Shard of the Week: This Is What It’s Like When Worlds Collide

Shard of the Week: This Is What It’s Like When Worlds Collide

Shard of the Week: This Is What It’s Like When Worlds Collide

Today’s article is a look at some of the common strategies from Worlds Collide, and how to defeat them using the previous sets (hopefully).
While there is no definite “correct deck” to bring to your ever-changing local meta, perhaps we can pinpoint a few things to look for when selecting which of your favorite decks will likely work the best.

Worlds Collide is looking very strong. It has high powered creatures, lots of captured/exalted æmber, archiving, play cheating… so lets discuss all that.
Every deck has an achilles heel, and some of your older decks might cut right into it.

The Board
Most of the strategies in Worlds Collide rely heavily on creatures, so lots of board wipes should be good, right?
Well yes, but with conditions.
The problem with board wipes is that they don’t get around wards. What has worked for me so far are decks that utilize 1 or 2 board wipes in addition to large creatures that can fight away the wards.
Alternatively, cards that spread damage all over are really good at eliminating those Wards, most of the time.
“Can your deck remove warded creatures?”
If you can confidently answer yes, then this may be the deck to play during the Worlds Collide hype.
A personal favorite of mine would be Cowards End with some big Brobnar creatures. Other options would be things like Key to Dis paired with the type of effect you would see on Poison Wave or Whistling Darts.
So you have a deck you’ve been thinking about bringing to chainbound. If it has this potential then now might be the right time.

The board control needed to fight Worlds Collide decks stems primarily from capture and exalt. Saurians can easily stack up a ton of æmber, and you’ll want to eliminate them quick. If you don’t, they will find ways to take advantage of that æmber… and you’ll wish you were playing against Shadows.

Saurians aren’t the only reason board control is so important. Star Alliance is also shaping up to be a goliath. If you allow their creatures to remain in play, they will begin to do all sorts of crazy shenanigans like drawing extra cards, playing cards out of house, dealing damage, warding, using non-star alliance creatures. It can get out of hand quickly.

Many of the cards in house Dis have the ability to purge cards. Your discard pile, hand, and deck are all at risk. One easily overlooked way to fight this is Bear Flute. Shuffling your discard pile into your deck while giving you some bears can really put a hinder on the strategies of Dis. The bears’ assualt ability from will remove wards and get damage through. Just an added bonus to consider.
What about other options that shuffle the discard pile?
Help from Future Self and Screaming Cave are two more alternatives in the rare bracket that can help mitigate the effects of discard pile purging, however, a purged Time Traveller can feel really bad… so I’m on the fence about this one.
While these options seem decent, my primary advice for contending with this type of threat is a much more generalized approach. Rather than worrying about which cards fight the threat, instead focus on which cards are hurt the most by it.
Cards that rely on your hand and discard pile get alot weaker. I would avoid Arise! and Battle Fleet until the smoke clears. Sorry, I know these are extremely popular cards but the risk might not be worth the reward for the next few weeks at least.

Combo decks fall into the high risk category as well. Some combos utilize cards that are also good induvidually, and these decks should be fine- it’s just the dedicated combos that I would avoid.
For example, Binate Rupture and Interdimensional Graft don’t perform as well. Not only are you dealing with the potential of having a combo piece purged, but your Binate Rupture is weaker when all your æmber is being held by dinosaurs.

New Heroes
As the smoke clears, we have old favorites standing tall against the new threats. Many cards have jumped drastically in importance.
So let’s take a look at my own top ten list of the best old cards for the new meta.

10… Rigged Lottery

In many local game stores, Shadows is taking a backseat to Saurians and Dis… which only makes this card better!

9… Destroy Them All!

This card will pull it’s weight against Worlds Collide by eliminating Star Alliance “upgrade creatures” as well as the powerful Saurian upgrades and artifacts.

8… Orb of Invidius

Hinders all those reap effects. Decks that make good use of this card are about to have their moment of glory.

7… Grenade Snib / Bumpsy

Ways to prevent a forge even when they are able to spend captured/exalted æmber. These are just two of the ways Brobnar excels at it.

6… Shadow of Dis

Goodbye abilities! This can really punish Logos, Untamed, Saurian, and especially Star Alliance.

5… Hebe the Huge

Ward removal and high stats. Just what is needed against Saurians and Star Alliance. I could have put Firespitter here, it was a tough call.

4… Dysania

Logos loves to archive, and does it best in Worlds Collide. This will put a stop to all that nonsense.

3… Bear Flute with Ancient Bears

Assault creatures are amazing for breaking through wards, but also protecting your discard pile from Infurnace??? Wow.

2… Guilty Hearts

This card gets right to the point: let go of my æmber! Dinosaurs must be very guilty creatures. This card has always been good, but now it demolishes the primary strategies of Saurian.

1… Word of Returning

The goodnight kiss for scheming Saurian scum. Puts an end to their greedy ways. The flexibility of this card makes it better than Guilty Hearts most of the time.

So that does it for today… I’m off to play more Keyforge. Chainbound is tonight and I’m ready to bring a taste of armageddon to some dinosaurs!

Until next time! —- Jason

leave a comment

Create Account

Log In Your Account

%d bloggers like this: