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Karol’s Crazy Brewz: Blitz OTK Warrior

As the name suggests, this Warrior list aims to kill your opponent in one turn. One. Single. Turn. How is this possible? Well, with a lot of set up! On a related note, recently Jasin Long wrote an article about the best possible hands. Do check out the article if you’re interested in the idea of “setting up” in a game.

The Set Up

Timesnap PotionEnergy PotionPotion of Strength

For this Crazy Brew, you’ll need a ton of potions, both copies of Steelblade Supremacy and a single Ironsong Determination while cards like Twinning Blade and Glint the Quicksilver will help you continue your attacks. So how does it work? This list abuses the fact that both of the previously mentioned pumps stay active until the end of turn, not just the chain link. This means that if you can manage to gain extra action points and extra chances to attack, you’ll be swinging for a huge chunk of damage at a small cost. What’s even better is if those attacks hit, you’ll be drawing a card for each Steelblade Supremacy in play. This just makes your next attacks stronger. 

Steelblade SupremacyIronsong DeterminationTwinning Blade

So we have the core set up idea ready. Those include the four potions (two Potions of Strength, one Timesnap Potion and one Energy Potion), Steelblade Supremacies, Ironsong Determinations and Twinning Blades. You need those in the deck to make the big play work. The tricky thing is making it to the late game stage when you can actually pull the set up turn off! This is where the defenses come in. I run four Sigil of Solace, two Sink Below, two Fate Foreseen (Red) and two Springboard Somersault. These cards help to keep your life total high versus different threats while Sigils help you stay at a high life total against classes like Wizard while defense reactions hold off physical attacks. 

Sigil of Solace (Red)Sink Below (Red)

Sink Belows, Fate Foreseens and Enlightened Strikes help you to arrange your key pieces of the combo on the bottom of your deck. The tricky thing about assembling the pieces is that you cannot block with your Twinning Blades. The card is essential for your big play. However, Steelblade Supremacies and Ironsong Determinations can be brought back with Remembrance.

Enlightened StrikeRemembrance

Remembrance along with Sigils of Solace are great cards to bluff attack reactions with. You swing with a Warrior’s Valor, threaten an attack reaction and hope for an overblock while you gain some life or get key cards back into your deck. The reason your deck still runs cards like Warrior’s Valor and Spoils of War is because they still threaten a powerful turn. All it takes is your opponent taking one of these attacks and you’re swinging back once more and threatening a Dawnblade counter. Not only that, Spoils of War and your Hit and Run (Blue) give you an unconditional go again – this makes dropping potions into play doable while still pressuring your opponent.

Warrior's Valor (Red)Spoils of War

The blues of the deck are mainly there to help you push through some damage on your final attack, or be used as blocks. Cards like Biting Blade (Blue) are useful because they pump your weapon for the rest of the turn. A blue Biting Blade can potentially give your weapon +5 attack in total if you attack four times. Overpower (Blue) makes it harder for your opponent to block the attacks and help you get those hits through.

Biting Blade (Blue)Overpower (Blue)

This is the final deck list below:

OTK Warrior

Class: Warrior
Hero: Dorinthea
Weapons: Dawnblade
Equipment: Arcanite Skullcap, Braveforge Bracers, Courage of Bladehold, Fyendal's Spring Tunic, Gambler's Gloves, Nullrune Boots, Nullrune Gloves, Nullrune Hood, Nullrune Robe, Refraction Bolters

(2) Enlightened Strike (red)
(2) Fate Foreseen (red)
(2) Sigil of Solace (red)
(2) Sink Below (red)
(2) Spoils of War (red)
(2) Steelblade Supremacy (red)
(2) Warrior's Valor (red)
(2) Ironsong Determination (yellow)
(2) Remembrance (yellow)
(2) Sigil of Solace (yellow)
(2) Singing Steelblade (yellow)
(2) Twinning Blade (yellow)
(2) Warrior's Valor (yellow)
(2) Biting Blade (blue)
(1) Energy Potion (blue)
(2) Glint the Quicksilver (blue)
(2) Hit and Run (blue)
(2) Overpower (blue)
(2) Potion of Strength (blue)
(1) Timesnap Potion (blue)
(2) Warrior's Valor (blue)

See the full deck at: https://fabdb.net/decks/MkMloYjP/

Overall Gameplay

Your number one objective is to survive as long as you can. If it means using three or four cards to block, then that’s what you have to do. Bear in mind, the one card you cannot block with is Twinning Blade. It’s the only card that is crucial to pulling off the combo and you cannot get it back with Remembrance. You can put pressure on your opponent with cards like Warrior’s Valor and Enlightened Strike, pitching and placing cards on the bottom that are needed for your combo. Hopefully you’ll be able to get some chip damage through. 

You have the most armor available in the game, meaning you can leverage this to block many crucial hits and be able to threaten some damage with cards mentioned previously. Getting potions into play is key as well. A turn where you play a potion and pass is absolutely fine, just be ready to block the following turn. Once you prepare all your potions in play and know you’ll be drawing the combo pieces, you can set one of the pieces in the arsenal. Leverage your remaining pieces of armor to stop your opponent’s attack and then, it’s go time! Pop both Potions of Strength and the Timesnap Potion, play both Steelblade Supremacies and an Ironsong Determination and go for the big attack. Even with a defense reaction in arsenal, it should be insanely hard to stop a dominated attack for 10. Hopefully you have enough cards to pull off a Twinning Blade in case they block to make sure the following attack lands. An attack for 10, followed by three attacks of seven at minimum should do the job. With an Energy Potion and Courage of Bladehold, you should be able to play everything without needing a pitch card. Once your weapon hits, Steelblade Supremacy triggers and you draw two cards, fueling your next attacks. Cards like Glint the Quicksilver, Refraction Bolters and Twinning Blade will help you keep chaining hits.

It might take a few attempts to pull the combo off, but it’s definitely worth trying. Feel free to mix the list up with cards that suit your metagame – if there are more Wizards around, cards like Tome of Fyendal or Sun Kiss can be a great option to gain more life and take you to the late game. If you’re versing decks with defence reactions, a combination of Command and Conquer with Remembrance can give your opponent a headache and pave a way for your final turn to work. 

Tome of FyendalCommand and ConquerCrazy Brew

If you’re feeling really crazy with this Crazy Brew, throw some actual Crazy Brews in there! Paired with Gambler’s Glove, it can give your weapon the ultimate setup. There’s nothing more satisfying than getting all 3 potion effects with one dice roll. Good luck!

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