Game Strategy:
This decks uses the Basira boost package then uses the two Jinns (Tiny and Mighty) to ramp. This involves using the rare Tiny Jinn from reserve which comes with a boost, triggers your hero power, then becomes a mana orb. The play is nuts even if you fail the expedition. Ramping powers up triple rare Physical Training for draw. Mighty Jinn does both.
Early game, use low cost Issun, Tiny Jinn, Bravos Pathfinder, Haven Trainee, and Chiron to try and steal double advances (first three turns). It doesn't matter if your opponent advances, just make sure you get doubles. Once you have a 1 expedition lead, abuse Chiron and Helping Hands for cheap pressure and continuous hero triggers.
If mid plays out - late game will unlock Tomoe Gozen and chain Physical Trainings. The card advantage you pick up from those should keep your hand fueled. Tomoe at 3 from hand and reserve is basically immune to bounce. Its baseline stats makes it attractive as a target but often just gets recast (remember, you've ramped along the way so you'll probably have a 2 mana advantage at this point).
Notes: Haven Bouncer is the all-round Sabotage card that just works so well in this deck. I would run this in other decks but the reserve boost is just so great for triggering Basira.
The Spindle imposes a 2 mana tax on your opponent. Always play them vs Yzmir and Lyra because they like to mess with your board. Use your judgment vs other matchups.
This is mostly a solo player deck - you have no interaction with your opponent and concentrate on building expeditions after establishing an early lead. Start by playing low cost cards and force your opponent to over commit. Then choose a side, play higher power cards, and trigger your hero to take the expedition!
Mid/late game basically plays itself - low mental cost. But it is critical to be able to play Issun, Tiny Jinn (other low cost characters) to steal empty expeditions in the early game. Be very thoughtful during this time and memorize all other decks openers! You'll be able to predict common plays and steal empty expeditions if you commit these to memory!
Please Love it if you like and drop a comment! I'd love to hear your suggestions!
Hero
Name | Faction | |
---|---|---|
Basira & Kaizaimon | Bravos |
|
Spells
# | Name | Mana | |
---|---|---|---|
3 | Helping Hand | / |
|
3 | Physical Training | / |
|
Permanents
# | Name | Mana | |
---|---|---|---|
3 | The Spindle, Muna Bastion | / |
|
Characters
# | Name | Mana | |
---|---|---|---|
3 | Issun-bōshi | / |
|
3 | Tiny Jinn | / |
|
3 | Bravos Pathfinder | / |
|
3 | Haven Trainee | / |
|
3 | Chiron | / |
|
3 | Haven Bouncer | / |
|
3 | Bravos Bladedancer | / |
|
3 | Haven Warrior | / |
|
3 | Mighty Jinn | / |
|
3 | Tomoe Gozen | / |
|
Rarity | Count |
---|---|
Common | 24 |
Rare | 15 |
Unique | 0 |
Total Count | 39 (+ 1 hero) |
Type | Anytime | Initial hand |
---|---|---|
Characters | ||
Spells | ||
Permanents |
Format | Is it legal? | Notes |
---|---|---|
Standard | Yes | |
ExAlts Championship | Yes | |
Doubles | No | This mode works the same as Standard but requires the use of two different factions. |
Draft | Yes |
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I agree - you are using the (R) version for the free boost. An alternative if to cut x3 Haven Trainee (R) and x3 Haven Warrior (C) for x3 Bravos Tracer (C) and x3 Bravos Vanguard (R) combo. The Vanguard still triggers the boost but requires mana considerations instead of free.
really wish haven trainee got more than just a support ability for rare
XsRxn
If we're looking to refuel, pure draw is where you want to go. Try Red (R) and Ozma (R). Keep in mind, we already have Mighty Jinn (R) and Physical Training (R) that is already included in the decklist which draws