
"Stardust Crusaders"
*This is my first brew that I started the game with.. Initially it was 3 elements because I liked too many cards.
I figured out quickly back then that It was going to be a lot tougher to run 3 colors in this game in comparison to my Esper brew in MTG at the time.
I wanted to be sure to cover all angles but in the end it was too clunky..
When AL dropped I was able to put some more focus into this brew with all of the new cards that came out.
Fire/Water cards really stood out in the set so I decided to still with Fire and continue the Earth path as it felt safe.
I almost went Fire/Air based on how fast you can get your opponents to Death's Door with those elements combo..
Decided not to, and to keep my aggressive playstyle but with a midrange gameplay in mind.
Formidable Yes, but far from perfect.. I always feel like this one can use some adjustments here and there..
Nonetheless, this one is for sure up for debate when it comes to my "Strongest Brew" and I'll continue to work it until it can't be worked no more!*
This brew really aims to chip you down unless you're opponent can't keep up with the board presence.. in that case, they're getting ran over.
There is lot's of unaccounted for damage that can be done during turns past 4 due to all of the Charge minions.
It's best to stray from grouping with these minions as most of them don't need each other to work.
You'll want to hit multiple sites from different angles rather than pushing straight forward and letting yourself get cleared.
Removal can be tough for this brew if you happen to overextend on your plays so play your minions wisely.
Accolades & Notes
3/27 - Got some good reps in with the new updates and this felt really solid. Going to continue testing!