User blog:Tetraheart/Personal Dungeon World Deck: Happiness

A personal Dungeon World deck that I've been using since DDW was released. The deck is mostly are made of Generic World cards. An almost detailed explanation (WARNING, made out of 785 words and 4285 characters) of how this deck works and the cards in it are typed below the deck list.

Flag: Dungeon World | Buddy: Actor Knights Justice (Because I have no spare copies of High Priestss)

-Weapon X2 

Burning Bow X2

-Size 0 X4

Actor Knights Hanged Man X2

Mameshiba, Cobalt X2

-Size 1 X10

Actor Knights The Fool X4

Actor Knights Death X4

Actor Knights Tower X2

-Size 2 X10

Actor Knights High Priestess X4

Actor Knights Justice X3

Actor Knights Chariot X3

-Size 3 X2

Actor Knights Judgement X1

Actor Knights The World X1

-Spells X22

Fortune Shield X4

Celtic Cross Spread X4

Divine Protection of Shalsana X4

Pillar of Fire X2

Fool's Journey X2

One Oracle X2

Justice hammer X2

Arcana Flash X1

End of War X1

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Before any questions thrown, decks that I ever built has never been meant for winning, but for pure fun. Me and my friends always have this principle when building decks, "If you make a deck to win, you'll find your victories felt empty and happiness is not found in it". But, our decks will somehow end up beating most meta decks (lol).

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Anyway, this deck is made for a really slow and long game, I say, it's just like eating, you have to enjoy the food properly, eat too fast and you'll choke. Basically, for almost the whole game, you'll be doing a lot of board control while doing some little damage (1 damage at minimum and usually a consistent 2 or 3 damage possible/turn). The main point of this deck is to actually stall the game so long, that your opponent will end up having no more resources to play while you dealing a constant damage, even if it's only 1 or 2 damage per turn and end up with roughly 7-11 health when entering the late game.

Basically, you put Actor Knights High Priestess in your center as a wall to prevent most damage that will be dealt to you, or might end up forcing the oppponent to end their turn due to the high defense. Using fortune shield will boost her defense up to 12000 and giving her the chance to do counter attack if possible, this will usually annoys Demios Sword Dragon players, due to Demios low def, a perfect 3000 defense, which will allow High Priestess to do counter attacks. The other way this deck actually minimalize the amount of damage income is due to High Priestess 7000 defense, where most decks must actually do a link attack, decreasing the amount of damage possibly dealt to the player. Bascially, she's the card that will be used to stall.

Now, cards that will be used for board control will be cards like Burning Bow, even with High Priestess in the center, will still aloow you to attack with the bow, targetting units like Thousand Rapier Dragon for example, to be eliminated out of the board, though the drawback will be it's low power (2000 power), a 1 critical, and 2 gauge as a cost which is a lot (but you won't be bursting down your gauge that fast anyway with this deck played properly).

If you're up against something that have a defense out of the Burning Bow range, cards like Actor Knights Tower and Actors Knight Death will help cleanse the board. Actor Knights Death's 5000 attack is really great against most units, and that 2000 defense paired up with fortune shield should knock away those thousand rapiers (for example), but don't forget of that counter attack too! (If possible) But, what really shines out of Death is it's Curse of The Tarot ability, which is basically a 1 damage spectral stike, so you'll probably use this guy against units more than hitting the face, really good card to keep up the damage flow while controlling the board!

Now, the other rest of the units are used to either burst down the opponent to 0 health, help clearing something that the key cards above can't do or support you at the late game. While the spells are used to help you do everything mentioned above and reload your resouces,

-Fool's Journey is used to restock you hand after a harsh game of control and defense,

-One Oracle played in th early game might provide some little damage or helath boost from what it look's like, but if played in the early game, it can actually enlarge your drop zone, granting acces to early-mid Fool's Journey or more options for Celtic Cross Spread.

-Celtic Cross Spread is used to bring back those units from the dead, giving you acces to reuse them if you ran out of one from your deck or hand.

-Fortune Shield is to protect both you and your units from possible deaths, since in this deck, if you're rushed down, you might lose either your defensive option or your offensive option, which is bad.

-Pillar of Fire is used to blow up certain units without attacking too much, or you could use it directly after your opponent blow up your High Priestess in battle to prevent any damage coming in.

-Divine Protection of Shalsana is the reason I go with Dungeon World, since it doesn't requires me to have a specific kind of field or attack coming to me to cast it.

-Arcana Flash, honestly at first I use it just for the lols, but it actually have th euse to do that late game damage burst, or randomly putting the top 5 cards of your deck away from your draws for the next 5 draws, basically a deck thining without actually discarding them so you have higher chances to get what you need.

-End of War, it's basically and literally a self destruct button just for that specific moments. Other than that, it's just for the lols.

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One of the reason I build this deck is because it's pretty cheap. XD

BTW, with this deck, I've made most of my friends change their decks to specifically beat this deck lol.

Before ending this, sorry for my (bad?) habbit of writing/typing long stuff, I just can't handle it.