One year has passed since the release of Command Decks in the Star Realms digital app. In that time, Jochum established himself as the #1 commander with win rates over 60% against other commanders, a dominating presence in tournaments, and a newbie-punishing late game. As a response, McCready rose in popularity as a prominent and easy-to-use aggressive alternative, while Walsh and Newburg stayed relevant using row scrap to deny Jochum bombs, along with their other tools.
About 6 months ago, after a lot of time and effort studying Divine Admiral Le, who was thought to be less powerful than the other commanders, a few dedicated players finally started getting some impressive results. In this article, I’ll be sharing my experience, which has been heavily influenced by these other successful players. By the end of your reading, you’ll hopefully understand not only how to approach piloting Le, but also that he is NOT a gimmick, but a force to be reckoned with.
Bit of a delay here in posting this episode – BUT ITS WORTH THE WAIT! We’ve got newly minted Star Realm Legend EAN TEAGUE aka AgentSeto. Yes, that AgentSeto from Ep 103. This is a great conversation that is not to be missed!
If you’re curious about the Dodgeball format mentioned, take a look here.
Everything you need to know about the Unicorn Format
By Cory Thomas (IGN corybear88 and known on the Facebook as Daisy Tom)
Why is it called unicorn?
A unicorn is a rare and mythical creature. Winning a star realms game by completing missions on your first 3 turns is a rare event (possibly also mythical, but that’s debatable). So winning on your first 3 turns via missions was called a unicorn, and the name has stuck.
Feel free to #blamePolites for this interlude in the lesson to see what it looks like when a unicorn is bagged.
If you’re a player who loves going aggro and overwhelming your opponent before they can even get their strategy started, the McCready is the Commander for you. Skill-wise, a player who knows how to sneak in every point of damage possible and loves streamlining their deck is going to thrive with this command build. Plus, if you’re someone like me who loves drawing cards as much as they hate the math involved with scrapping strategies, then good news: The Union is the deck for you.
You need to be a player who can stick to a focused strategy without any distraction, modifying it slightly based on gamestate and match up. If you are a dedicated aggro player, this is your chance to zoom the microscope in on this linear strategy and refine your play until it is as efficient and effective as possible. In summation: burn baby burn.
You start with 60 authority and draw 6 cards per turn (3 if you’re going first). The Union’s starting deck is blisteringly fast, boasting an impressive 16-25 starting damage and few enough deadweight cards that scrapping is not needed. More importantly, the clunkiness of adding a single card that does not fit your strategy will greatly outweigh any scrap benefits later in the game as most games end shockingly quickly. Speaking of which, be prepared to wait a long time between rounds in the in-app tournaments.
With all that said, are you Mc’Ready to play McCready?
High Admiral Jochum introduces a new card type/game mechanic: Shards. Because of this, Jochum probably has the steepest learning curve – though not the longest – among all Commanders. Hopefully the summaries and insights provided in this article will help shorten your Jochum learning curve, and ultimately assist in your mastery of this great Commander of the Lost Fleet.
Star Realms recently released the Command Decks feature into the digital app. This has lots of players asking, “How do we play them?” This guide is to help players understand the cards that come with the deck, including a broad overview of how to use them and some quick strategy tips to employ against each possible opposing commander.
Who should play overlord Newburg? Someone who can recognize a winning game state can preserve it with trade row control.
The Pact’s starting deck and gambits offer an advanced opening state. Blobs ships engage already hitting. Funded by the Trade Federation, we are also able to regenerate authority. We are predisposed into a head start in this race. Further Overlord Newburg comes with ready, built-in row scrap; we can meddle in the opening row and throughout the contest.
This week, Dustin and Rick explore new Community terms that have become popular (Mirror Match, Row Punch) as well as answering some detailed strategy questions. Check out the Megahaulin Glossary at: https://megahaulin.com/glossary/
A good amount of discussion focuses on the recently released Commander Deck Strategy Article for Biolord Walsh as Star Realms Commanders continue to take the community by storm!
Lastly, a fair amount of focus on the Online Competitive Star Realm Scene including the start of Dodgeball Season 07, where both Rick and Dustin are on the same team! (Go Team Megahaulin!)
This podcast episode was originally broadcast live on our Twitch channel! Dustin and Rick talk about Star Realms: Commanders with an emphasis on the new Strategy Series. Lots of Origins talk and fun times!
The title comes from a new format that Dustin invented on the cast called “The Gauntlet”!
A note that this episode was not recorded in our typical manner, hence the bit of echo/reverb. Effort was made to reduce this, so you shoulda heard it before.