Friday, December 7, 2018

Keyforge Deck Analysis: The Terror that Purifies Togetherness

So I've fallen into the Keyforge trap.  I played several games last Thursday with my friend who has purchased about 15 decks so far.  There is a pretty large player pool here, so I decided to pick up a couple of decks.  The big thing with this game is of course the random deck you get.  That I think makes the analysis outside of playing the deck important as well, since you need to have an idea of what the deck wants to do before you can just try to pilot it.

The Terror That Purifies Togetherness
This is the first deck I purchased, and so far I've gone 3-1 with it.

Breaking down the deck, there are 12 creatures, 20 events, 4 artifacts and no upgrades.  Being that light on creatures means the board presence in the deck is going to be small a lot of the time.  This is further reinforced by the fact that a majority of the creatures have 3 or less power, making them a little susceptible to board wipes.  Luckily though, this deck is pure gas when it comes to Amber creation. Thirteen separate cards generate Amber on play, and several more generate or steal on entering play (such as The Terror and Urchin).  The two copies of Full Moon also will generate if you're able to get several Untamed Creatures into hand.

This deck has several combo plays that can quickly generate a lot of Amber.  The aforementioned 3xThe Terror and either Gateway to Dis or Three Fates with Arise could very easily net you at least 12 Amber on a turn.  Untamed has a similarly powered engine with Full Moon, Niffle Ape and Troop Call being able to get 8 on a turn.  The Sting also pairs well with these combos above, give you potentially a huge Amber reserve, or with Lash of Broken Dreams and Murmook to force your opponent to spend more Amber than they potentially want to, to give to you.  The 2xSilvertooth are also a nice piece to have with something like Pawn Sacrifice, since you can Reap with one and then possibly remove 2 creatures as well.

The one downside to this deck is that each House wants to have explosive turns, which means you have to get them assembled.  There are not many set in play and let them generate value cards, since most creatures are small enough to get removed by a lot of potential Board control pieces.  It can mean there will be some turns where you are making plays that you aren't really wanting to make, but that you need to clear a little hand space to get to your real combo piece. 




2 comments:

  1. I found you via Twitter, and enjoyed this analysis. Odd that your deck has zero humans, but a Sacrificial Altar. Key Charge works nicely with so much Æmber generation, possibly forging two keys in one turn with your aforementioned generation engines. Overall, The Terror That Purifies Togetherness looks to play a carefully-strategic long-game. Well done, and I'm happy you've already been successful playing it!

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  2. Thanks for stopping by!
    Yeah, the Altar with no humans seems to be a relatively common issue I've seen on the Keyforge forums as well.I think the algorithm that generates the decks sees the on play Amber as enough of a bonus to include. It's a little bummer but it does provide a bit of cover of people don't know I don't have humans and they destroy it.

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