Astroknights


Quick gameplay tips

  • As the Astroknights, you specialise in actions that directly increase the power of your minions - cards that say 'give a minion +X power or +X power counters etc. It's important to know the distinction between direct and indirect buffs, as the indirect buffs ARE NOT YOUR THING!!! But it is a card game so if your opponent doesn't call you out do what you want.
  • The Astroknights are also quite strong at predicting the near future, i think it's that 'fours' stuff they keep talking about. Use these abilities to plan out your next turns before they even happen!
  • You have a decent amount of action chain potential, use this to snowball a powerful turn into a win!
  • Blue Kermit Yoda

Gameplay

Will you fight in the Star War?

The Astroknights are all about power, power through disciplined training (direct actions) and mastering the fours (looking at your deck). They come with a host of colourful characters to support this playstyle - gaining benefits for such actions and deck-peeking. They have no ways to destory enemy minions however, favouring instead mastery of peaceful resolutions rather than direct combat. Like those Jed Eyes i've heard so much about. The Astroknights love swing turns, they come with a host of extra action plays to facilitate this. Yield to Rage gives a minion +2 power for a turn and lets them play an extra action, and Space Prince's talent lets them play an extra action that directly affects one of their minions. Suitably for their last-minute heroics, they've also got a decent amount of special: before a base scores shenanigans to play around with. Walking Carpet lets them play an extra action that directly increases its power (as long as they're not winning) and Block the Prove gives +2 power for a turn. These can lead into formidable action chains, snatching victory from the jaws of defeat! The Astroknights are also particularly good at predicting what comes next, in terms of their deck that is. Cards like Prepare for Battle and Mannsersbot (Talent: Reveal the top card of your deck, if it is an action - draw it) let them see into the future and plan their turns accordingly, helping them decide when the best time to go all out is. The main downside to the Astroknights is that their strength is largely limited to bursts before a base scores, leaving them kind of lackluster when it isn't their turn. Laser Sword prevents a minion from being affected by opponent's minions, but aside from that their minions are vulnerable to being bonked by some of the meaner factions.