6 rounds just to cycle thru ur deck once. the game you are describing must be 14+ rounds. Was your opponent new to the game that it lasted this many rounds?

Edited by msieder
3 hours ago, msieder said:

dude, the games you play must last FOREVER!!!

typically, it take 6 rounds just to cycle thru ur deck once. the game you are describing must be 14+ rounds. Was your opponent new to the game that it lasted this many rounds?

There are some slow burn “control” style decks that take a lot of turns.

I have one that is poor at generating Amber but has three copies of Drumble:

”Play: if your opponent has 7 or more Aember steal all of it.”

If the opponent is unaware the game is done fast. But if he knows this card he never gets more than six aember. And there are half a dozen “steal one aember” cards in the deck. So 1. It’s frustrating as **** for the opponent. 2. It takes lots of turns.

Edited by BigBadAndy
3 hours ago, BigBadAndy said:

There are some slow burn “control” style decks that take a lot of turns.

I have one that is poor at generating Amber but has three copies of Drumble:

”Play: if your opponent has 7 or more Aember steal all of it.”

If the opponent is unaware the game is done fast. But if he knows this card he never gets more than six aember. And there are half a dozen “steal one aember” cards in the deck. So 1. It’s frustrating as **** for the opponent. 2. It takes lots of turns.

Brutal. Remind me not to play your deck. lol

6 hours ago, BigBadAndy said:

There are some slow burn “control” style decks that take a lot of turns.

I have one that is poor at generating Amber but has three copies of Drumble:

”Play: if your opponent has 7 or more Aember steal all of it.”

If the opponent is unaware the game is done fast. But if he knows this card he never gets more than six aember. And there are half a dozen “steal one aember” cards in the deck. So 1. It’s frustrating as **** for the opponent. 2. It takes lots of turns.

That's not what Drumble says, at least not in the English version of the game. Drumble's text reads, " Play: If your opponent has 7A or more, capture all of it. " If you've been stealing any æmber with Drumble you've been playing incorrectly.

1 hour ago, dperello said:

That's not what Drumble says, at least not in the English version of the game. Drumble's text reads, " Play: If your opponent has 7A or more, capture all of it. " If you've been stealing any æmber with Drumble you've been playing incorrectly.

You are correct. So the difference for capture is the aember goes on the card, correct? And then if he is killed it returns to the opponent.

I’ve only played with the deck twice, and both times my brother was using it against me.

Much less vicious but with three in the deck it’s still going to slow you down

On 12/4/2018 at 4:15 AM, BigBadAndy said:

You are correct. So the difference for capture is the aember goes on the card, correct? And then if he is killed it returns to the opponent.

I’ve only played with the deck twice, and both times my brother was using it against me.

Much less vicious but with three in the deck it’s still going to slow you down

Especially if you have more than one Drumble available. Play one and wait for him to kill it. Play the next on your subsequent turn. Cards like Drumble prolong the game, but you still need a way to win. Capturing is a delaying tactic. Stealing is obviously much better.

On 12/3/2018 at 2:01 PM, msieder said:

I have a deck with EMP Blast from the Mars house. Very Strong card, and it is 1 of my only 4 aember c  ards....

card text: "Each Mars creature and Each Robot creature is stunned. Each artifact is destroyed"

i have 7 mars creatures and 4 robots. 3 of those ro  bots are mother, (CANT r  emove her!!). 3 of my 4 artifacts are vital to my win condition. They cannot be remov  ed. Now i wouldn't say this card is completely useless, but it is **** close....

Just curious does your deck also contain a Wild Wormhole just to screw you even harder since you can end up playing wild wormhole with 20 cards left in your deck and some of you mars or logos cards on the field and screw yourself with a 1/20 chance. Seriously EMP Blast may not be a "useless" card but in most decks I have seen the stupid thing in it is the most detrimental card in the group. I used to think bad penny was the worst card in the game, but Emp blast takes the cake as a mars card that screws mars and if your deck is mars logos you just heavily screw yourself even harder. What is really fun about this is I have seen a deck with pocket universe, Wild wormhole and EMP blast. That has to feel great, setting up the Pocket universe so your aember cant be stolen using wild wormhole to try and set up next turn play only to hit EMP blast and destroy your own pocket universe that was storing aember for you.

Also if you want to see a really bad RARE in a deck check out the strange gizmo in this deck https://www.keyforgegame.com/deck-details/4e3bcfd9-3a13-4aa4-99a9-57d7d7b5b8da 3 libraries, 3 mother guns, 2 hallowed blaster... and the strange gizmo kills everything on the field when you make a key......

Edited by tunewalker
4 hours ago, tunewalker said:

Just curious does your deck also contain a Wild Wormhole just to screw you even harder since you can end up playing wild wormhole with 20 cards left in your deck and some of you mars or logos cards on the field and screw yourself with a 1/20 chance. Seriously EMP Blast may not be a "useless" card but in most decks I have seen the stupid thing in it is the most detrimental card in the group. I used to think bad penny was the worst card in the game, but Emp blast takes the cake as a mars card that screws mars and if your deck is mars logos you just heavily screw yourself even harder. What is really fun about this is I have seen a deck with pocket universe, Wild wormhole and EMP blast. That has to feel great, setting up the Pocket universe so your aember cant be stolen using wild wormhole to try and set up next turn play only to hit EMP blast and destroy your own pocket universe that was storing aember for you.

Also if you want to see a really bad RARE in a deck check out the strange gizmo in this deck https://www.keyforgegame.com/deck-details/4e3bcfd9-3a13-4aa4-99a9-57d7d7b5b8da 3 libraries, 3 mother guns, 2 hallowed blaster... and the strange gizmo kills everything on the field when you make a key......

If you can archive it, it's useful to have around. In the right deck, emp blast is the best artifact removal in the game. It's balanced by the fact that it's usually terrible.

54 minutes ago, saluk64007 said:

If you can archive it, it's useful to have around. In the right deck, emp blast is the best artifact removal in the game. It's balanced by the fact that it's usually terrible.

Ya it can definitely be good, no doubts it just really hurts when it is in a deck with logos that also has wild wormhole because emp blast does not become the only danger card in your deck because now it is always possible to wormhole into it. And as bad as that can be the deck that has it I actually really like https://www.keyforgegame.com/deck-details/9ae89afa-d23d-4895-9306-a9a6179d32b7 , but the other deck with the strange gizmo https://www.keyforgegame.com/deck-details/4e3bcfd9-3a13-4aa4-99a9-57d7d7b5b8da is just unplayable. Emp is probably one of the worst uncommons as it often times does not synergize with the decks it is in (not to say it is never useful, has some amazing uses) but Strange gizmo definitely has the threat of being much worse ESPECIALLY in that Turgiplant deck, that poor thing never stood a chance.

Strange gizmo... ugh. Every time I've played that I've regretted it. I played a game where I played gizmo early because I was having trouble keeping up, and never even forged a key. Having it there just made the other player work even harder to keep me off of one. And if you are doing well, you wont want to play it anyway. Still, I bet its one of those cards that's really good in some decks.

4 hours ago, saluk64007 said:

Strange gizmo... ugh. Every time I've played that I've regretted it. I played a game w  here I played gizmo early because I was having trouble keeping up, and never even forged a key. Having it there just made the other player work even harder to keep me off of one. And if you are doing well, you wont want to play it anyway. Still, I bet its one of those cards that's really good in some decks.

I think the deck either has to have arise or have some way to archive cards right before hand or some way to bounce the gizmo itself the turn you play it or are about to forge a key either way it may very well be the worst rare in the game. Just like i think EMP blast is probably one of my most hated Uncommons right now.

Edited by tunewalker