Flesh and Blood TCG – Dash Deck Tech

I attended the Flesh and Blood TCG Road to Nationals (US) at Game Time Indy, on August 7th. I selected a Dash deck. This is mainly the Matt Rogers list with a few changes made. I still give all credit for the list to Matt and the wonderful podcast they posted on CFB YouTube last week. The two changes I made to the list were cutting all three blue Pedal to the Metal for 1 additional Snag in the SB bumping that up to a full set of 3 Snag, and adding 2 blue Pour the Mold. I felt that in the Chane match up I needed the third copy of Snag just to ensure that I saw it when I needed it and the Pour the Mold was wanting more non attack action cards that blocked for 3 against Boltyn.

HeroDash, Inventor Extraordinaire (1)
WeaponsTeklo Plasma Pistol (1)
EquipmentAchilles Accelerator (1)
Arcanite Skullcap (1)
Goliath Gauntlet (1)
Teklo Foundry Heart (1)
OtherInduction Chamber (2)
Zero to Sixty (3)
Zipper Hit (3)
Spark of Genius (3)
Zero to Sixty (3)
Zipper Hit (3)
Combustible Courier (3)
High Speed Impact (3)
Locked and Loaded (3)
Over Loop (3)
Pour the Mold (2)
Teklo Core (2)
Throttle (3)
Zero to Sixty (3)
Zipper Hit (3)
SideboardCommand and Conquer (3)
Fate Foreseen (3)
High Octane (3)
High Speed Impact (2)
Maximum Velocity (3)
Plasma Purifier (2)
Sigil of Solace (3)
Sink Below (3)
Throttle (3)
Unmovable (3)
Tome of Fyendal (2)
Snag (3)
Dash deck breakdown

This Road to Nationals had 27 players with 5 rounds of swiss and a cut to the top 8. Here is a match run down as well as some thoughts on which package I would run.

Round 1 Viserai – W- I chose to run the full aggressive package in this match up thinking it was OTK. It was not OTK Viserai but still I was able to win the race with a great High Octane turn.

Round 2 Bravo – W- In this match up I ran the defensive package and was able to put together both Induction Chambers and Plasma Purifiers. I was able to control the amount of incoming damage and apply consistent pressure. I was lucky as my opponent had a very strange few first hands with almost no blue cards in their hand.

Round 3 Prism -L- In this match up I went with the aggressive package but did not see some of the bigger attacks to pop some of the Heralds at crucial points in the game. It was close but I came up a little short.

Round 4 Boltyn -W- I went with the defensive package in this match up and ran CnC to try and pop his set up. This was a close game as the amount of pressure Boltyn can apply is high but in the end I was able to keep my life high enough to grind out the W.

Round 5 Chane -L- I went with the defensive package and played to fatigue my opponent. I ran all three Snags and cut the Teklo cores as well as the Purifiers since they don’t block. I was able to fatigue my opponent but due to being new to the game I did not know Ursur worked and payed the price for learning with a loss. This lesson would come in handy in the top 4 but more on that later. Just know that you can attack down Ursur, and always read the cards if you have questions. With that I finished the swiss rounds at 3-2 and waited to see if I was able to sneak into the top 8.

Top 8 Prism- W- This was my opponent from round 3 and I went with the same game plan. This time I was able to hit the bigger attack cards needed to pop Phantasm and turn the corner with some key pressure. On my final turn I was able to pop an ALS with a red Zero to Sixty boosting and use my Accelerators to gain that additional action point to finish off my opponent.

Top 4 Chane -W- This time I ran the same package as round 5 and once again was able to fatigue my opponent. The difference in this game was once he made Ursur I was ready. I took the hit to save 2 red Zero to Sixty cards in my hand. I used one to load the Pistol since I already had a Steam Counter on my Induction Chamber. I shot Pistol and gave it go again into the red Zero to Sixty and claiming the win and a chance to play in the finals.

Finals Bravo -W- I ran the defensive package here again and cut the Teklo core and the Purifiers since they do not block. Forcing Bravo to waste a card to block a 2 damage Pistol is just as effective as blocking a 3 damage shot. I think they will take 2 damage more often then wasting a card to block in the early game which helps chip away at their life total. I was lucky to see all the defensive reactions early when I needed them and was able to turn on the pressure in the late game once all non Mechanologist cards were not in the deck. This allowed me to boost every turn and shoot. This causes Bravo to block and weakens them to attack back. I was also extremely lucky to have both Induction Chambers out on turn 1 allowing me to pressure 4-6 damage a turn without spending cards for attacks.

Overall this was an amazing experience and a great deck to run. I’m a new player to the game and found this deck a joy to play. Thank you again to Matt Rogers for your content and list as well as all the members of the Flesh and Blood Discord group that provided thoughts and feedback on how to approach different match ups. This community is amazing and so is this game.

Games of Flesh and Blood in progress
FAB Road to Nationals, Game Time Indy, 8/7/21
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3 thoughts on “Flesh and Blood TCG – Dash Deck Tech

    • Hi Marvin here is a link to the deck list https://fabdb.net/decks/qegVbVma. The core of the deck is shown and all cards marked as sideboard are the optional cards that I would bring in that are slightly different depending on the match up. The defensive match up plan was to bring in all the defense reaction and cut most cards that don’t block. If you know that the opponent uses their arsenal to set up combos (Dorinthia, Katsu, Chane, Bravo) you want to bring in CNC. For the aggressive package you are bringing in the high octane and all the mech cards as well as CNC if it is helpful. For the matches I faced I listed what plan I was on in the write up above as well as some helpful information in the Video.

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