Blitz Deck Tech: Chane - Shadow Runeblade
20/11/22 0 comments
In today's article, we present a Blitz Deck Tech for Chane, a Shadow Runeblade who uses the banished zone as a resource in a high-risk, high-reward strategy.Edit Article
Flesh and Bloodcame out in Brazil just over a month ago, and since then, Armory events have been taking place in various stores in the
Blitzformat. In case you haven't opted for a deck yet, at the beginning of December we will bring a guide to the classes and heroes of the format so that players can find the strategy that best fits their taste. During this period, the hero I've been dedicated to is
Chane, especially because his play style reminds me of one of my favorite Magic: The Gathering archetypes,
Death's Shadow, where its plays are always high-risk and high reward, and you can't afford to make too many mistakes. Today, I'll be covering one of the deck's versions that I've been piloting, as well as bringing a budget alternative.
About Chane in Blitz
Shadow Runebladedeck, in the world of RPGs, its equivalent would be something like the
Dark Knightjob from the Final Fantasy series. Like every Runeblade, the hero resorts to attack damage and arcane damage, but is not entirely focused on either, although leaning more towards attacks.
onlypiece of equipment that, if you intend to play Chane, you should consider investing in it ASAP: its sole function is to block six damage. However, its use needs to be well calculated, as it will be banished if you have 13 or less life, so you can't wait too long to use it, but in a fast format like Blitz, this block means
an extra turn, and it's common to use it for so you don't need to spend cards from your hand to defend yourself and then hit back aggressively. Flesh and Blood is a game of constantly switching resources between attackers and defenders, and Carrion Husk guarantees you don't need to deplete your resources the next turn for at least one attack. Grasp of the Arknight, in addition to blocking for 2, is also a great resource sink. The ability to create Runechant tokens with what's left over at the end of a turn, or granting extra arcane damage before an attack, makes a difference in the long run. Finally, Spellbound Creepers is a complex piece of equipment to use because it allows for a severe amount of small tricks during the match by allowing you to use, upon activation, a Non-Attack Action as if it were an Instant. That means securing an unexpected
go againwith Captain's Call, or an ill-timed +3 with Minnowism (1), among others.
Arcane Barrierfor matchups against Wizards, and fortunately, Runeblades have good pieces that protect against arcane damage, except in the boots and chest slots, where we are forced to play with a Nullrune set.
Rob Cattonat the World Championship, with a few slight modifications that better suit my taste, in particular the inclusion of two copies of Captain's Call (2). Chane as a hero focuses on his ability to create Soul Shackle tokens, which allow gives
go againto the next Shadow or Runeblade action on the turn.
Shadowarchetypes were made to take advantage of this theme.
Blood Debt, where you lose 1 life at the end of your turn for each card with that ability in your banished zone. However, Shadow Runeblade's actions allow you, under some condition, to play them from the banished zone. That is, while you are banishing cards from your deck with Soul Shackles, you are also accumulating more resources for your next turns, making Chane's "drawback" work virtually like a second hand, but under the consequence that if you abuse its ability and the game drags on, Blood Debt damage can build up quickly. So, Chane's goals are:
1) Make sure you have a good mix of Attack Actions and Actions.
2) Have enough Blood Debt cards to take advantage of the hero's ability.
3) Aim to perform three or more attacks in a turn to mitigate the odds of taking too much collateral damage from cards in the banished zone.
go againfor your attacks, and the fact that the hero himself already guarantees this effect at least once in the turn with the Soul Shackles greatly facilitates the ability to attack three or more times in the same turn.
go againas an
Attack Reactionto most attacks on the list.
go again, can create three Runechant tokens if the attack deals damage to the opponent, and works great to force block with cards in hand at an inopportune moment, or to pull three extra points of damage on your next attack.
Advantages and Disadvantages
go again, and these heroes can easily punish you if your hand doesn't have enough blue resources, but I wouldn't go so far as to say that heroes like Iyslander and Oldhim are bad matchups since, again, Chane is very flexible. On the other hand, due to the low defense of the Actions on the list, the hero has difficulties against "go tall" strategies that accumulate an absurd amount of damage in a single turn, such as against Glass Cannon Lexi, or Rhinar's most explosive turns, which force you to spend many resources to survive for a turn, as Chane is not usually fast and aggressive enough to take such a high amount of damage and win on the next turn on early game.