Onslaught

Crafting cost: 6630

  • Ceremonial Dagger

    800


  • Endless Voyage

    14 : 800

  • Hjalmar: Seawolf

    13 : 800

  • Wild Boar of the Sea

    10 : 800

  • Tyrggvi Tuirseach

    10 : 800

  • Yustianna an Craite

    10 : 200

  • Morkvarg: Heart of Terror

    9 : 800

  • Terror of the Seas

    8 : 200

  • Bjorn Stormursson

    8 : 200

  • Holger Blackhand

    7 : 200

  • Wagonx2

    6 : 30

  • Abordage

    6 : 80

  • An Craite Longshipx2

    5 : 80

  • Boatbuilders

    5 : 30

  • Deranged Corsairx2

    5 : 80

  • Feral Bondx2

    5 : 80

  • Dimun Pirate Captainx2

    4 : 80

  • Dimun Light Longshipx2

    4 : 30

  • Gutting Slash

    4 : 80

  • Pellar

    4 : 80

SUMMARY: This is a control focused Onslaught Pirates list built around Armor carryover and efficient damage. Onslaught stacks Armor in hand, then Hjalmar, Terror of the Seas, and Yustianna convert that Armor into points or removal. Wild Boar, pingers, and cataclysm handle wider boards. TALL PUNISH: There is no Heatwave or Geralt tall punish because scenario, Morkvarg, Tyrggvi, and terror of the seas already cover tall units well enough without weakening the Pirate package. There are also no locks because the deck has enough damage output and clash units to remove most engines immediately. NO CRACH: Crach an Craite is omitted because he is expensive, easy to lock or remove, and often fails to generate enough value for the provisions. CARRYOVER AND PINGER RESET: The Wagons provide useful carryover, which helps with one of the usual weaknesses of meta Pirates. The deck can be awkward to bleed in Round 2 without committing important Round 3 cards, so banking a useful bronze gives extra tempo and makes those Round 2 pushes much easier. Try to bank light longships after they have been used up and are at 1 or 2 power. The wagons can also be used to reset a longship in the same round for more pings. Use scenario to win round one - it is most useful in a long round and round 1 is guaranteed to be long unless the opponent passes early, giving you round control. Play carryover before you suspect they will pass so that you can bleed in round two while armoring, and without committing, the big stuff. Then, drop your remaining golds that you didn’t use in round 2 to win round 3 and the game.

Back to home