Flesh and Blood

Review

Armory Deck Tech: Kayo (+ Upgrade Guide)

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In today's article, we'll review the first of many precon decks for Classic Constructed: Kayo, Armed and Dangerous. We'll go through the main cards in this list, and discuss how you can upgrade this list to a competitive level.

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traduzido por Joey

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revisado por Tabata Marques

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Introduction

In Flesh and Blood's early days, one of the first sealed products were Heroes Decks. These were pre-constructed decks for Classic Constructed, one for each of the four first heroes in the game. However, from Monarchlink outside website onward, we only got precon decks for Blitz.

Ever since, naturally, most of the community kept asking for more Heroes Decks or maybe something similar to a precon deck for Classic Constructed. In May, this wish was finally granted through Kayo's Armory deck, and soon we'll get Boltyn's Armory deck as well.

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Let's review this new deck, the list itself, see what we can possibly do to upgrade it, and find out if this product was the right decision to attract new players or if it's just a bad precon.

The Hero

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Ever since the Heavy Hitterslink outside website spoiler season, Kayo, Armed and Dangerous has stood out to players because he is a simple hero that solved the greatest problem Brute, as a class, had: consistency.

Both Rhinar, Reckless Rampage and Levia, Shadowborn Abomination have to leave behind attacks with power equal or less than 5 to consistently discard or banish cards, but Kayo doesn't. This means he can use more blue cards than any other Brute, which makes him even more consistent. Even though he can only use one 1H equipment, it's all worth it because of how consistent he is and the Might tokens he creates.

To no one's surprise, Kayo has gotten more than half the points he needs to become a Living Legend. He also won the most tournaments in the last Pro Quest season, and is a favorite among pro players. So, he's an excellent choice for a pre-constructed deck.

However, to get the most out of him, his deck needs a few cards, like attacks with at least five power, some attacks with go again (or ways to create Agility), and powerful cards that can finish the game. And ways to discard cards to create Might as well. Let's see this deck itself, and check if all of these needs were met.

The Deck

Let's start with the list you'll have after you open this sealed product:

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The first interesting detail is that this deck is 100% attacks: it doesn't have non-attacks, instants, reactions, or anything of that sort. Therefore, let's divide them in three:

- Engines: the cards that make this deck flow.

- Utility: more specific cards that might be great in certain situations.

- Finishers: cards that finish the game or help you do that.

Engines

Kayo is aggressive, so you want to attack multiple times per turn and deal as much damage possible in just a few turns. Many attacks in this deck do exactly that - either one after another, or with more power for very little cost.

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Wild Ride (1) and Pulping (1) are the only cards that get go again on their own. You might find it risky to use these cards with other Brutes because you might whiff when you discard your cards and miss go again or dominate. However, Kayo makes sure you'll always discard the right cards, so they're actually a must in his lists.

Bare Fangs (1) is one of the best commons around. It will always attack with eight power, and thus it is one of the most aggressive and threatening attacks in this deck, but it doesn't have any block value. This might put you in weird spots, but, for Kayo, the best defense is an attack.

Like any great aggro, you'll need more than six cards with go again. You'll need to be able to play a great sequence of cards every turn to put pressure on your opponent, and a select group of cards will help you with that.

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Agile Windup (3) is one of your most important cards. When you discard it with its ability, you'll create an Agility (and give go again to the first attack that turn) and also create a Might token with Kayo's ability. Even though this precon only has three copies of this card, we'll add more of them to upgrade it. Assault and Battery (3) is useful in the same way, but I'll stress that its Beat Chest ability isn't that essential. Moreover, keep in mind that if you do decide to use it, you won't get to choose the card you discard.

Clash of Agility (1) is incredible when you know you'll always win the Clash (like against Ninjas or Runeblades), but it is risky to keep these copies in your deck against certain opponents.

Occasionally, you won't be able to play card after card the way you want to, so you'll need to attack with more power. You can do that by creating several Might or with other specific cards in this deck.

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Kayo, Armed and Dangerous isn't the only one that creates Might in this list. Cards like Mighty Windup (3) and Pound Town (3) also do that and fix those weirder turns in which you might not be able to deal as much damage as you'd want to.

Utility

Some cards in this list don't seem to make a lot of sense with the archetype's main game plan, but they're efficient for certain situations, and might significantly disrupt your opponent's game plan.

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All of these cards are quite self-explanatory. Humble (1) directly disrupts heroes that depend on their abilities, like Dash I/O, Levia, Shadowborn Abomination, and Katsu, the Wanderer. Rally the Rearguard (1) deals with attacks with Dominate or transforms attacks that don't block in some sort of defense. Strength Rules All (1) (one of this deck's exclusive cards), gets smaller attacks out of your arsenal, which is excellent against Ninjas. Finally, there's Wreck Havoc (1), which is like a Command and Conquer (1) "at home".

Please note: in this precon, Wreck Havoc (1)'s text is wrong. It states, “(…) then banish a defense reaction in their arsenal”, but the correct text is "destroy a defense reaction", according to its first print in Outsiderslink outside website. So please be careful when you play this version.

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Whereas Battlefront Bastion (3) is incredibly useful to defend yourself against smaller, consecutive attacks, Run Roughshod (3)'s value in numbers is above-average - it is a blue card that costs one, with five power, and blocks three. However, it has a condition. It is an excellent card for Kayo, but, if you can't play it, it is still great as a blue card.

Finishers

As this is a simpler deck with various recursive cards (cards that essentially do the same in different ways), we don't have that many finishers, but we have one that is quite strong, in particular:

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Savage Beatdown (1) costs a lot to play and get the most out of, but, when you play it well, it deals twelve damage all at once. In a big turn, you won't play it alone, so use it to tax all the cards in your opponent's hands or even just plain finish the game.

Equipment

These are the best cards in this entire precon. They're excellent equipment choices for this type of product in general:

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Knucklehead, despite being Kayo's specialization, is one of the best rare equipment in the game basically because we just don't have many Temper 2 equipment in this rarity. In general, Head pieces with this rarity only block one, so the fact an equipment piece like Knucklehead exists at all is even a bit surprising. You won't activate its ability that much because it is too risky, but, if you're feeling lucky, it might be devastating to get five or even six intellect.

Savage Sash is so strong that it is, currently, the most important Chest piece in competitive Brute versions. Besides Temper 2, its ability makes several cards cost one or even zero. So, you'll be able to set up long turns and play many cards one after another; it will eventually be enough to drain your opponent's life points.

Hide Tanner is a sort of delayed Goliath Gauntlet, but the fact that all your attacks get stronger with Might and that it has Battleworn 1 justifies its place in this list.

Beaten Trackers is quite common in Blitz Rhinar lists; in this list, it serves a similar purpose. Besides Battleworn 1, it is excellent to get an Action Point in a crucial turn, be it to finish the game or tax your opponent's entire hand.

First Upgrades

Even though this precon is really well-built, we can upgrade it. Let's focus first on cheaper, budget cards and then see a full list with the best the game can offer.

This list is in dire need of finishers, so the first thing we should do is add some cards that will win us the game.

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This is one of the best Brute cards in the game, and absolutely every hero in this class uses it extensively. It is quite easy to meet its condition, it enables Mandible Claw's Go Again, and also buffs all your attacks, besides its cheap cost. With a good sequence, you can easily drip down an extra four or six damage thanks to this action. It's an essential card for any Brute, and definitely the first card you should add to a Kayo list.

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One of the most terrifying cards for your opponents, Cast Bones (1) may seem difficult to play and too situational to get the most out of. However, thanks to Kayo's ability, if you reveal any attacks with 5 power, you'll still activate this card's effect.

As a result, you should consider Cast Bones (1) a zero-cost Action that will grant your first attack on the next turn six power and Go Again. Even if you can't reveal six attacks with it, it is still quite strong if you reveal five or even four attacks.

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Runner Runner (1) is a typical engine for this type of deck, but it will give you another Agility that turn if it has go again. This will guarantee your go again next turn and threaten some damage to your opponent. It's an excellent attack considering its cost, power, and effect.

Adding more yellow copies of Agile Windup (2) or Clash of Agility (2) is still valuable, as you'll have even more chances to create Agility. This decision will depend on the meta, but, for this article, we'll add the yellow copies of Agile Windup (2).

Additionally, an interesting card to add to this list is Savage Feast (1) because it is a cheap, incredibly strong card if you start a turn with it and a go again from an Agility.

The Competitive Version

The upgraded version above is already a lot more solid and has much better finishers, but the full upgrade includes better equipment and better attacks.

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This is the list Daniel Correas took to 2nd place at the Pro Tour: Los Angeles. Notice that many cards in it are already in the precon, and our first upgrade will give you most of this list. You'll only have to add better tools.

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Command and Conquer (1) is already quite nice on its own, but, on this list, it is possibly even more powerful and will have go again, which will make it even more threatening. The same applies to Enlightened Strike (1) - with an Agility's go again, you'll be able to freely choose another mode that fits the turn in question better.

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We also added some of the best Brute attacks around. Beast Within (2), if you discard it through one of the many effects this list has, will refill itself through its ability. However, if it ends up in your graveyard for other reasons (if it's destroyed on the top of your deck or your arsenal), you can still use its effect.

Send Packing (2) is identical to Command and Conquer (1); in the worst-case scenario, your opponent will block this attack, and their arsenal card will go to their hand. Besides the information you just got from this card, you'll have possibly delayed one of your opponent's critical turns. Additionally, if this is a Defense Reaction, you'll banish it before the reaction step, which will disrupt your opponent's block even more.

Swing Big (1) is the most "brute" attack this class has. A 2-cost with 8 power is quite above average, and what would be one of its disadvantages (giving a Quicken token to your opponent) might not be that problematic against many decks. For instance, this token is irrelevant for Ninjas or Wizards.

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Scowling Flesh Bag is one of the best Head equipment cards in the game. If you use it at the right time, you might just end your opponent's turn by preventing them from making the most out of it. You might, for instance, prevent them from playing a Maximum Velocity, or make an Art of War (2) less powerful.

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Apex Bonebreaker is excellent because it has Temper 2, but the fact its ability creates a Might makes it not only quite defensive but also quite offensive. As you'll sometimes need to block with your hero, this equipment will give you more offensive power as you do.

Pro Tour: Los Angeles took place before this precon was released, but, after that, some cards in the precon list replaced cards in more competitive lists. Many players stopped using Fyendal's Spring Tunic and took up Savage Sash and the blue Run Roughshod (3) as a quite flexible blue.

Final Words

Even though precon decks are known for not being all that strong, essentially, Kayo's Armory list will give you exactly what it is supposed to: a consistent deck with a simple, well-executed plan. It doesn't have cards that are too complex to understand, and some of its play lines are quite simple to execute.

This is a simple deck with ample space for upgrades, and you won't need to get rid of the entire deck either to do it, so it's clearly well-designed. It's an excellent precon for new players and veterans alike.

Thank you for reading, and see you next time!