TL;DR

  • Place tanks or fighters near NK to defend against incoming units
  • Use assassins to eliminate priority targets midfield and gain energy advantages
  • Use charge abilities at the right time for positive trades
  • Heal units and counterpush if you control the board

Breakdown

The goal of this deck is to gain an energy advantage on the board and in your hand extensive enough to counterpush. It focuses on (1) positive unit trading and (2) effective charge ability usage.

In the simplest sense, you want to keep as many units on the board as possible that you can then heal up to counterpush. Ranged units will tip the scales to your advantage but quickly fall if a strong frontline isn't maintained. This means you should first establish the frontline by using fighters to counter assassins and fighters or assassins behind tanks to counter enemy fighters and tanks.

After a skirmish ends, if your wave still appears strong (5+ energy value of units left on the board) you can looks to heal and push, or save energy to make a better trade in the next skirmish now that you know more about the opponent's deck and playstyle.

Unit Trading

Use Choirboy Butters and Hermes Kenny when you see a path to enemy priority targets, namely ranged units that provide high value (i.e. Gunslinger Kyle, Nathan, any Timmy). You don't need to have a tank in front of either assassin unless you're counterpushing, and the energy refunds you get from these two assassins will help you get another fighter down when it comes time to counterpush.

Avoid assassin for assassin trades because it will weaken the strength of the wave you build on the board prior to reaching enemy territory.

Open with Zen Cartman or Grand Wizard Cartman behind NK; Stan the Great is the first alternative followed by Friar Jimmy or a ranged unit. Opening with a ranged unit will likely require a more aggressive playstyle because you'll need to set tanks further up than usual to protect the units in play.

Dogpoo should be saved to counter tanks or assassins spawned into large groups. He's frequently too valuable to start a wave with, and benefits greatly from healing that tends to come later in a push.

Catapult Timmy and Rat Swarm are useful against enemy fighters and tanks, especially slow attacking ones like Dogpoo. Avoid using Rat Swarm and CT's charge if the opponent has AOE units on the board or Storyteller Jimmy.

Angel Wendy and Catapult Timmy should also be used to address the opponent's flying units. Grand Wizard Cartman's charge can also assist.

Using Charge Abilities

  • Stan the Great: use right before enemy attack animations begin with priority on swarm and assassin units. Used correctly, you can spawn one of your own assassins to eliminate two of theirs during the debuff

  • Angel Wendy: use on-cooldown provided units will survive long enough to receive the heal

  • Catapult Timmy: use on-cooldown immediately after his auto-attack completes. Do not prioritize the charge when the enemy has AOE units on the board or Storyteller Jimmy's attack debuff aura

  • Zen Cartman: save the charge until it is necessary to use; to pull an enemy off another unit, stall ZC's movement to build a stronger wave on your side, redirect an enemy headhunter

  • Grand Wizard Cartman: use on swarms, or multiple targets when you have additional units in the area attacking. The freeze component also buys time for more healing to be received

Substitutions

Grand Wizard Cartman can be swapped out for Rogue Token, Nathan, Energy Staff, or another card matching your playstyle. My recommendation is using a card that can address swarms and flying units.