King Arthur and Merlin
by Restoration Games (Rob Daviau and Justin Jacobson)
King Arthur’s ability to BOOST his attacks makes him a tough customer, and Merlin is a pretty nasty sidekick with his ranged attacks. They are a bit slow and plodding, and using cards to BOOST their movement just robs Arthur of attack power, or makes him play an even lower card game than he already has to.
Special Ability: When King Arthur attacks, you may BOOST that attack. Play the BOOST card, face down, along with your attack card. If your opponent cancels the effects on your attack card, the BOOST is discarded without effect.
Arthur – 10 cards
3x NOBLE SACRIFICE
A2. DURING COMBAT: You may BOOST this attack. (This in addition to any boost from King Arthur’s special ability.)
2x DIVINE INTERVENTION
A3D3. AFTER COMBAT: Move King Arthur up to 5 spaces.
1x THE HOLY GRAIL
D1. AFTER COMBAT: If King Arthur has 4 or less health but is not defeated, set his health to 8.
1x THE LADY OF THE LAKE
Search your deck and discard pile for the EXCALIBER card. Add it to your hand. If you searched your deck, reshuffle.
1x THE AID OF MORGANA
A4. AFTER COMBAT: Draw 2 cards.
Merlin – 7 cards
D0. DURING COMBAT: Prevent all damage.
AFTER COMBAT: You may place Merlin in any space.
2x COMMAND THE STORMS
Move each fighter up to 3 spaces.
(This includes opposing fighters.)
1x AID THE CHOSEN ONE
A4. AFTER COMBAT: If you won the combat, draw 2 cards.
Look at the top 4 cards of your deck. Add 2 of them to your hand and put the other 2 back on top of your deck, in any order. (shades of FUTURE FORESEEN)
1x RESTLESS SPIRITS
Choose any space in Merlin’s zone. Deal 2 damage to each opposing fighter in that space and in one adjacent space. If at least at least one fighter is defeated this way, draw 1 card.
Any – 2 cards
2x SWIFT STRIKE
A3. AFTER COMBAT: Move your fighter up to 4 spaces.
Basic – 12 cards
A/A 2. IMMEDIATELY: Cancel all effects on your opponent’s card.
A/A 1. AFTER COMBAT: Draw 1 card. If you won the combat, draw 2 cards instead.
A/A 4. AFTER COMBAT: If you won the combat, choose one of the fighters in the combat and move them up to 2 spaces.
3x MOMENTOUS SHIFT
A/A 3. DURING COMBAT: If your fighter started this turn in a different space, this card’s value is 5 instead.
– Arthur is really all about his special ability. Some decks struggle with attack strength but this isn’t one of them. Arthur’s special ability allows him to bring the lumber at all times. His cards are actually quite weak. He’s only got a single A6 plus a bunch of A4s and his bread-and-butter is an A2 so it’s not like his cards themselves have much attack power.
– SWIFT STRIKE could almost be considered a basic, but basics appear to always be Any/Any cards and this is an attack card. It is also unique to Arthur so far, and it works with what I believe is a 18-12 structure. So until I see it in another deck, I’m considering it a special card.
– Of course, everyone has 3x FEINT which can disrupt Arthur’s abilities. In one game against Bruce Lee, Arthur could have gone for it but chose not to, fearing the FEINT. So without using a boost, he took Bruce down to 1 hit point and would have ended the game had he made the gamble. He didn’t, and Bruce ended up finishing him off. At the same time, you can lose a game by going for it and having FEINT negate your attempt, leaving you exposed.
– FEINT and REGROUP appear 3 times in every deck so far.