Blitz Heroes: Brute, Guardian, Illusionist, Mechanologist & Merchant
03/07/22 0 comments
Starting out in Blitz and need help deciding which hero best represents your style? In Part 1 of this short series we will see all the Brutes, Guardians, Illusionists, Mechanologists and Merchants!Edit Article
What is this series for?
“Which Hero is the most [INSERT ADJECTIVE HERE]?”
Brutes, Guardians, Illusionists, Mechanologistsand
Merchantsin the game. So without further ado, let's briefly comment on the rules of Blitz, which is the introductory format to the game - and I recommend that everyone plays when they first start playing FaB.
The Rules of the Blitz Format
Blitzbeing one of them. Formats are a way to bring different experiences to players, and each one has different attractive factors to play with. In Blitz, only Heroes with the
Youngsubtype can be played. Most “adult” heroes in Flesh and Blood have the Young variation, but some Young heroes lack an adult counterpart. This means that Blitz's
poolof heroes is larger than other formats like
Classic Constructed,which is the competitive format of the game. The differences between
Classic Constructedare limited to deckbuilding restrictions and hero choice, therefore. In practice, this difference translates into a different
gameplayin each of them: Classic Constructed is more methodical, with matches taking up to 50 minutes (with an average of 30min, in my experience), while in Blitz, the matches are shorter, lasting up to 30 minutes with an average of 10-15min. Going now to the rules, a
Blitzdeck is made up of:
- Up to 11 equipment and weapon cards. After seeing your opponent's hero, you will be able to choose which equipment to use in the match.
- A deck of 40 cards.
The Blitz Heroes
play patterns, as well as some key cards to keep an eye out for.
BruteThe Brute class in Flesh and Blood has as its main identity the idea that "not everything is under your control, including you."
Brutein Flesh and Blood. Kayo came to the game on the Crucible of War set, ushering in the creation of
Youngheroes without an adult version. Tattooing
”Go Hard or Go Homeon his back, from the name you can see why he's in the game:
K.O..The hero is generally considered a
meme,but that never stopped anyone from playing with him.
meme hero,so you better make a good meme. The deck usually uses cards with
Intimidatelike the Brute
stapleBarraging Beatdown (1) and big attacks to try to kill in one hit, as long as the RNG is on your side. A common Kayo turn involves blocking while you try to make attacks with your weapon, and setting up a big turn with Ready to Roll and Bloodrush Bellow to make an attack that, if all goes well, the opponent won't be able to bear. Try using your Gambler's Gloves to attempt to save the attack at the right time, and again, good luck.
Shadow Brutewith a sad history of parental abandonment through murder by her captor, Lady Barthimont. Levia had her revenge, however, by killing her and making a promise: servitude never again.
Blood Debt,which means...
“At the beginning of your end phase, if this card is in your banished zone, lose 1.”
- Blood Debt
downside,and in fact, it often is. But some cards like Deep Rooted Evil and Ghostly Visit (1) turn this into a good thing, and Levia's ability itself is a way to temporarily turn off Blood Debt. As a Brute, Levia also has the identity of strong attacks. Cards like Endless Maw (1) and Graveling Growl (1) are extremely powerful for their cost, the only condition is to banish 3 random cards from your Graveyard as an additional cost. If all goes well, even if you banish cards with Blood Debt, you'll also banish one of her many attacks with 6 and quench Levia's bloodlust, if only for a single turn. A regular Levia turn involves blocking with two cards and making a large attack that preferably places a 6 attack on your Banished Zone. A strong Levia turn usually includes some
Go Again,attack like Dread Screamer (1) followed by a Graveling Growl (1), or turns where the power of Bloodrush Bellow and its claws Mandible Claw attack for 5 each, followed by a large attack like Boneyard Marauder (1) for 18 total damage. It's important to use your Carrion Husk well to be able to block your opponent's turn without using the cards in your hand to perform your combos.
on-hit effects,which means they are “easy” to block, as letting 1 or 2 damage go by means nothing else. To counter this “weakness” the Rhinar has the
Intimidateability, which reads
“Target hero banishes face down a random card from their hand. At the beginning of the end phase, return all cards banished this way to their owner's hand.”
GuardianFlesh and Blood Guardians are protectors of their realms. In battle, Guardians use powerful attacks that are full of energy and, if left unguarded, can leave permanent marks on their victims.
Hero, treating his battles as performances to be watched and revered, the hunky man truly puts on a
showwherever he goes.
Surgesserve as a mini-resource bank: spend 1 this turn to get a 1 discount on your next turn. To be a good Bravo, you need to be prepared to adapt to what happens at the board. That means giving up your hand to defend a strong turn while keeping a blue card to hit with Anothos every now and then. As much as the urge to attack is strong, waiting for an opening and lining up unstoppable turns with strong
on-hit effectsfrom your
Crushattacks are key to be a good Bravo. A typical Bravo turn includes defending with part of your hand while you develop an Aura like Blessing of Deliverance (1) or Show Time! and make a Seismic Surge with your Tectonic Plating. A strong turn with Bravo better occurs when some set up was done on your previous turn. Often having the effect of an active
Surgecan be the difference between activating your hero ability and giving
Dominatefor an attack or not, or maybe even being able to use a Pummel (1) on one of his giant slaps.
Santa Clausis older than civilization, and helped defend Rathe from the
Old Ones.After a calamity, Oldhim fell into a deep icy slumber, recently waking up believing that great evil will come to Rathe, and when that happens, there will be Oldhim.
Essence of Earth and IceOldhim has access to the pure attack and defense efficiency of
Earthand the disruptive ability of
Ice,a powerful combination for those who battle the old man. Like other heroes in the
Tales of Aria set,the Elemental Guardian has
Earth Fusionon many of its cards, which reads:
“As an additional cost to play this card, you may reveal an ELEMENT card from your hand”
- ELEMENT Fusion
Essence of Earthis the Crown of Seeds, one of those pieces of equipment that it's easy to underestimate the importance of when we start. The ability to prevent 1 damage while your arsenal is cycled, fixing your hands in the future, is pretty strong on its own, and paired with Rampart of the Ram's Head, represents at least 2 blocks per zero cards of your deck. A typical Oldhim turn involves activating his Crown of Seeds and blocking with his shield and 1-2 cards, either directly or through activating the hero's own
Defense Reaction. On your turn, you come back with Winter's Wail and make an Arsenal, starting all over again. A strong Oldhim turn is difficult to show explicitly, as the hero's
playstyleis to win turns for sheer efficiency, slow and methodical. That said, turns where you can
pitchyour Pulse of Isenloft as a block 2 + disruption activating Oldhim (pulse counts as both elements after all) and manage to hit with one of your attacks with disruption, such as an Endless Winter or a Command and Conquer, will take you far in the match, making the game increasingly difficult for the opponent to stay ahead by sheer efficiency of your plays.
Dominateand free attacks, Valda can put pressure on opponents like no other hero.
offblocking, a turn of setup and a heavy action turn can be advantageous for the Guardian. A strong turn with Valda naturally includes a big
Crushattack that you play for free. This means you can use every other card in your hand to block and still beat your opponent with a free Mangle. This
playstyleis different from other heroes in that you don't need many cards during your pressure turn; instead, you need many cards for your setup turn.
Illusionistsare masters of confusion and distraction. Well-versed in redirection, illusionists utilize great mirages and create distractions for their opponents, distractions that -- if ignored for too long -- become a nightmare.
Phantasmand Auras with
“When this attack is defended by a non-Illusionist attack action card with 6 or more , destroy it and close the combat chain.”
“Passing Mirage can be attacked. When Passing Mirage becomes the target of an attack, destroy it and close the combat chain. The attack does not resolve.”
Illusionistin Flesh and Blood, Prism, who is also a
Light Hero, having access to
Lighttype cards in addition to the purely Illusionist pieces.
Light IllusionistAuras, such as Ode to Wrath and Parable of Humility serve as a way to absorb an opponent's attack and, on your turn, attack them directly via your Luminaris weapon. Her Heralds like Herald of Protection (2) and Herald of Triumph (1) fill your Soul, which can then be used to create multiple Spectral Shield using your hero's ability. For Prism it's hard to find a common turn because often your deck has two
modus operandisdepending on your choice of decks or even in the same deck, depending on your hand. Block a bit while attacking with a Herald of Triumph (2) or use your health as a resource to resolve attacking Auras (due to Luminaris) such as Merciful Retribution and Haze Bending . A strong Prism turn can involve her legendary cloak Vestige of Sol generating resources after a card goes to her Soul (through one of her Heralds connecting with the opponent, or the activation of a Halo of Illumination) to play several Tome of Divinity in a row, drawing cards and generating more resources to create more and more Auras or attack with more and more Heralds.
Mechanologistsare Rathe's inventors. Sci-fi allied to magic with a touch of
steampunkand a dash of Sonic, mechanologists never stop to think if they
Boosts, which reads:
“As an additional cost to play this card, you may banish the top card from your deck. If it's a Mechanologist card, this card gains
Boostembodies the willingness to innovate and go fast with the recklessness or lack of long-term planning that is common in passionate visionaries, and is an essential part of any Mechanologist's kit.
Boostattacks and the controller suite, using her trusty Teklo Plasma Pistol with the help of her various accessories to transform it from a mere pistol into an unstoppable force. Using her Induction Chamber with Plasma Purifier, Dash can attack multiple times with her weapon, and the more items she puts on the field, the more efficient and dangerous it becomes. It's just important to be careful not to step too hard on the pedal and make her deck run out too quickly with her
Boosts.A common Dash turn includes setting up, whether it's loading her items to do multiple attacks later on, or putting a new item on the field to do the same thing later, all while you block or spray some attacks with
Boostto put pressure on. A strong Dash turn includes charged items and
Boostattacks with a High Octane or Maximum Velocity. In the case of the former, the idea is to use the extra Action Points to attack multiple times with your pistol, with as many activations of Plasma Purifier you can get your hand on. In the case of Maximum Velocity, the idea is pretty clear: attack, and attack a little more later.
Data Doll MKII
memeby many, but her plans are vast, and with time, maybe the meme will come true.
Boostand items are essential for a good Data Doll MKII deck. Your deck can run out fast, but with enough items on the field, Data Doll can put enough pressure on anyone. A common Data Doll turn involves making a
Boostattack and activating her Teklo Foundry Heart to gain additional resources and items. Activations from Optekal Monocle can help ensure that items are at the top of the deck, while her Micro-Processor can further tweak your plays. A strong Data Doll turn involves having several items on the field, including several Induction Chamber and Plasma Purifier, and almost nothing in the deck. With this, you can attack multiple times, for up to 12 damage while not losing cards (since your
pitchgoes to the bottom of the deck and will be drawn at the end of the turn). If all goes well, the pressure is enough to prevent the opponent from returning to the game, entering a kind of
MerchantThere are two
Merchantin Flesh and Blood so far, opposite each other: Genis Wotchuneed, the contraband loved by everyone, and Kavdaen, Trader of Skins, the game's Buffalo Bill. Unfortunately, the class only has one card: Silver Palms, all the rest must be generic cards to have a legal Merchant deck. Good at playing politics in multiplayer formats like
Ultimate Pit Fight(or
UPF) and possibly very valuable for
Player vs. Environment(or
PVE) once they're released, merchants still don't have enough class cards to play in 1v1 matchups, but keep an eye out for open for when the offer improves.
Ninjas, Rangers, Runeblades, Shapeshifters, Warriorsand
Wizards! See you next time!