Blessing the Fuse v2

50 cards.

Foundation (12 cards)

  • 5x Fire Cadets
  • 5x Suicide Squad
  • 2x White Ninja
    White Ninja
    White Ninja
    Assassin

    Unique. Ambush. Stealth. The rules text of any Character or Site targeted by White Ninja in an attack is canceled until the end of the turn.

    Fighting
    Fighting: 
    7
    Cost
    Cost: 
    6
    Artist
    Set
    Rarity
    Designators
    Keywords
    Keywords: 
    Unique, Ambush, Stealth

Character (12 cards)

Event (14 cards)

  • 1x Avenging Thunder
    Avenging Thunder
    Avenging Thunder
    Event

    One-Shot. Play in response to an opponent seizing or burning-for-victory a Site you control. Choose a Character that damaged that Site this turn :: Gain power equal to that Character’s cost and toast that Character.

    Flavor: 

    Foes forget the Thunder King's vast sorcerous power.

    Cost
    Requires: 
    Four
    Cost: 
    0
    Artist
    Set
    Rarity
    Designators
    Keywords
    Keywords: 
    One-Shot
    Errata
    January 2001
  • 5x Ice Blessing
    Ice Blessing
    Ice Blessing
    Event

    Limited. Heal one or two cards controlled by opponents and gain 1 Power per card chosen. (You cannot heal undamaged cards.)

    Flavor: 

    For a fleeting moment, you feel the cool kiss of Pi Tui.

    Cost
    Requires: 
    Four
    Cost: 
    0
    Provides
    Provides: 
    Magic
    Artist
    Set
    Rarity
    Designators
    Keywords
    Keywords: 
    Limited
  • 5x Lighting the Fuse
  • 3x Winter's Laugh
    Winter's Laugh
    Winter's Laugh
    Ice Event

    Play during any Main Shot in response to an Event. Cancel that Event, and put the card face up in front of you. You may play it, ignoring resource conditions, as if it were in your hand. Toast it at the end of your turn if it is unplayed.

    Cost
    Requires: 
    Four
    Four
    Magic
    Cost: 
    1
    Artist
    Set
    Rarity
    Designators

Feng Shui Site (12 cards)

  • 4x Ancient Monument
  • 4x Dockyard
    Dockyard
    Dockyard
    Feng Shui Site

    When this card is revealed :: You may search your deck for a non-Unique Foundation Character, show it to your opponents and add it to your hand.

    Flavor: 

    Where even enemies can trade goods and services.

    Body
    Body: 
    6
    Power
    Power: 
    1
    Artist
    Set
    Rarity
    Designators
  • 1x LaGrange Four
    LaGrange Four
    LaGrange Four
    Orbital Feng Shui Site

    Unique. Turn :: Unturn target non-attacking Character.

    Flavor: 

    An entire city in space, designed to the principles of feng shui.

    Body
    Body: 
    4
    Power
    Power: 
    1
    Artist
    Set
    Rarity
    Designators
    Keywords
    Keywords: 
    Unique
  • 2x Po Toi Islands
    Po Toi Islands
    Po Toi Islands
    Feng Shui Site

    Turn :: Place one card from your hand on the bottom of your deck. Turn when an opponent's effect would cause you to discard or toast cards from your hand, deck or smoked pile :: Cancel the effect and you may draw an equal number of cards instead.

    Body
    Body: 
    8
    Power
    Power: 
    1
    Artist
    Set
    Rarity
    Designators
  • 1x Turtle Beach
    Turtle Beach
    Turtle Beach
    Feng Shui Site

    Unique. Turn to redirect the damage inflicted by a single source on target Character to Turtle Beach.

    Flavor: 

    When protection becomes sacrifice, how much can the land withstand?

    Body
    Body: 
    6
    Power
    Power: 
    1
    Artist
    Set
    Rarity
    Designators
    Keywords
    Keywords: 
    Unique

Trying to abuse the two easiest money events in the game without actually building around them much - just foundations and FSS as enablers. Have made efforts to keep the deck lean and somewhat fast despite running on two of its "off color" resource.

FOUNDATIONS: Self explanatory. I've opted to keep it to 5/5, despite wanting both factions early, and bridged the gap with Dockyards.

CHARACTERS: Looking to run high value hitters with all the money the deck will make, and Monarch mains have the lowest resource requirements in the game. This version of QotIP is preferable over the usual one I think, because it's unlikely you'll get to 6 without having played an Ice Blessing anyway, and you'll get a lot of free healing on Ancient Monuments if nothing else. Possibly switch if Mentor is a regular concern. Jammers need some ramps due to Fuse's two resource requirements, the deck wants some midrange characters in general, and we have no tech, so it's theoretically a tossup between Curtis Graham/Blasting Crew. However, the deck's ping needs seem to be met already, and the janktastic Professional Killer does have the possibility of taking a site where Blasting Crew couldn't get in, so I'm messing around with it for now.

SITES: Dockyards to keep the foundation slots down to the level of a normal deck. Normally prefer Vale, but in this case they really have to be 1:1 a foundation slot. Ancient Monument and Turtle Beach trigger Lighting the Fuse with no investment from you. LaGrange capitalizes on the high tempo + god tier hitters if things are going well. Po Toi shores up a bit more of the rickety resource base, helps assemble Blessing + Fuse at the same time, and preserves 6 costs to draw into later. Could run City Square or Festival Circle if you find room.

EVENTS: 5/5 of the buildaround powergens, Avenging Thunder because it's the biggest power swing in the game, and whatever cancellation it can fit. Brain Fire may be preferable, but the money should be there generally.