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A Beginner’s Guide to Welcome to Rathe Sealed

You are ready to dive into the amazing format that is the Welcome to Rathe sealed! That’s great, but where should you start? This article aims to break down the initial stages of how to tackle this format from the moment you start cracking packs and helps you organize your cards to construct a killer deck. Also check out the official sealed rules!

Right off the bat, I recommend sorting the cards into six distinct piles – equipment, generics and your four classes. This makes choosing the class you want to commit to a lot easier. You should end up with six pieces of equipment, one per booster pack (possibly more if you got some in foil), roughly 10-15 cards per class and the rest in the generic pile. As a rule of thumb, class cards are stronger than generics. That’s why giving a quick count of the cards per class helps roughly indicate which class you should go for.

For example, choosing a class with only nine class cards, means you’re relying on 21 generics to complete your 30-card deck. A class with 16 cards, means only 14 generics are needed to complete your 30-card deck.

Ok, you’ve sorted the cards, but now let’s have a look what the classes are all about.

Ninja

Generally speaking, ninja is the most aggressive class of the four. The powerful combo pieces and large number of “go again” attacks, means the class can output more attacks in a single turn than any other class. Katsu‘s ability makes it hard for your opponent to block and pesky Kodachi’s keep chipping away at the life total of your opponent. Because of this, many ninja attacks block for 2, making the class shine on the offense, rather than defense.

It is important you familiarize yourself with the three combo lines present in Ninja:

Make sure to check you have an adequate number of matching combo pieces before committing to this class. Having lots of ninja class cards can be good, but if those pieces don’t match up, you could be stuck with a very clunky deck.

Another important thing to keep in mind is both Kodachi and Katsu rely on zero cost cards. When considering the generics, have a look if you have good zero cost cards, especially in blue to activate both those abilities. A great example of a versatile generic card for ninja is a blue Wounding Blow. Activates both the abilities and blocks for 3.

Because of the reliance on combo cards and need to maximize damage with Kodachis, I’d say ninja is one of the, if not the hardest class to pull off in sealed.

Guardian

Guardian is the hardest hitting out of the four classes. You have the biggest, but most expensive attacks in the game. The crush mechanic makes it tricky for your opponent to block and your hammer can deal the most damage out of any weapon in the game. Guardian is also a great defensive class with all class cards blocking for 3.

When considering building this class, keep in mind the amount of blue pitch cards in your deck. Your hammer and the majority of your big attacks rely on a lot of resource points. This is why it is important to make sure you have around 13-16 blues in your deck. If you saturate your deck with heavy hitters, but not enough resources, you won’t be able to play them!

When looking at generic cards to add to your list, cards that pitch for three and cards that cost three should be your focus. Cards that cost three help to activate Anothos to hit for 6, which can make a huge difference throughout a game. An example of a good generic for Bravo is a blue Raging Onslaught. It’s a great resource card, blocks for 3 and helps to activate your Anothos.

Overall, I would say guardian is the easiest out of the four classes to pull off in sealed.

Warrior

Warrior is all about the weapon attacks. The class has a good balance of aggressive and defensive, letting you adjust your playstyle throughout the game. It is really going to test your opponent’s ability to block, as the reprise mechanic really punishes bad blocks. The core of the deck relies on getting multiple hits in with Dawnblade, which is not easy! This is why it is important to see if you have enough set up cards for your Dawnblade to get “go again”. The main class cards are Driving Blade and Warrior’s Valor. With the class equipment, Refraction Bolters, being extremely useful, because it can be used at any point in the game.

There are also some generic cards that assist with giving your weapon “go again”, such as Flock of the Feather Walkers and Timesnap Potion. In terms of other generics, warrior can be quite flexible with what you go for. The one thing to keep in mind is warrior is the only class that doesn’t have any attack action cards, so try to steer away from cards that interact with those, such as Nimblism and Sloggism.

Overall, as long as you understand the mechanics behind warrior and Dawnblade, it’s a straightforward class to pull off in sealed. As long as you get enough of those key cards, warrior can be extremely powerful in the format.

Brute

With all other classes relying on on-hit effects to get value, brute is the only class without on-hit effects. Instead, the class relies on raw power and the intimidate mechanic to push through damage. Intimidate messes with your opponent’s hand, making it hard for them to block and set up their turn. Just remember, they will get the intimidated cards back at the end of your turn!

Your hero and weapon ability interact with attack action cards that have 6 or more attack. These form the backbone of your deck. Many brute cards have a self-discard mechanic. The more cards you have with 6 or more attack, the easier it is to hit those discards and really unleash the power of brute. Also note, brute’s club costs two resource points to attack with, making cards that pitch for two very useful. A yellow Raging Onslaught is a great example of a staple generic for brute. Attacks for 6, blocks for 3 and pitches for two.

Constructing a Brute deck can be quite straightforward, but playing one is a different story. The self-discard aspect of many of the cards makes it tricky to set up turns where you discard exactly what you need to. A good way to approach your turns is to block with cards you don’t want to discard or play, leaving you with exactly the pitch card, the card you want to play and the card you want to discard. Action cards with “go again” such as Awakening Bellow or Nimblism are great, as you can play them before your self-discard card. If you want to arsenal a card, either play a card that doesn’t make you discard, or swing with the weapon. It’s a tricky class to master, but it is very powerful once you do!

Equipment

Equipment cards are extremely powerful as they start in play. Try to include as many useful equipment pieces in your deck as even a block for 1 damage can turn the tide in this game. Especially with so many prominent on hit effects in Welcome to Rathe. The class equipment you get can be a bit of an indication of what classes in your pool are playable, as each class equipment adds a decent power spike to your list.

Generics

In Welcome to Rathe, the generics have a pattern of interacting either with low cost cards or high cost cards. If you’re unsure which class to commit to based on your class cards, have a look at how your generics are positioned. As a general rule, the high cost card interactions, such as Pummel and Sloggism work better in guardian and brute, while low cost cards such as Razor Reflex and Flock of the Feather Walkers veer towards ninja and warrior. These aren’t set in stone, but act as an indicator for which class you should play.

In summary, this is what I personally look for in generics for each class:

Ninja – zero cost blue pitch cards, zero cost attacks with “go again”, Razor Reflex, Nimblism, and Nimble Strike

Guardian – three cost blue pitch cards, three cost red pitch cards and Pummel

Warrior – key set up cards such as Flock of the Feather Walkers, Timesnap Potion – also powerful additions like Razor Reflex, Scar for a Scar and Snatch

Brute – cards that attack for 6 or more, useful yellow pitch cards & Pummel

Pummel (Red)Sloggism (Red)Razor Reflex (Red)Flock of the Feather Walkers (Red)


Lastly, I’d like to mention the power of defense reactions. With many of the classes relying on powerful on-hit effects and the prevalence of attack reactions in the format, defense reactions can be extremely powerful. Cards like Sink Below and Unmovable are key to shutting down your opponent’s offensive plays. Both cards are great additions to your deck, depending on who you are versing. Sink Below excels at dealing with opponents with small threats, such as ninja and Unmovable stops those big powerful hits from classes such as guardian.

So there you have it! A quick rundown of each class to get you started on this amazing format. Each class has its own nuances, which I hope you enjoy exploring. If you’re interested in more information on each card, we will be releasing a card guide shortly!

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