The Commoner Club: Kassai, Cintari Sellsword
(Kassai, Cintari Sellsword | Art by Alexander Mokhov)
The Commoner Club is a series of articles focusing on the Commoner format, providing decklists, key cards, and how-to-play tips for each hero. The Club aims to provide a budget-friendly and easy-to-digest avenue to Flesh and Blood for those who wish to try out the game.
One of the Commoner format’s juggernauts is an unassuming Warrior who doesn’t have an adult version — she is only known to the world as Kassai, Cintari Sellsword.
Being a mercenary, she deals in unscrupulous methods to get her way, all while maximizing profits. This is demonstrated by her two abilities, which are extremely spot-on. The first one discounts her second sword attack, while the second creates Copper tokens.
While her second ability is mostly irrelevant in Commoner, with no way to play Cash In, the resource discount on the first allows her to play an extremely low curve while not sacrificing her overall deck composition.
What Makes Kassai So Strong?
Two words (or swords): Cintari Saber. An unassuming weapon alluded to in the earlier Boltyn column, this one-handed sword sports a measly two attack, but gains an additional power when blocked by an attack action card. This makes blocking tricky, especially when a Warrior’s core identity is pumping out huge attacks from nowhere. This being one-handed means we can play two copies of it, which allows us to attack a second time with no resource cost, assuming we get go again.
Once Bitten, Twice Shy
When the opponent lets one swing go through, they are definitely in for a world of pain. Kassai excels by presenting two attacks in a turn, enabled by cards such as Blade Runner (arguably the best card in the list), Driving Blade, and Hit and Run.
Driving Blade gives a hefty pump and go again, while Hit and Run is a flexible choice in the combat chain. Blade Runner just does everything we want, and is a reaction on top of that!
Interesting choices include Flock of the Feather Walkers, which is a huge attack that can set us up for next turn, while On A Knife Edge is a seldom seen card, as it was only printed in the Classic Battles: Rhinar vs Dorinthea sealed product. With that said, these four spots are the most flexible in the deck and could be changed out depending on preference.
Go Big or Go Home
Sharpen Steel and Outland Skirmish are both just low-to-the-ground free pump spells. Think of these as zero-cost go again attacks, except you can stack them into one huge Saber hit. The exclusion of Second Swing, which is a common inclusion from my experience, may surprise some, but it just feels too resource intensive for what it does. I’d rather run Outland Skirmish if I want another pump spell – we have to be as lean as possible on the resource curve.
Never Back Down
Warriors are a simple, yet tricky class to play with or against. You present a simple weapon attack, and it’s up to the opponent to take the damage, block, or overblock. When faced with a huge defensive wall, you have options to break through. In the Swing, Ironsong Response, Out for Blood, and Stroke of Foresight are all attack reactions with their own quirks. The latter, in particular, can be utilized to stack your topdeck even if you don’t have any cards in hand. Don’t be afraid to bluff pump spells.
Razor Reflex has synergy with Flock of the Featherwalkers, and may even make opponents think twice if you attack with Flock at a later turn for the threat of a second one, while Puncture is a generally more flexible choice and blocks for three.
Never Give Up
Sink Below and Fate Foreseen are generally great defense reactions in the format. I would advise cutting these two pairs, as these are your only form of agency once you start blocking trickier opponents.
Warrior Common Equipment Are Good!
The fact that both Refraction Bolters and Gallantry Gold are both common is a huge boon for the class in general. Make it a habit to block early with these pieces of equipment so you save a life point before you crack them away.
Blossom of Spring is just too good for Kassai, who might only need one resource for her entire turn. Blood Drop Brocade is never a consideration here, since the second sword attack is already discounted – it’s just a non-bo.
You can never go wrong with Hope Merchant’s Hood, while you may opt for Ironrot Helm versus Guardians or Rangers. The full Nullrune suite is, as always, included. I would swap out the headpiece first versus Runeblades.
Do you have a hero you want to see featured next? Let me know, and welcome to the Club!