Cease and Decease

${Judge} ${Infantry} ${Crossing Guard Green} ${Pet TV} ${Imp} ${Accountant} ${Adobe} ${Buford} ${Flower} ${Chiclet}

Copy the code into the deck builder to try out this deck:

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Overview

This deck features some heavy hitters in Judge and Infantry, but they are expensive, so the goal is to survive to a late enough round for them to become viable and then steamroll your opponent with some of the highest damage attacks in the game.

Pet TV and Imp are the primary attackers for the early rounds, use them apply pressure. Early offense is good defense. In later rounds their roles will pivot to creating openings for the real heavy hitters.

A few rounds in, Buford and Adobe offer the capability of getting really tanky. They exist to put the brakes on early aggro decks, and since Adobe and Buford are both slower than Crossing Guard, they'll be doing some respectable damage too. Use them to minimize damage taken and disrupt what the opponent is doing just enough to pivot after a few more rounds. Try not to spend too much Chod, keep creatures alive by healing and blocking.

Flower and Chiclet are here for support. Since Chiclet has the First Aid Kit, both creatures have access to great healing, and Chiclet can also reduce enemy strength with Cuddle.

In the early to mid rounds, if you are able to get an Accountant out you should do so! Try to divert attention away from it so it can passively generate Chod. Don't play it on round 1 though, as Bees are very common starting creatures and Accountants HATE Bees.

By the time we get to round 7 or 8 (maybe earlier if you've gotten some Accountant econ going), you should be able to pivot into one of the heavy attackers and overwhelm your opponent. Pair either the Judge or Infantry with the fast attackers Pet TV or Imp and double up into the same socket.

If the game lasts into later rounds, an optimal setup would be Crossing Guard, Infantry, and Judge on the field. Use Infantry to clear a socket with Slash and unleash Gavels on the opponent. In the current build, Gavel boosted by Crossing Guard and Cupid's Arrow will do 102 damage with everything at level 1, so you won't have to land too many of these!

Heavy Hitters

Judge ${Judge} ${Cupid's Arrow}

Judge is our primary damage dealer with this deck. The idea is to take out enemy creatures with the rest of the deck so you can land Gavel attacks on empty sockets.

Since we want Judge to hit empty sockets whenever possible, I gave it the Cupid's Arrow plugin. Combining this with Crossing Guard and Imp damage buffs can result in some insane damage, potentially taking out your opponent in 2-3 hits.

Infantry ${Infantry} ${Gobi 65}

Infantry is our backup attacker! Its damage output is only very slightly behind Judge, and if we optimize it to have higher attack and lower speed, it is 1 speed point slower than Crossing Guard while still having access to its priority move Jab when going first is needed. Paired with Adobe, you'll be able to take advantage of Infantry's parry passive by blocking frequently.

I gave Infantry the Gobi 65 plugin to further increase its damage output.

## Fast Damage

Pet TV ${Pet TV} ${Memento}

Pet TV provides high damage and speed, oftentimes able to take out creatures despite Crossing Guard's damage reduction. Its purpose is disruption in the early game, and clearing out creatures in the late game to create openings for the real heavy hitters. Don't forget Channel Change can give you access to damage of any type if your opponent has something that is causing you trouble. Spawning a Pet TV in a Bog set up by Buford will give you a powerful Chud type move at the cost of some speed.

With its low life and strong attack, Pet TV usually gets targeted quickly. I gave it the Memento plugin, so it can help take care of threats from beyond the grave.

Imp ${Imp} ${Yo-yo}

Imp has a similar role to Pet TV, but with a few more direct synergies.

Since Judge resists Nefarious damage, it makes great use of Imp's passive, Hatred, which gives strength boosts when attacking allies. Use Imp's Burning Hands move that damages three targets, placing one hit on your Judge and the other two on the enemy's weakest creature to buff AND make an opening for Judge in one action.

Imp also has access to a risky gambit that can take out any creature. If the opponent has a big threat set up, you can target it with Soul Link and kill your own Imp to level the playing field.

I gave Imp the Yo-yo plugin so it would have a surprise Darling type move to help remove any Cool type creatures that could threaten Judge and Crossing Guard.

## Econ

Accountant ${Accountant} ${Spikey Collar}

The engine of this deck is a bit on the expensive side, so having access to a little econ in the early game is valuable. Depreciate can be worth it if you can land a hit on a tanky enemy or an empty socket, but for the most part, Accountant's job is to sit there and look pretty.

I gave Accountant the Spikey Collar plugin to hopefully discourage the opponent from messing with it.

## Tanks

Adobe ${Adobe} ${Sack Lunch}

Adobe is here to slow down opposing offensive decks to improve our chances of getting to the late game where this deck really shines. Adobe's ability gives allies armor points at the end of each round, so play defensively and don't be afraid to block! Especially with Buford and Infantry, who both have abilities that trigger when their shield is attacked.

If your Adobe has accumulated a lot of armor points, you can always pivot it into an attacker as well with Snack. This will redistribute all your armor points into attack and speed.

For further sustain, I gave Adobe the Sack Lunch, giving it some automatic healing when it drops below 50% life.

Buford ${Buford} ${Cheek Protection}

Buford is another bulky creature that can help slow the pace in the mid game. Though, when attacking with Slimy Bubble, be wary of reducing the speed of enemy creatures below the magic number 34! This is the Crossing Guard's base speed, and reducing them below this threshold will give them an inadvertent damage boost. If you want to stall even more, consider using Bog on your Crossing Guard to lower its speed. If Crossing Guard is the slowest active creature, everything across the board will do less damage!

Blocking attacks with Buford applies the sick condition to the attacker, which is great when you're in the stalling phase, so again, don't be afraid to use your shield.

To make Buford even more of a pain to remove, I gave it the Cheek Protection plugin, reducing the damage it takes from Beef moves.

Support

Crossing Guard ${Crossing Guard Green} ${Fertilizer}

Crossing Guard is a weird creature. In a nutshell, it punishes creatures faster than it by reducing their damage, and rewards slower creatures by increasing their damage. This makes it pair super well with slow attackers, providing both survivability and damage.

Make sure not to initialize a Crossing Guard unless you are slower than your opponent, as the damage buff applies to ALL creatures, not just yours. Crossing Guard also has no attacks of its own, so its only useful paired with other creatures.

I gave Crossing Guard the Fertilizer plugin, since being slower than the opponent is only good if Crossing Guard is active, making a speed boost on its death quite valuable.

Flower ${Flower} ${Organ Donor}

Flower with the Organ Donor plugin provides a lot of healing when it dies. Use it to sustain your early game tanks and late game attackers when needed. Don't be afraid to attack it yourself too! I have it optimized with + speed and - life so it goes down easier and can get off an attack before most of the other creatures in this deck. Buford is ideal for this, as Slimy Bubble will take it out in one shot, giving you lots of healing for only 2 Chod.

Chiclet ${Chiclet} ${First Aid Kit}

Chiclet is here primarily to help sustain the tanks. Chiclet's passive improves the passives of its allies, which is especially good for Crossing Guard, Adobe, and Accountant. Use Cuddle on opposing creatures to reduce their strength and make it much harder to remove Adobe and Buford. The First Aid Kit plugin offers great healing, but its better to lean on the Flower when you can, as this plugin costs 4 Chod to use and our goal is to save as much as possible.

Player Heal Mod

I was torn between a few mod choices, Overkill, Shielder, and Player Heal all had appeal for this deck, but I ended up playing it safe with Player Heal to make it even easier to make it to the later rounds where this deck is really strong. This will make it more forgiving to take damage in the early rounds before we get our tanks in place.