Take down Las Vegas with Amber/Sapphire Bluefasa Aggro [Lorcana] [Set 5 Update]
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- Опубликовано: 7 ноя 2024
- Set 5 Update for my Aggro deck for Ravensburger's upcoming Disney Lorcana Challenges in Las Vegas and Birmingham. Invite me to your podcast if you want to talk about it in-depth! Here is the decklist on Dreamborn if you want to try some mulligans or want to follow along:
dreamborn.ink/...
If you enjoyed the video or got something out of it, please consider to like, subscribe, or comment. It would truly brighten my day :) If you have any wishes or suggestions for the next video on the channel: fire away! Also don't hesitate to check out my other socials. I look forward to getting in touch with you and talk Lorcana, Boardgames, and more. Best of luck with the deck and now have fun with the video,
LookAtTheBacon
Business inquiries: tobias AT baconscorner DOT de - Игры
A mulligan guide for the most common matchups would be great!
Part 1:
Can't make a video for it right now unfortunately because my daughter is severely ill and I am not able to find the time for filming, editing, quality control etc before the Set Champs hit next weekend, but I can quickly write it down for you here. Please indulge me if I copypaste this answer here to other comments that ask for a Set 5 mulligan guide as well; thank you so much!
Generally: We are an aggro deck, not a midrange or a control deck. So we always want to play on curve. It is way more important for us to have tempo than let's say for a Blue/Red player. He can sometimes live with T2 dropping a single Pawpsicle aka not having One Jump Ahead or Tipo and will most probably still be fine in the long run. We will not. Therefore, if you don't have a single 1-drop in your opening hand, always aggressively mulligan _your entire hand_. This is absolutely crucial and everything else is plain wrong in an aggro deck imho.
Also: We have a fairly high uninkable count (16 cards), but 50% of that (aka 8 cards) are 1-drops. Therefore the curve of the uninkables is extremely low and the risk of mulliganing into a hand that bricks is basically non-existent. So you can
have faith in the deck to still run smoothly even if you decide to mulligan very aggressively in a particular game.
Now onto the matchups.
Part 2:
Blind mulligan in Swiss -> As we play an aggro deck, our gameplan is quite straight-forward. Turn sideways when on the play (now: "OTD") and basically never trade; and turn sideways plus occasionally take a favourable trade when on the draw (now: "OTP").
Key cards in the mulligan here, or our so-called "nuts draw" is: T1 Daisy, T2 Daisy+Daisy, T3 Daisy+Simba. Daisy is OP as she burns the action answers of our enemies that remove our characters (Brawl, Be Prepared, Cannons, Ba-Boom, Storm, Strength, Zeus, Grab Your Swords, etc) and gives them characters which more often than not don't matter to us that much.
So tl;dr: Always keep all Daisies.
If you don't have a Daisy, play your Lilo and then decide after what the enemy played with what you follow it up. Is it a control deck that shines in the late game like Red/Blue or Blue/Steel? Doesn't matter if you're OTP or OTD -> Drop Piglet or Anna and start aggressively questing. Is it an aggro deck mirror in any shape or form like Amber Amethyst, Redfasa or Lemon Lime Aggro? If on the play: also drop Piglet or Anna and outlore them - you have the tempo, just be faithful in yourself and never stop the gas pedal. If on the draw: search for Wendy Darling and drop her asap. She then helps you clear the board with some favorable trades and gain the upper hand again. She has Ward so she can't be removed anyway and will definitely quest aka get her +3 strength support off.
Is it a midrange deck like Green/Steel, Green/Purple, Red/Purple, Lemon/Lime Discard etc.? Decide what they played T1.If they have something that can trade well, drop your taunts like Simba, Donald etc. and mix in the occasional Daisy/Lilo/Piglet/Anna/Hans to run away. But your bodyguards simply become way more important here. BUT: Never play Baloo on T3.It's only a game closer, so you wanna only drop him in the midgame when you're around 15 lore.
Cards to always mulligan away: all high cost uninkables like King Candy, Wreck-It Ralph, Chernabog. Also Baloo. Never keep a Baloo, even if it looks tempting. Never.
Cards you can safely ink in the early game (e.g. Turns 1-3) and absolutely(!) don't have to worry about any more because you run enough copies of them: Mufasa, Kida, Sven, Rapunzel, Julieta Madrigal.
Cards you hate to ink away, but have to if needed: Donald Duck, Hans.
Part 3:
---
Specific MUs:
Red/Blue -> Just run away. Our easiest MU. Will probably be autowin if we draw any amount of Daisies. Especially if they don't run enough human Sisus in their list. Bodyguards are absolutely unimportant in this MU, just mulligan them away
and look for Piglets, Annas, Auroras, Hans', etc.
Tech card choices if you lose too often for your liking: Include more 1 drops (e.g. small King Candys to be able to Shift the big one later) or 2 game ending items like Miracle Candles. This specific amount is low enough so that your Mufasas won't brick too often.
Blue/Steel -> Same as for Red Blue, but if OTD it is absolutely fine to trade a Smee to stop their tempo. Especially if they have two of them out by T3.
Tech card choices if you lose too often for your liking: See Red Blue.
Amber/Amethyst Hyper Aggro & Redfasa & Lemon/Lime Aggro -> As written above: OTP -> gas pedal, OTD -> search Wendy in the mulligan + then occasionally trade, afterwards outlore them.
We're slightly favoured.
Tech card choices if you lose too often for your liking: Include more Support characters to have alternative options than Wendy to catch back up to them OTD like for instance Mulan Free Spirit.
Steelsong -> Highly unfavoured, our hardest matchup. Try to go as low on curve as possible so that you can drop everything by T3 or T4 and then you're extremely happy when they wheel and give you seven new cards. If they do decide to wheel (which is usually wrong because they should starve us out and hope we don't draw into Julieta or Rapunzel), your chances go up by a significant margin. So mulligan everything away that costs 3 or more.
Tech card choices if you lose too often for your liking: Include more Ward characters like for instance Duke Weaselton, Belle of the Ball, Cogsworth, or Aurora Dreaming Guardian. Especially the two latter characters are very strong against them.
Part 4:
Green/Steel -> Unfavoured, especially if they get their explosive start with an early shifted Diablo plus mass discard with Prince John. Our draw becomes absolutely crucial here. Keeping a Rapunzel as well as all Bodyguards is key here. Ideally you wanna Daisy->Simba->Donald->Rapunzel for heal+draw. Anna is also great here. Hans falls of big time as he just instantly dies to Let the Storm Rage On. Kida is also useless because they rarely trade and mostly discard. So rather try to go for Mufasa and when they trade, hope to luck out a Ralph, Chernabog, or another Mufasa. Also hope they play Ursula Deceiver on T2 because it immediately whiffs due to us not playing any Songs.
Tech card choices if you lose too often for your liking: Include more draw like for instance a single Invited to the Ball or one to two Queen's Sensor Cores.
Lemon/Lime Discard -> Basically the same as Green Steel, but they have Under the Sea. So any 3 Strength character becomes way stronger in this MU automatically. So look for the line Daisy->Anna/Aurora->Hans->Sven! Also Wendy, Kida, Mufasa, and King Candy come in clutch here. Especially King Candy. Because he is immune to Under the Sea plus he draws us cards against their discard and lets us smoove out our curve. E.g. when you play him T5 and have only a 1 drop in hand and draw two 5 drops, ditch the 1 drop and you're golden for the next two turns.
Tech card choices if you lose too often for your liking: See Green Steel.
Green/Purple -> Unfavoured, especially if they find their Lyle. Two or three Lyles out is autoloss basically. So Wendy Darling becomes your best friend. You will need her badly to trade up into the Lyle. He has to be removed at all costs after he traded once. So hardmulligan for a 1 drop and Wendy.
Tech card choices if you lose too often for your liking: Include more Support characters to have alternative options than Wendy to clear their Lyle with your weenies like for instance Mulan Free Spirit or Louie Chill Nephew.
Purple/Steel -> Evenly matched. If they are OTP and get an aggressive start with Maleficent, Smee, etc then it's basically a race from there and Wendy comes in handy again. If they don't, just race them and go full gas pedal. They have enough draw power as well as removal tools to outvalue you big time in the midgame, so you need to be quick enough. Chernabog becomes a key card here, as they will never double Zeus him because its way too bad value. So this is the only MU where
you could be as cocky as keeping him in your opening hand when OTP. It can pay off. But the rest of the cards have to be perfect for that, aka: be able to ink something+1 drop, be able to ink something+2 drop, be able to ink something+3 drop, plus Chernabog. Then you can keep him, otherwise not.
Tech card choices if you lose too often for your liking: Include more big threats that can't be easily removed by ping damage or a Madame Mim Fox like for instance a Minnie Mouse Compassionate Friend, a Bernard Brand-New Agent, a Joshua Sweet The Doctor, a Mrs. Judson Housekeeper, a Minnie Mouse Musketeer Champion, a Mirabel Madrigal Gift of the Family, a Nani Protective
Sister, a Moana of Motunui, a Happy Good-Natured, a Cogsworth Grandfather Clock, a Aurora Dreaming Guardian, a Maleficent Uninvited, a Stitch Rock Star, a Jasmine Queen of Agrabah, a Kit Cloudkicker Navigator, a Maid Marian Lady of the Lists, a Perdita Devoted Mother, a Cristopher Robin Adventurer, a Snow White Well Wisher,
a Kuzco Selfish Emperor, or a Surfer Stitch. Just pick some of these and include them as 1-ofs and then see what worked best for you against the MU. I would test a Cogsworth, a Surfer Stitch and some shift Auroras if you nailed me down on it.
Red/Purple -> Slightly favoured, as they hate our Hans. They can't Brawl him, they can't human Sisu him, and when they tap their Flynn to trade the Hans then he can't get their 3 lore anymore as he dies to it. Also Wendy is strong in this MU
because they can't ping her plus she can give something +3 Strength to kill a Sisu Emboldened Warrior. Their Madame Medusa is strong, as well as Be Prep of course, but both come quite late, so opt for aggressive lines without Bodyguards if possible.Basically Piglets, Auroras, Hans', Wendys, Svens, Mufasas, King Candys is what you search. Never play Kida in this MU as she opens the door
for big Sisu, Medusa, Brawl etc. And try to always keep a 5 drop protected by a 1 drop so that it doesn't get Be King'd or Tremained.
Tech card choices if you lose too often for your liking: See Red Blue.
Part 5:
All other MUs (Blurple, Red/Steel, Red/Green, Green/Blue, etc): We are definitely favoured as they are too inconsistent to find answers reliably often enough to deal with our constant loring pressure. Never have fear of these MUs. Here you can play any card in the deck, really. Just adapt to them like I explained in the beginning with the general blind mulligan. If OTP, run away. If OTD and they are passive, run away. If OTD and they have good early game to contest you, rely on Bodyguards. Close the game out with Mufasas, Baloos and Chernabog.
PS: Never ink above 6. You don't have enough draw to support 7 mana worth of dropping threats for several rounds in a row, so it's most likely never worth it. You rarely even go over 5 ink. Try to end the game around then as well. The later the game gets, the weaker our deck becomes. Also boardwipes like big Sisu, Be Prep, Under the Sea, and Grab Your Swords come online then, so we want to win before that. But if you expect one coming down soon, always have one or two Mufasas on the board so that you don't end up with nothing the next turn. Mufasa will draw us a
character for sure as we're running zero items, locations, songs, or actions.
Best of luck at your Set Champs! :)
Let me know if you have any further questions.
Ooh I like the changes! Wouldn't have thought of Wendy. My list is currently somewhere between the first iteration, and this one. Im thinking about keeping the big Auroras to help protect myself from steel song 🤔
@@LavilyDay Also a good idea and definitely possible, sure :) Gl hf in any event and thanks for your feedback!
Mulligan Guide for the New Version would be really great. Played the older Version in Set 4. Liked it a lot.
Part 1:
Can't make a video for it right now unfortunately because my daughter is severely ill and I am not able to find the time for filming, editing, quality control etc before the Set Champs hit next weekend, but I can quickly write it down for you here. Please indulge me if I copypaste this answer here to other comments that ask for a Set 5 mulligan guide as well; thank you so much!
Generally: We are an aggro deck, not a midrange or a control deck. So we always want to play on curve. It is way more important for us to have tempo than let's say for a Blue/Red player. He can sometimes live with T2 dropping a single Pawpsicle aka not having One Jump Ahead or Tipo and will most probably still be fine in the long run. We will not. Therefore, if you don't have a single 1-drop in your opening hand, always aggressively mulligan _your entire hand_. This is absolutely crucial and everything else is plain wrong in an aggro deck imho.
Also: We have a fairly high uninkable count (16 cards), but 50% of that (aka 8 cards) are 1-drops. Therefore the curve of the uninkables is extremely low and the risk of mulliganing into a hand that bricks is basically non-existent. So you can
have faith in the deck to still run smoothly even if you decide to mulligan very aggressively in a particular game.
Now onto the matchups.
Part 2:
Blind mulligan in Swiss -> As we play an aggro deck, our gameplan is quite straight-forward. Turn sideways when on the play (now: "OTP") and basically never trade; and turn sideways plus occasionally take a favourable trade when on the draw (now: "OTD").
Key cards in the mulligan here, or our so-called "nuts draw" is: T1 Daisy, T2 Daisy+Daisy, T3 Daisy+Simba. Daisy is OP as she burns the action answers of our enemies that remove our characters (Brawl, Be Prepared, Cannons, Ba-Boom, Storm, Strength, Zeus, Grab Your Swords, etc) and gives them characters which more often than not don't matter to us that much.
So tl;dr: Always keep all Daisies.
If you don't have a Daisy, play your Lilo and then decide after what the enemy played with what you follow it up. Is it a control deck that shines in the late game like Red/Blue or Blue/Steel? Doesn't matter if you're OTP or OTD -> Drop Piglet or Anna and start aggressively questing. Is it an aggro deck mirror in any shape or form like Amber Amethyst, Redfasa or Lemon Lime Aggro? If on the play: also drop Piglet or Anna and outlore them - you have the tempo, just be faithful in yourself and never stop the gas pedal. If on the draw: search for Wendy Darling and drop her asap. She then helps you clear the board with some favorable trades and gain the upper hand again. She has Ward so she can't be removed anyway and will definitely quest aka get her +3 strength support off.
Is it a midrange deck like Green/Steel, Green/Purple, Red/Purple, Lemon/Lime Discard etc.? Decide what they played T1.If they have something that can trade well, drop your taunts like Simba, Donald etc. and mix in the occasional Daisy/Lilo/Piglet/Anna/Hans to run away. But your bodyguards simply become way more important here. BUT: Never play Baloo on T3.It's only a game closer, so you wanna only drop him in the midgame when you're around 15 lore.
Cards to always mulligan away: all high cost uninkables like King Candy, Wreck-It Ralph, Chernabog. Also Baloo. Never keep a Baloo, even if it looks tempting. Never.
Cards you can safely ink in the early game (e.g. Turns 1-3) and absolutely(!) don't have to worry about any more because you run enough copies of them: Mufasa, Kida, Sven, Rapunzel, Julieta Madrigal.
Cards you hate to ink away, but have to if needed: Donald Duck, Hans.
Part 3:
---
Specific MUs:
Red/Blue -> Just run away. Our easiest MU. Will probably be autowin if we draw any amount of Daisies. Especially if they don't run enough human Sisus in their list. Bodyguards are absolutely unimportant in this MU, just mulligan them away
and look for Piglets, Annas, Auroras, Hans', etc.
Tech card choices if you lose too often for your liking: Include more 1 drops (e.g. small King Candys to be able to Shift the big one later) or 2 game ending items like Miracle Candles. This specific amount is low enough so that your Mufasas won't brick too often.
Blue/Steel -> Same as for Red Blue, but if OTD it is absolutely fine to trade a Smee to stop their tempo. Especially if they have two of them out by T3.
Tech card choices if you lose too often for your liking: See Red Blue.
Amber/Amethyst Hyper Aggro & Redfasa & Lemon/Lime Aggro -> As written above: OTP -> gas pedal, OTD -> search Wendy in the mulligan + then occasionally trade, afterwards outlore them.
We're slightly favoured.
Tech card choices if you lose too often for your liking: Include more Support characters to have alternative options than Wendy to catch back up to them OTD like for instance Mulan Free Spirit.
Steelsong -> Highly unfavoured, our hardest matchup. Try to go as low on curve as possible so that you can drop everything by T3 or T4 and then you're extremely happy when they wheel and give you seven new cards. If they do decide to wheel (which is usually wrong because they should starve us out and hope we don't draw into Julieta or Rapunzel), your chances go up by a significant margin. So mulligan everything away that costs 3 or more.
Tech card choices if you lose too often for your liking: Include more Ward characters like for instance Duke Weaselton, Belle of the Ball, Cogsworth, or Aurora Dreaming Guardian. Especially the two latter characters are very strong against them.
Part 4:
Green/Steel -> Unfavoured, especially if they get their explosive start with an early shifted Diablo plus mass discard with Prince John. Our draw becomes absolutely crucial here. Keeping a Rapunzel as well as all Bodyguards is key here. Ideally you wanna Daisy->Simba->Donald->Rapunzel for heal+draw. Anna is also great here. Hans falls of big time as he just instantly dies to Let the Storm Rage On. Kida is also useless because they rarely trade and mostly discard. So rather try to go for Mufasa and when they trade, hope to luck out a Ralph, Chernabog, or another Mufasa. Also hope they play Ursula Deceiver on T2 because it immediately whiffs due to us not playing any Songs.
Tech card choices if you lose too often for your liking: Include more draw like for instance a single Invited to the Ball or one to two Queen's Sensor Cores.
Lemon/Lime Discard -> Basically the same as Green Steel, but they have Under the Sea. So any 3 Strength character becomes way stronger in this MU automatically. So look for the line Daisy->Anna/Aurora->Hans->Sven! Also Wendy, Kida, Mufasa, and King Candy come in clutch here. Especially King Candy. Because he is immune to Under the Sea plus he draws us cards against their discard and lets us smoove out our curve. E.g. when you play him T5 and have only a 1 drop in hand and draw two 5 drops, ditch the 1 drop and you're golden for the next two turns.
Tech card choices if you lose too often for your liking: See Green Steel.
Green/Purple -> Unfavoured, especially if they find their Lyle. Two or three Lyles out is autoloss basically. So Wendy Darling becomes your best friend. You will need her badly to trade up into the Lyle. He has to be removed at all costs after he traded once. So hardmulligan for a 1 drop and Wendy.
Tech card choices if you lose too often for your liking: Include more Support characters to have alternative options than Wendy to clear their Lyle with your weenies like for instance Mulan Free Spirit or Louie Chill Nephew.
Purple/Steel -> Evenly matched. If they are OTP and get an aggressive start with Maleficent, Smee, etc then it's basically a race from there and Wendy comes in handy again. If they don't, just race them and go full gas pedal. They have enough draw power as well as removal tools to outvalue you big time in the midgame, so you need to be quick enough. Chernabog becomes a key card here, as they will never double Zeus him because its way too bad value. So this is the only MU where
you could be as cocky as keeping him in your opening hand when OTP. It can pay off. But the rest of the cards have to be perfect for that, aka: be able to ink something+1 drop, be able to ink something+2 drop, be able to ink something+3 drop, plus Chernabog. Then you can keep him, otherwise not.
Tech card choices if you lose too often for your liking: Include more big threats that can't be easily removed by ping damage or a Madame Mim Fox like for instance a Minnie Mouse Compassionate Friend, a Bernard Brand-New Agent, a Joshua Sweet The Doctor, a Mrs. Judson Housekeeper, a Minnie Mouse Musketeer Champion, a Mirabel Madrigal Gift of the Family, a Nani Protective
Sister, a Moana of Motunui, a Happy Good-Natured, a Cogsworth Grandfather Clock, a Aurora Dreaming Guardian, a Maleficent Uninvited, a Stitch Rock Star, a Jasmine Queen of Agrabah, a Kit Cloudkicker Navigator, a Maid Marian Lady of the Lists, a Perdita Devoted Mother, a Cristopher Robin Adventurer, a Snow White Well Wisher,
a Kuzco Selfish Emperor, or a Surfer Stitch. Just pick some of these and include them as 1-ofs and then see what worked best for you against the MU. I would test a Cogsworth, a Surfer Stitch and some shift Auroras if you nailed me down on it.
Red/Purple -> Slightly favoured, as they hate our Hans. They can't Brawl him, they can't human Sisu him, and when they tap their Flynn to trade the Hans then he can't get their 3 lore anymore as he dies to it. Also Wendy is strong in this MU
because they can't ping her plus she can give something +3 Strength to kill a Sisu Emboldened Warrior. Their Madame Medusa is strong, as well as Be Prep of course, but both come quite late, so opt for aggressive lines without Bodyguards if possible.Basically Piglets, Auroras, Hans', Wendys, Svens, Mufasas, King Candys is what you search. Never play Kida in this MU as she opens the door
for big Sisu, Medusa, Brawl etc. And try to always keep a 5 drop protected by a 1 drop so that it doesn't get Be King'd or Tremained.
Tech card choices if you lose too often for your liking: See Red Blue.
Part 5:
All other MUs (Blurple, Red/Steel, Red/Green, Green/Blue, etc): We are definitely favoured as they are too inconsistent to find answers reliably often enough to deal with our constant loring pressure. Never have fear of these MUs. Here you can play any card in the deck, really. Just adapt to them like I explained in the beginning with the general blind mulligan. If OTP, run away. If OTD and they are passive, run away. If OTD and they have good early game to contest you, rely on Bodyguards. Close the game out with Mufasas, Baloos and Chernabog.
PS: Never ink above 6. You don't have enough draw to support 7 mana worth of dropping threats for several rounds in a row, so it's most likely never worth it. You rarely even go over 5 ink. Try to end the game around then as well. The later the game gets, the weaker our deck becomes. Also boardwipes like big Sisu, Be Prep, Under the Sea, and Grab Your Swords come online then, so we want to win before that. But if you expect one coming down soon, always have one or two Mufasas on the board so that you don't end up with nothing the next turn. Mufasa will draw us a
character for sure as we're running zero items, locations, songs, or actions.
Best of luck at your Set Champs! :)
Let me know if you have any further questions.
Yeah Steelsong is extremely tough...a lot of the people in the meta around me are slotting the 4/3 queen in so they can put up a quick clock while keeping our board clear. I've found the other match ups to be good, but I played something similar in the Atlanta 10k won all my matches except against Steelsong which I went 0-3 against and only picked up one game out of the 7 played
Absolutely. You basically need the nuts draw with Daisy into Anna into Hans into Sven/Kida into Mufasa and get a good drop out of Mufasa to be able to close it out. But we knew it was an underdog deck right from the get-go when we chose this colour combination in the first place, so - it's not that it's a general meta breaker against everything or something along those lines. It's just way faster than people anticipate it to be and catches opponents totally off guard, especially when they don't know how important certain key cards are and have to start reading some of your stuff :D
Have you messed around with Pongo? I've been testing him in a list that tries to maintain a hand to help recover post sweepers, and I've found him very strong into red blue and red purple. He's even decent in the green steel match up as there removal is already stretched pretty thin and he doesn't trigger Diablo which is a little bonus
Another card that has overperformed is Von Drake. A 4/4 3 pip dodges so much of the removal and has closed a lot of games for me
@@BunnyFuMaster Pongo didn't work for me during Sets 3 and 4, have tested him extensively. Might give him another shot, thanks.
Von Drake looks great, true. Will give him a spin as well! Cheers
Heya, would you mind explaining why you opted to not use the big Anna anymore? Cheers 😊
@@LavilyDay Hey Lavily, it's too slow in the current meta and gets hit by too many red direct/target removals like Brawl, Madame Medusa, Human Sisu + Ice Block, big shift Sisu, and the like. Therefore I had to cut it (as well as the blue draw Sisu btw), unfortunately :( Best, Bacon
So this "update" quadruples the cost of the deck. Serious?
@@cstorvold What is the correlation between cost and powerlevel?
Of course there can be budget lists that are also strong, but this list has worked out the best so far for me in Set 5 by far and therefore I won't sugarcoat this fact and make the deck worse just to make it more affordable.
Since the inception of "Anna Aggro" my Blue/Orange list was never intended to be a budget deck. It just so happened to be one by chance last Set. And now it isn't anymore. Maybe next Set it is again...we'll see. But for now, that's the fixed 60, yes. Steelsong is still at least double it's price btw, for what it's worth. And TCGs have traditionally never been the cheapest hobby, so... I don't think I'm the one to blame for this matter. Our colour combination is really hard to make work in general. But that's also kind of what makes it fun though, right?
Gl hf to you with the exact list or your own, cheaper brew. All good.