Pixel Parties
To Attain Divinity
Type: Destruction Magic
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Play Style: Setup,
Aggressive
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Difficulty: Easy
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Consistency: 2/5
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Power: 5/5
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Recovery: 2/5
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Protection: 4/5
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Versatility: 5/5
Bring out your Creature as a sacrificial offering, perform the sacrifice, and attain Divinity, the most powerful Ability in the game! Once divine, you will be able to use any Spells you could possibly want, flooding your opponent with everything from excessive bursts of damage over negation to defensive effects to keep them from defeating your own Heroes.
This deck relies on a very specific combo to get set up. Once that combo is successfully performed, you will have an incredibly strong and fun game on your hands!
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As a backup plan for the worst case, the deck also runs a pretty large investment in Wisdom, which also gives you access to any higher-level Spell at a discard cost. Being unable to gain Divinity won't prevent you from playing the game - it will just force you to bleed resources, so be careful!
How to use the Deck
This deck consists largely of 1 combo you want to perform turn 1, if possible, or as early as you can, and 1 very powerful interaction.
The combo works like this: Sacrifice to Divinity is one of the very few cards that can grant a Hero the Divinity Ability. To do that, you have to sacrifice a Creature, and it's also a Magic Arts/Support Magic Double Spell, making it difficult to access in its own right.
Archibald is one of very few Heroes capable of using this Spell without needing further Abilities attached to him thanks to starting with Wisdom 2, allowing him to use Spells up to 2 levels higher by discarding that many cards. As a Double Spell, Sacrifice to Divinity counts as a level 1+1=2 Spell overall, so you need to discard 2 cards to play it.
Great - but you have to sacrifice a Creature for it, right? So - what now? That's what the deck runs Barker for, who brings any lv 1 or lower Creature from your deck or hand straight into play at the start of your first turn. So you're guaranteed to have something to sacrifice completely for free!
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And that's not even all! The chosen Creature to sacrifice in this deck is either Hell Fox, which, on-death, searches you any card you want from your deck, or Ska Harpyformer, which, on-summon, searches you a copy of the Ability Performance from deck to hand. No matter which of the 2 you pick with Barker, you will get additional (very needed) value. It is definitely recommended to go with Hell Fox, unless you happen to start with your only copy in your starting hand, at which point grabbing a Harpy from deck has better value.
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So - you always start the game with a Creature to sacrifice, and you also start with a Hero able to use Sacrifice to Divinity. Where's the difficulty then?
In finding the Spell. The deck runs 4 copies of it (even though you only really need to resolve one all game). It also runs 4 Idol of Crestina, which searches you any card from deck instead of drawing at the start of your turn. Really good, but delayed by a full turn...
Other than that, the deck runs no further means to find it reliably, you will have to draw into it. Your third Hero besides Archibald and Barker is Kazena for a bunch of free draws per turn, increasing the chance to hard-draw the Sacrifice to Divinity; but her effect also restricts you from adding further cards to hand that turn, so it would negate your Hell Fox if you sacrificed it the same turn afterwards.
This lack of a consistent way to find Sacrifice to Divinity is easily the deck's biggest problem. If you find the Spell on your first turn, you can easily set up and be golden. If not, your opponent might just take out your Creature and leave you without a sacrifice!
Luckily, Ska Harpyformer can be summoned as an additional Action if it's the first Creature you summon during a turn, so if you have that plus Sacrifice to Divinity in hand, you can bring it out, immediately sacrifice it, and then even perform an Action afterwards, because Sacrifice to Divinity is also additional! Definitely a powerful combo line which can end in explosive Spells!
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Now - what is the reward for all this setup?
Divinity simply lets your Hero use a Spell 1 level higher than is normally could. Combine that with the Wisdom Archibald already starts with, and he can use any lv 3 Spell in the game! And if you attach Performance on top of the Divinity, that will turn it into Divinity lv 2 and reduce all Spells' levels by 2 total, drastically reducing the discard costs Archibald would otherwise have with Wisdom!
Add to that Kazena refreshing your hand at the end of each turn, and you're looking at powerful plays and a "Drop your entire hand for pure value, then reload" playstyle every single turn.
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Archibald's own effect also contributes to that. Once per turn, when you discard a Spell (like to his Wisdom's cost), he gets to use that Spell from your discard as an additional Action, but it has its level increased by 1. With Divinity 2, even a lv 4 Spell is no problem for Archibald, so you get to use 2 big Spells every single turn!
Your average turn once you have Divinity lv 2 looks like this: Drop a lv 3 Spell, Archibald treats it as if it was lv 1 thanks to Divinity, the remaining level is dealt with by Wisdom for a single discard. You discard another lv 3 Spell you wanna know. Archibald's effect triggers and he casts that Spell as well, but it becomes lv 4. Divinity makes it count as lv 2 instead for Archibald, so for another 2 discards, you get to use it.
Overall, you just dumped 4 cards from your hand to cast 2 high-level Spells - and then you just activate Kazena and refresh your hand!
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Once the deck gets going, it is incredibly powerful, and unlike similar big Spell nuke decks like Gather That Storm!, it also has access to negation, protection, damage redirection, and lockdown effects. Its only major downside is the very fragile early game and the fact that it can brick pretty badly sometimes.
Your good games will be extraordinarily good, but your bad games will similarly be really, really bad.