The online collectible card game (CCG) Kings and Legends is unique from other CCGs in a number of different ways. One way it is unique is that there are almost no limits to the card you can put in your deck. The one significant limit is on skill cards. You may only include skill cards in your deck that match your current class. Each of the four classes plays differently due to these skills card. Fighter skill cards tend to provide offensive buffs to allied creatures, though they can also deal some mild direct damage and provide brief protection for creatures. If you are playing a fighter in Kings and Legends, this guide will teach how to best optimize your cards for your class.
Deadly Vampire – This deck is a one-trick pony deck, but the trick works very well. The only creatures you include in this deck are Vampire Apprentices, Vampire Mages, and Vampire Archmages. Then you buff the toughest one you have with Command: Counterattack and Command: Heroic. This creates a creature that counters every attack heals whenever it attacks and deals increasingly higher damage after it attacks. The high health of these creatures should keep them alive for the first few rounds and then the healing will do the rest. You may also want to include Encourage and Command: Vigilance in this deck in order to boost the power of your uber-Vampire.
Counter Heroism – This deck is similar to the above deck, but it focuses on putting out lots of creatures with heroism and counterattack. When building this deck, you want to include both creatures that naturally have heroism and creatures that naturally have counterattack. Since this is commonly found on human creatures, including both Wind-Dancer Elke and Crusader Lucanus in this deck is a good idea. Once you start getting creatures out use Command: Counterattack and Command: Heroic to give them whichever ability they don’t already have. Since you are relying on large numbers of creatures, Warcry, Military Charge, and Last Stand are also good cards for this deck. Also, if you can, put Tengu Shadow Warriors in this deck, because they already have both heroic and counterattack.
Ambush in the Reserves – This deck is primarily designed as a team deck. It doesn’t work very well on its own, but it is a life saver against boss challenges. The idea of the deck is to include creatures with the ambush ability, specifically, Feles Swordsman, Feles Assassin, Feles Assassin Master, Mifzuna the Wind, and Maia Shadowblade. Then put fill the deck with Encourage, Command: Vigilance, Enmity: Cavalry, Military Charge, and Command: Cleave. This deck is designed to be an ace in the hole, so you will tend to hold onto cards rather than play them as soon as they are available. At any time you want 2-3 creatures and 3+ warrior skill cards available. Then when things get desperate during a battle, you can unleash a creature that can easily deal 10+ damage in a single hit. Proper use of vigilance and cleave will even allow you to deal damage to creatures in other rows or behind your lines. Against some of the harder bosses, this deck can turn a loss into a win.