Zombie pingalypse

Kartenziehsimulation
Chancen: 0% – 0% mehr
Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
Noch keine.

chromesto 1

My newest creation involving Old Daka - Nightsister Necromancer and Qi'Ra - Street Savvy. Redemption added some very spicy love for witches so I updated my (not released) Daka deck and I wanted to give them a try.

The main purpose of the deck is to survive 2 or 3 rounds and then try to combo off. The play each turn before that is to just use Old Daka's power action and to roll in in the hopes that you get some additional resources. When attempting to go off you'll want to have at least 1 Chant of Resurrection and 1 Common Cause at hand. Hopefully you'll draw the second copies with the Common Cause along with something that allows you to make enough money to play them. After you have drawn the entire deck play 1-2 copies of The Haunted, Hate and both Quilloned Lightsaber on a ready Nightsister Zombie. Also play both Painful Lessons when you have as many Nightsister Zombies in play as possible. If you manage to do all this you have most likely won.

The actual winning happens this way:

  1. activate a zombie (1 damage on a cursed character)
  2. trigger Hate (1 direct damage)
  3. roll in Quilloned Lightsaber dice
  4. reroll/resolve the Quilloned Lightsaber dice (0-5 damage)
  5. kill the Zombie and move the upgrades on next one (2 direct damage from Quilloned Lightsabers)
  6. repeat until you have no more ready zombies remaining

The damage potential with all the cards in play is 4-9 damage/ready Nightsister Zombie so ideally you're looking at 24-54 total damage from the zombies alone on round 2 or 32-72 total damage on round 3. Even without getting any damage from the character or Quilloned Lightsaber dice most teams should die to just the guaranteed damage. Keep in mind that even if you can't just wipe the entire opponent's team (aka you couldn't draw everything you needed) the deck has not lost as it is still possible to get a decent draw and do another push that finishes the game or leads into an even end game.

When killing off the Nightsister Zombies there are few ways to do that. The most common one is to move damage from the Painful Lessons to the zombie you want to kill. Besides that the deck has two copies of Enrage which can be used to deal 1 damage each. Impersonate can be played to rearrange the damage in a most convenient way (0 on Daka, 0 on Qi'Ra, 3 on each ready Nightsister Zombie) and Draw Attention can also be used in a very similar fashion. Both of these cards are also great help when trying to keep Old Daka alive. This deck is a 9 health glass cannon deck after all so Daka really needs all the help you can provide.

The deck is bit light on removal as I tried to keep the removal suite as efficient as possible. Easy Pickings is a very easy inclusion as Qi'Ra is not the primary target for the opponent and commonly if you have to mitigate a huge spike of damage it is possible to find dice with matching symbol and value. Under Attack is another super efficient removal card as the indirect damage can be placed on Qi'Ra without much issues since she is not a vital character. The single copy of Hidden Motive is there mostly just to fill the last spot left open by including just 1 copy of Hate. Whatever efficient "spend 1 resource to remove 2 (or more) dice" cards could be played if I forgot any or if any will be added in the future.

Few cards I considered but decided to not include.

Cheat could be a great inclusion. So far I haven't tried it but I can see the potential as it could provide a little bit of protection against a random discard that got rid of something important. Also an unlucky post-mulligan draw might be a little bit less bad if you can discard a Quilloned Lightsaber (to dig deeper into your deck on upkeep) with the idea that Cheat could dig it back. Playing Common Causes guarantees that you won't be short of cards discard when Cheat is played.

Merchant Freighter is great if you can find it before the round you attempt at going off. If you can't find it early enough it is a dead card.

Acceptable Losses is probably a really strong inclusion as it is very efficient at what it does. It allows gaining up to 3 resources from a single card if you can find that many zombies (Qi'Ra could be sacrificed too if you really need the resources and have just 2 exhausted zombies) you don't mind killing. As an added value it can be used to finish off a zombie even if it has no damage on it. As the deck doesn't run that many dice at least one copy of Acceptable Losses could replace Reap.

Inflict Pain is great card but apart from killing a Nightsister Zombie it does not do much since you don't need more damage. Especially when it is indirect so the opponent can kill the character that has a curse on (to reduce your damage potential).

Vow Of Vengeance does not help to keep Old Daka alive nor does it increase the damage from the combo. You are left with a lot of defeated characters so in theory it could turn Daka or Qi'Ra huge IF the opponent survived the round you pushed for the combo but I just prefer playing cards that actually help keeping Daka alive or to get the combo working.

The other 1 costing curses are mostly just a matter of opinion. Hex is pretty bad. Uncontrollable Rage isn't really any better and the rest are more expensive to play. Haunted at least can give more gas for you when you go off. Please note that the deck has just 2 curses so don't discard them both or you will lose 25% of your guaranteed damage.

Ending words:

Overall I'm not enjoying this deck as much as I expected. It is pretty NPE and even in real life all the pinging is kind of an effort to do. I can't even imagine how painful it would be in the Tabletop Simulator. Also it is effectively a 9 health deck as once Daka dies the game is over. I absolutely don't think it is unbeatable as in addition to the super low health the deck also has issues against disruptive play (disrupt, discard and mill). I'd expect it to lose to meta decks and to easily win more casual decks. Despite these shortcomings I'm actually kind of proud of the decklist as I think it is original and has a very different feel into it.

If you're into infinite give it a try and after getting tired of the constant "1 on X and 1 more from Hate on Y" burn it with fire.

4 Kommentare

bluemadmunkey 546

How do you plan on getting your curses for the Zombies ability? @chromesto

chromesto 1

@bluemadmunkey When playing the Common Causes you are drawing most of your deck (if not the entire deck) so finding one (or both) of the curses is not difficult.

bluemadmunkey 546

You might still have problems missing Common Causes and the curses or if they have more then two characters. @chromesto

chromesto 1

Missing the curses is not the worst thing that can happen although it does cripple the combo a little bit (-25% to the guaranteed damage). If the opponent has more than 2 character you can deal only the ping from Nightsister Zombies on the cursed characters and deal the damage from dice, Hate or Quilloned redeploys on their other characters. You'll most likely kill the cursed characters last that way.

You are right there however that not finding any Common Causes can be an issue.

It is possible calculate the probability of a disaster where you don't draw any Common Causes pre-mulligan, throw all 5 cards back and both of the Common Causes end up being among the bottom X cards of the deck. I'm not 100% certain that my math is correct so please excuse me if I'm giving some wrong numbers. There is a chance that I am not using the hypergeometric distribution properly.

First the probability of NOT getting any Common Causes pre-mulligan is around 68.97%. Then after a full hard-mulligan the probability of both Common Causes being among the bottom X cards is...

  • 0.23% when X is 2 (they're the bottom 2 cards)
  • 2.30% when X is 5
  • 10.35% when X is 10
  • 12.64% when X is 11
  • 15.17% when X is 12
  • 17.93% when X is 13
  • 20.92% when X is 14
  • 24.14% when X is 15

I'd say we can somewhat reliably draw 13 cards without the additional card draw by the start of round 3 (5 post mulligan and 4 on each upkeep). With the additional card draw from Don't Get Cocky and Respite it should be possible to dig into the territory of seeing something like 15-17 cards by that point. In that case the probability of this full disaster draw is somewhere around 16.65% and 12.37% (0.6897 x 0.2414 and 0.6897 x 0.1237). Basically depending on how much cards you manage to draw the ballpark of a disaster in the sense of not drawing any Common Causes before and during round 3 is roughly 15% if you hard mulligan for them.

I don't think 15% failure rate is that bad but if one sacrifices the second Qi'Ra's die one could play Double Down and include a third Common Cause into the deck. This would mean that after a full hard-mulligan the probability of all copies of Common Cause being among the bottom 15 cards would be around 11.21%. This would essentially easily halve the rate of failure at the cost of losing a decent die (the +2 resources is so sweet if you can resolve it) and the third copy is actually a dead card after you have drawn your deck. I think Double Down might be worth considering but then comes the question what other card is played as a 3-of (if any) and what card(s) would be removed to make room for those third copies. The gained reliability comes with a cost.

Btw if I could cheat and guarantee that both of the curses would always be the bottom 2 cards of the deck I would do that because they can be drawn once you get the full combo off. In that case the math for Common Causes being among the bottom X cards would be more favorable for the player since essentially the deck would be just 28 cards when considering the likelihood of finding the Common Causes.