Strategies for this deck? (Mars/Sanc/Shad)

By snowmobeetle, in KeyForge

I have this deck, played with it a few times. I has a couple interesting possibilities (key abduction with lots of mars creatures, 4 artifacts with oath of poverty), but overall strategy for the deck seems tricky. Sometimes I feel like I want to get more creatures out, but I usually end up with little to nothing out and playing tricks by luck of the draw - which is more of just a game of chance than skill at a certain point... I usually just wing it with whatever comes my way, and try to hold back at least one, sometimes two, powerful cards as I go (like bait and switch, oath of poverty, cleansing wave, etc.).

The deck has 14 total ae on cards (at top left of card), 14 actions, 4 artifacts, 14 creatures, 4 upgrades

https://www.keyforgegame.com/deck-details/fa521d0b-336d-4e21-87f2-e2b170099762

Thanks!

From a probability standpoint, you got 3x Protect the Weak, 2x Key Abduction, 2x Terms of Redress. Those are all non-early/start-game cards which can be really annoying and make the deck feel slow to "get going".

Mothergun + lots of creatures is a combo where you might get one big hit and then a little here and there (as your creatures are out). just a single mothergun tho, so chances are it won't line up well.

I really don't dig Oath of Poverty and feel it's a wasted rare. Even in a deck chock full o artifacts. might be good for a final aember push but then you have to get lucky or let it clog your hand for a long time.

macis asp is a solid single card and will draw a big target when they come out. same for whoever you put silent dagger on

the rest of the lineup is kindof meh. i think your analysis is right though, just play what's in hand and on the table and try to stay above the surface.

edit: i guess you could do a mini voltron and armor up something beefy and just sit and reap with the dagger, but this game is so anti-voltron :P

Edited by Poposhka

I really hate playing with 1 Key Abduction, 2 must be miserable. 😬

Thanks for the responses.

32 minutes ago, WonderWAAAGH said:

I really hate playing with 1 Key Abduction, 2 must be miserable. 😬

Key abduction can be nice against another mars deck, since you also put all of the opponent's mars cards in their hand as well. Also, if you don't have mars cards out it's 1ae at least, plus if the mars card(s) that are out are damaged, stunned, or have a Play: ability you get to re-play them the same round. Having said that, I usually don't get much out of Key Abduction (although I've won a couple games with a hail-mary key-forge using it when I was getting blocked hard from forging).

38 minutes ago, Poposhka said:

From a probability standpoint, you got 3x Protect the Weak, 2x Key Abduction, 2x Terms of Redress. Those are all non-early/start-game cards which can be really annoying and make the deck feel slow to "get going".

Mothergun + lots of creatures is a combo where you might get one big hit and then a little here and there (as your creatures are out). just a single mothergun tho, so chances are it won't line up well.

I really don't dig Oath of Poverty and feel it's a wasted rare. Even in a deck chock full o artifacts. might be good for a final aember push but then you have to get lucky or let it clog your hand for a long time.

macis asp is a solid single card and will draw a big target when they come out. same for whoever you put silent dagger on

the rest of the lineup is kindof meh. i think your analysis is right though, just play what's in hand and on the table and try to stay above the surface.

edit: i guess you could do a mini voltron and armor up something beefy and just sit and reap with the dagger, but this game is so anti-voltron :P 

I've used oath of poverty to get some keys quick. My artifacts are not overly-threatening and not a huge target, so it's often useful to hang onto the card and play it strategically (but again, that can be a long time, esp if it comes too early). I can get some momentum with the deck if played right and sometimes get two keys fast - but I often then hit a wall bc the opponent has 8 of their cards in play and I have nothing - scrambling to defend against their onslaught. I feel like I win and lose equally with this deck, but never feel 'in control' of the games at all and I'm just along for the chance-driven ride. My only other deck is almost identical (same houses, only 14 creatures), so I'm wondering if I spent 20 bucks to not like the play and wondering how much more I'd have to spend before I chance upon a deck where I can employ a little more strategy and synergy.