The Best Heavy Hitters Cards for Blitz

Send Packing

What Are the Best Cards for Blitz from Heavy Hitters?

Heavy Hitters has made a splash on the FAB world, and Blitz is no different. After testing out the new set in Blitz I’ve found a few cards that really standout to me.

Apex Bonebreaker

Bonebreaker has been an obviously strong card since people first saw it. It could just have Temper 2 and that would be enough for it to see mainstream play in all Brute decks. That being said, LSS was nice enough to add more text to the Brute legendary.

The Might tokens generated off of Bonebreaker are not to be underestimated. When used correctly, this armpiece can make a combined offensive two and defensive value of three. This puts it above rate of most equipment in the game. When it comes to Blitz, this can create a giant advantage considering how low the life totals are.

Send Packing

Continuing in Brute, the class received their first on hit effect. Send Packing makes a great budget replacement for Command and Conquer. It also works well as the second set of Command and Conquers.

Since it banishes the card in arsenal, it keeps people from playing defense reactions from arsenal and can even get around a Reinforce the Line where a Command and Conquer can’t. It should also be noted that Send Packing can be buffed by Bloodrush Bellow

Miller’s Grindstone

Those familiar with Magic: the Gathering will notice the blatant nod to their fan-favorite archetype in the name of this hammer.

This hammer is going to be a great tool in Blitz matchups where the goal is to fatigue go-wide decks. Taking one card off a pile of 40 is a lot more influential than one out of 60 or more. This will be very strong into Ninja, Warrior, Wizard, and boost Mechanologist. All of these classes have been very relevant in Blitz at different times.

Hot Streak

Hot Streak has really changed how double-sword Warrior is played. This weapon has created one of the worst rock and a hard place dilemmas for any deck that’s mostly attacks. As with most things, it’s stronger in Blitz. Ignoring Hot Streak in Blitz costs a tenth of a player’s health, whereas in CC it’s a twentieth. This would probably be okay if it weren’t for the fact that Hot Streak is going to get go again when the opponent really wants it to anyway.

When Hot Streak is blocked by an attack, it gains you card economy, and as mentioned with Miller’s Grindstone, that is huge in Blitz. Especially at the low life totals where the opponent really wants to block the things you’re doing. This weapon’s ability also pairs nicely with Lumina Ascension combo. Once the opponent blocks with an attack from hand, Hot Streak has go again for the rest of the turn. This allows it to swing the rest of its swings without needing to pull cards from soul or consuming any extra action points you have sitting around.

Blade Flurry

Blade Flurry is another new staple for the dual-weapon Warrior archetype. At its floor this is a zero cost, four damage card. It does a great job of forcing on hit effects and closing out games.

In a class with wager, Gold on hits, Lumina, and even trying to get counters on Dawnblade, this card does most everything you could want. When playing Boltyn with Valiant Dynamo, this and a yellow card are enough to clear Dynamos and present eight damage, if you have a card in soul.

Standing Order

The hype around this card has died down compared to when it was originally previewed, but I think it will find a home in a handful of decks as a strong versatile card that can fit in adaptive and midrange plans. Standing Order checks a lot of the boxes that a card needs to be a good Blitz tool. Firstly it’s versatile. Secondly, it can operate above-rate on damage. If you have an arsenal that isn’t important at the moment you can block with three cards and send back six damage.

Lastly, this card has massive defensive potential. It can help avoid arsenal destruction effects by tucking the card back in deck before damage. It can become a phantasm popper by doing the same thing. Into dominate decks, it can become a five block to help with damage and on hit mitigation. It’s also just a natural three-block attack that costs zero and comes in for four. Overall I think this is just a great generic that does more general utility in a deck than most cards can.

The Test Cycle

The four Test cards are automatically great to consider in any large number Blitz deck.

Being able to run more four block cards in Blitz will enable strategies like control Guardian and club Brute to survive a bit better in the format. Guardian especially likes this because they can typically mitigate any advantage their opponent gains off of winning a clash. In general, the test cycle has felt like a very solid addition to the Blitz world.

The Outro

While there are a lot of cards to look at from Heavy Hitters as you start thinking about Skirmish decks, I think these really shine. This set has been a lot of fun and has really helped open up some classes that needed some expansion.

Further Reading:

The Blitz Format is Great, and You Should Be Playing It!

The Genius of Flesh and Blood’s Pitch System

How to Improve Your Flesh and Blood Decision Making

Jo (they/them) is an avid Flesh and Blood player, judge and, writer. They are one of the blitz specialists here at FABREC. Jo has played a lot of classes and heroes but, they have an affinity for two heroes in particular, Dash and Valda. When not playing FaB, Jo is typically filling their free time playing guitar, playing Apex Legends, or building their next Rube Goldberg machine of a deck.