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A looping Path of Need | 6 | 4 | 4 | 1.0 |
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Yepesnopes 1317
This is a new version of my previous deck aiming to continuously play Path of Need.
Compared to its previous version, this deck has:
Better efficiency: With this deck I have been able to play PoN as soon as from the combat phase of round 2 in 10 out of 10 simulations. I could keep PoN in play for 11+ turns (I stopped there, but I could have kept playing for way longer).
A more useful hero line up: Compared to the previous deck's hero line up, which could only marginally benefit from PoN, this deck has a trio of heroes with combined of 9 that benefits from PoN during the questing phase.
The good side: With a good consistency of playing PoN from turn 2 and a hero line up that quests for 9 , this deck is definitely very good in 3 players games (and not only in 4 players games as opposed to the previous version).
The bad side: Compared to the other version of the deck this deck uses Deep Knowledge, which in my simulations I have needed to play always a couple of times. +4 threat in multiplayer is something not everybody likes.
I would like to thank Seastan for making me notice the Strider's Path synergy with PoN.