Cards Against Humanity
An unlikely alliance has begun: robots, animals and lizards unite against a common enemy. Yes, that’s right, you. You filthy hoomans, who think you created the robobois, command the animals and deets the Mergmerz. How very, very wrong you are… Lightbender has at least seen the inevitable demise of humanity, joining the side of its oppressors. You should too. That concede button seems so sweet, doesn’t it…
The common goal of defeating hoomans requires cooperation within the alliance. Early game is usually played depending on early draws, either going for a quick MechaZ0r or a dank Calculator play or two. Dooly replace and mulligan mechanics are great in making these seemingly uncoherent game plans into a working whole. The big bois MechaZ0r and Calc support each other by emptying the enemy removal and dispel storages early on. Sometimes even two answered threats in a row is fine when you can close the game out with a third one.
The heart of the deck is its three seemingly background 2-offs, which support both pet and mech game plans: Z0r is an obvious choice who provides a small buff for Calc as well as giving great Mech synergy cards and the occasional MechaZ0r himself. Razor Skin provides pets and draw, and adds a neat small buff to the understatted mech swarm as well. Ghoulie gives a great buff for Calc and procs Seismoid as well. Seismoid, Starhorn’s bbs, Razor Skin and Z0r allow us to have an early curve. The deck is completed with its combo potential, with MechaZ0r/Sword + Rebuke for an instant bomb or Flash+Makantor/Rawr for some neat value.
Wr was 15-5 (75 %) in Gold/Silver.