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Decks / Wicked R&R
« on: January 07, 2024, 04:09:01 pm »
Wicked R&R
The basic concept of the deck is to use Rejuvenation to lobotomize Wicked Shield, which gives you a solid 4-point shield (and 5 healing) for five quanta.
It's a good exemplar of the quintessential problems of "some assembly required" decks:
I'd guess this has been talked about before, but I haven't found the discussion if so.
The basic concept of the deck is to use Rejuvenation to lobotomize Wicked Shield, which gives you a solid 4-point shield (and 5 healing) for five quanta.
It's a good exemplar of the quintessential problems of "some assembly required" decks:
- Contains "dependencies" between cards. This hurts mulligans, and makes recovery from blowouts much harder.
- Vulnerable to "2 for 1" removal (a single Steal is usually curtains)
- Drawing redundant pieces after the thing has been "assembled" is often useless.
- The above is a bigger problem than it looks, since you need to run many copies to get the "pieces" reliably, so there isn't really a good way of ensuring that you have a card early without also ensuring that you'll draw extras later.)
I'd guess this has been talked about before, but I haven't found the discussion if so.
Spoiler for Scorpion Claws version:
Spoiler for Firebrand Synergy: