Team Bandit Gang

Guide to the Battle Rush in the Season of the Draconid

Okay, so you might now wonder. “Does this mode even require any guide? The only thing that changes is the pace.” This is not wrong, but the pace eliminates some of the more complicated decks or simply some time-consuming mechanics. That’s why not every deck from the common ladder will work in the seasonal mode and why we want to go through a bunch of decks here that do.

Whatever you do, make sure that you don’t have to consider too many options on every turn. It sounds stupid, but autopilot decks are the easiest to manage here. Also consider practicing a new deck on casual first if you need to get familiar with the strategy of that deck.

Faction specific approaches

Syndicate:

What you want to avoid when playing syndicate is too much micromanagement with your coins, your gainers and spenders. So hoard is the mechanic that you probably want to aim for, providing nice engines and relatively simple coin management. Coincidently, there’s already a popular Hidden Cache list on the ladder that is pretty good. And since it only takes a few tweaks to make it suitable for the seasonal mode, you can run this pretty successfully. So this is what I’ve been running, but similar lists are just as good:

Northern Realms:

You should utilize engines as well when you play Northern Realms of course. Using too many orders and targeting abilities will cause serious conflict with the timer though. So your best bet is going for simple order abilities and boosting. Uprising is the perfect match for extensive boosting of course but keep in mind that using this ability while your turn ends often leads to another charge being unwillingly used. So if you don’t need to do it earlier, you best save all charges for the turn you want to spawn the Scytheman. This list combines Kerack Frigates with several boosting engines for a solid point generation. This is the deck:

Monsters:

Monsters and its simple thrive mechanic is appealing when it comes to quick turns. That’s why there are several thrive decks floating around, some of them very minimalistic, some using Ethereal and Fruits, some combining it with Wild Hunt or Vampires. I’ve been playing a list with Frost and Wild Hunt, using Force of Nature to progress that mastery to be honest. That leader ability can be changed if you like, but it’s quick and if you use it early, it shortens your turns with autopass enabled, forcing your opponent to play quicker. Here is the deck:

Skellige:

KingDenpai has been playing a Dracoturtle list with Ursine Ritual recently that has massive point swing potential in your final combo. I felt like Ursine Ritual takes a bit too long under some circumstances. For example if you tutor Cerys with Oneiromancy and play the leader charge on the Shieldmaiden, you may not be able to target that leader charge before the time runs out, or another charge you want to save gets used. So I removed Cerys, Shieldmaidens and Vildkaarl and switched the leader ability to Sacrificial Vanguard. Then I added a small discard package and Gedyneith, as the deck already contained 4 druids to utilize here.

What you want to do here is playing Gedyneith in round one, generating massive points while preparing the Dracoturtle combo with your leader ability. What you need in hand by round 3 is Dracoturtle, Mardroeme, Vlodimir and Iris, or access to them with respective tutors. The defender is very useful as well, of course. You set up the dracoturtle (with a Svalblod Priest if you have it), then use Mardroeme to bring it to low armor and high points, revert that with Vlodimir to high armor and low points and finally harvest the high armor with Iris. I noticed that Gedyneith baits some removal in round one, so the Dracoturtle combo doesn’t get interrupted as often as I assumed in the beginning. Really fun to play, give it a try! The deck is down below:

Scoia'tael:

Driftbling mentioned that one of his viewers named aidspit shared a dwarf list that served him well. I played a few games with it and I can confirm this. It’s very straightforward, play some dwarves, utilize their armor and generate nice points while doing that. Portal along Mahakam Marauders seems a little strange at first, but pulling one of them out immediately enables the bonded mechanic for the other one. Still you rather like to pull the Miners and Pyrotechnicians of course. It also features a bit of resilience, which is nice. This is the list:

Nilfgaard:

I’ve got no list for you this time, sorry. Also haven’t seen Nilfgaard that much, a few Hyperthin lists and that was it. But you can always try your favourite list from common ladder and you will see which cards or combos take too long for this mode and adjust according to that.

Final Remarks

What many people enjoy about this mode is that the games are over way quicker than usual. So, this is a great opportunity to progress your masteries in the contract book, as well as some of the keyword contracts (e.g. Hoard contract with the aforementioned Syndicate list). And of course, the experience and journey progress goes way faster as well. So if you want to go for a grind, this is the right time. Otherwise just enjoy the pace.

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