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Making a Viable Flyer Tournament Deck
by Nagatsu 01.13.2006
Flyers in the current tournament gaming are mainly used as
the shock troops for hitting an opposing mage. Usually cards that fall into
this category are Vampire Bats, Zyx Scouts, and Zyx Probes. Now they may not
have the huge stats of their larger flying brethren but they make up for this in
two ways: one being Basics and two being cheap when in early game you want to
field a larger attack force than you opponent.
Another good use for these cards are
for chump blocking a guard that would normally wreck your stronger troops. Also
if you are playing Zyx you already have that combo well with the Scout and Probe
with Mothership giving them an "immunity shield" that can stop early
game Shockwaves and crowd control cards.
Mothership also has the strongest Long Range
attack in the game and is also Advanced as well as
being able to return your Scouts and Probes back into your deck with their
abilities.
You also have Dragon of Wisdom as a light cavalry to zing an
opponent and if you have cards that stack (for example, Rock herders and
Samurai). You can use its ability and make
those cards stronger.
Then you have your big gun Wyvern!! This flying monster is
not that strong at long or close range but it makes up for that with a mean Medium
attack that basically mauls any Creature/Guard that could block flyers (except
Anti-air Defense ). So if you are planning on building a flyer deck you need to
have heavy ground support with things like Yabisi or crowd control cards that
stop your grounders from attacking your mage.
Hurried War is another card that really makes these cards
nasty simply because of their "shock" tactics. If you get really insane
it is sometimes possible to end the game in four or five turns in tournaments
due to "shock" and your opponent cannot amass a large enough ground
force to deter you from attacking.
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