The Light Update


By popular demand, we are sharing some premade decks for each of the different Spirit colors in the game, and we are starting with two decklists for the Yellow Spirit, aka Light. Here they are:


Premade Deck #1: Celestial Machines

Difficulty: High

The Strategy: This deck focuses on deploying as many COMpass Mech - Vectors from the Token Deck as physically possible, and running a package of cards designed to protect any Tokens you make so that you will eventually reach a critical mass of Vectors to overwhelm your opponent. Your goal is to have a presence of Vectors on the field, then finish out the game with a bomb like COMpass Mech - Full Rotation Metatron or Spirit of the Meek. The deck also plays a playset of Recycle to stop you from running out of Vectors.

Highlight cards:

β€’ Blunder: The primary way you will lose Units is by combat from your opponent's Units. Your Vectors are not that strong on their own and can be destroyed by most Units. Blunder is a card you can use to destroy your opponent's attacking Unit. That is, ANY Unit, as long as it is trying to attack you. Protect your Vectors and make your opponent think twice about attacking them.

β€’ COMpass Mech - Full Rotation Metatron: The intended "boss" for the deck, this is a 12 cost 6/6 that gets discounted by 1 for every Token Unit you control, which if things are going well, will be a lot. Once you have him on the field, he will get +1/+1 for every Token Unit you deploy from now on. He also gives every Celestial and Machine Unit you control FLYING and RUSH, which your Vectors happen to be. Every new Vector you create can be immediately swung at your opponent in a machine gun of endless Units.

β€’ Spirit of the Meek: Vectors are 1-cost Token Units, and Spirit of the Meek gives a 1-cost you control +1/+1 for every 1-cost you control. It is also a FLASH, so you can use it to take advantage of your opponent's carelessness. If you attack with a Vector and your opponent doesn't block it, you can play Spirit of the Meek to suddenly make it giant, or the reverse, you can make an unexpected giant blocker. It is both an offensive and defensive tool.

Leader: COMpass Commander Ophelia

Main Deck:

β€’ Recycle x3

β€’ Blunder x3

β€’ Aegis of Protection x3

β€’ Celestial Star Base x1

β€’ Mech Lab Overseer x3

β€’ Toy Soldier x3

β€’ Focus Fire x3

β€’ COMpass Mech - Full Rotation Metatron x2

β€’ COMpass Mech - Sutreitel x3

β€’ COMpass Mech - Obutusel x2

β€’ COMpass Mech - Raitel x3

β€’ COMpass Mech - Refrexel x2

β€’ COMpass Mech - Acutel x3

β€’ Angel of Chimes x3

β€’ Spirit of the Meek x2

β€’ Mech Pilot Ophelia x2

Token Deck:

β€’ COMpass Mech - Matrix x2

β€’ COMpass Mech - Vector Grid x3

β€’ COMpass Mech - Vector Ray x3

β€’ COMpass Mech - Vector x12

Spirit Deck:

β€’ Light Crystillery x12

Premade Deck #2: Luminous Restoration

Difficulty: Moderate

The Strategy: Play Luminous Knight and heal her to ridiculous heights! Luminous Knight gets stronger with healing, so let's go all in on doing that.

Highlight cards:

β€’ Luminous Knight: Luminous Knight is an unassuming 2 Cost Unit that has X Attack and a Health of 1, that says "This Unit's Attack is always equal to it's Health." In Paraclasm, a Unit can be healed past it's listed Health, but then their Health is reset back to normal at the end of turn. Normally anyways, but not in the case of Luminous Knight. Luminous Knight also states "If this Unit's current Health becomes higher than it's maximum health, that value becomes it's new maximum Health." So if you control a 1 max Health Luminous Knight and heal it for 3, it's current Health becomes 4, and then 4 becomes it's new maximum Health. Which means at the end of every turn from now on, Luminous Knight will return back to 4 Health instead of 1. You can keep making this number go higher and higher.

β€’ Battlefield Apothecary: A good Unit to just have in any Yellow deck, but this Unit works exceptionally well with Luminous Knight. It will allow Luminous Knight to attack a second time and really push out big damage.

β€’ Shrink: We want to protect Luminous Knight's Health as much as possible to make it easier to overheal her. To this end we have also included a package of cards that weaken the attack of Units rather than outright removing them. These types of interaction are cheaper than outright removal, and more of them are usable during your opponent's turn.

Leader: COMpass Commander Ophelia

Main Deck:

β€’ Luminous Knight x3

β€’ Healing Well x3

β€’ Rejuvenate x3

β€’ Restore x3

β€’ Battlefield Apothecary x3

β€’ Barrel Bloom x3

β€’ Ironwall Paladin x3

β€’ Blunder x3

β€’ Shrink x3

β€’ Woodburn Automaton x3

β€’ Angel of Chimes x3

β€’ Charm of Protection x3

β€’ Extreme Gravity Field x3

β€’ Ancient Entity Ziz x1

Token Deck:

β€’ COMpass Mech - Matrix x2

β€’ COMpass Mech - Vector Grid x2

β€’ COMpass Mech - Vector Ray x2

β€’ COMpass Mech - Vector x8

Spirit Deck:

β€’ Light Crystillery x10

We hope you have fun printing and playing these new decks! And send us any modifications or additions you make to them!

Files

Premade Deck - Celestial Machines Print-and-Play US Letter Sheets 19 MB
Jun 10, 2024
Premade Deck - Celestial Machines Print-and-Play 11in x 17im in Sheets 102 MB
Jun 10, 2024
Premade Deck - Luminous Restoration Print-and-Play US Letter Sheets 14 MB
Jun 10, 2024
Premade Deck - Luminous Restoration Print-and-Play 11in x 17in Sheets 81 MB
Jun 10, 2024

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