Moonshot Dash in Blitz
(Dash | Art by Sam Yang)
The bright neon lights would begin to fade from around the Alchemist’s Coffer as the rumble and roar of an arena would replace it. One last brew from the blinding city of Metrix, this one immortalizing the sheer desire to touch the moon bottled up. The proprietress smiled wistfully as the the new brew was added to the shelves. With another new brew finished, would the coffer pack itself up to move on?
The Windup
Presenting large amounts of damage is always a fun challenge, and with Moonshot it requires a little setup with Maxx Nitro, or, in this case, Dash and Plasma Mainline. Using Dash, the only way to put Hyper Drivers into play is to play them, and the blue version only enters with one counter, so to combat that this pile uses Mainline. With the Plasma Mainline and Spark of Genius to find the Drivers, all of them can be used before they destroy themselves. This allows you to occasionally boost and generate energy without breaking the blue Drivers for your Moonshot before following up with Hyper Scrapper.
The pile can be a bit unwieldy with the amount of items and minimal free attacks, but sometimes that’s the price that needs to be paid. With enough attacks to try and keep Drivers alive, a big finish and a recovery tool if you miss the mark, Moonshot is here to turn the style up to eleven. While form is not over function for most people, there is a certain allure to flash and style.
To the Moon
This Mech pile is different from most of them. Rather than being full aggression, you have to spend some time blocking, assembling the pieces of your combo before sending one giant blast followed by Hyper Scrapper. Careful preparation is important for this deck to be able to function, setting up all of your Drivers before throwing one giant attack. Much like Melody, Sing-along, this deck takes time and patience to pull off the big trick, but is well worth the patience when you get to do the thing.
"Moonshot"
Being a more patient and defensive deck can be fine if you can stem the bleeding and present enough pressure so you’re not capitalized upon. This pile is for a fun, big, swingy game with a sun flourish at the very end. Even with the flashy big finish, you can only do it once unless you use Blessing of Ingenuity to bring the Drivers from the grave or banish, if boosted or banished with Hyper Scrapper. Blocking, setting up the right items to fling at your opponent, and securing bragging rights if you win.
This deck was built for a slightly more silly time at my locals where everyone simply plays jank over December. This was a brew for it, a fun story piece to give people a big, dumb grin. Even if built for fun, the inventory is designed to become a more traditional control strategy with the Plasma Purifier, Induction Chamber, and Teklo Plasma Pistol.
It’s not an overly proven or reliable deck, but it is a deck for a fun day with some laughs and stories to tell. As long as you know what to expect and want to try something new, be ready to grind the games out and have fun.
Stick the Landing
While there’s been a lot of Mech coverage lately, even with Bright Lights several months old, there are still so many options to pursue and explore for a fun time. In the end, as I have said before, fun is the only thing that truly matters. And as long as you’re having a good time, feel free to experiment, brew, create and just try something wacky every once in a while. Creativity and trying a new thing can sometimes be all you need from a card game, so embrace it if you want. Regardless if you do or not there will always be something new and standard or something a bit wacky, just do what you think will be the most fun.
As always, may your brews be ever so interesting.
Further Reading:
Dash Gets New Tools For Commoner From Bright Lights