Many aspects of deck building in the online collectible card game (CCG) Kings and Legends are rather unique. The ability to mix cards from all factions without consequence and the fact that otherwise identical cards change in strength based on rarity are uncommon traits in a collectible card game. One aspect of deck building that is common to other CCGs is the fact that you have a limit on deck size and on the number of duplicates you can include in a deck. Each deck must be between 15 and 30 cards and you can no include more than three copies of a card, regardless of rarity. With these limits in place, when building powerful decks, it is critical to use the best cards.
Each faction has unique strengths and weaknesses. Cards from the human faction tend to be defensive in nature, often having high life, armor, or both. The human faction also has a mix of more offensive cards, but most of them are not particularly efficient. If you are looking for the best non-unique human cards, the following cards, judged by their epic (purple) versions are the best available.
Sentinel – This 1/7 creature has a countdown of 1 and has armor 2. There is no way to get this level of armor out more quickly than by playing this creature. This card is particularly critical for preventing heroic creatures from building up. The rare and lower versions of the Sentinel aren’t worth playing because they have only armor 1.
Captain – If you can spare the time investment of a 4 countdown, the Captain is an efficient 3/11 creature with armor 2. The higher damage and life than the Sentinel makes this card versatile enough to be offensive as well as defensive. The rare version also has armor 2, which makes it acceptable if you don’t have three epics.
Squire – The epic, rare, and uncommon versions of this creature are all solid. The epic is a 3/5 with vigilance and the lesser versions still deal 2 damage. The critical thing that makes this card good is the 1 countdown. Vigilance is something you need immediately or not at all and the Squire is always ready to be played. The common version, with only 1 attack, is worthless, though.
Knight – This cavalry unit is a 1/7 with heroic 2 and a countdown of 2. While the Horseman has a lower countdown, it isn’t heroic, which means that it can’t deal damage quickly. The Champion Knight has more health, but the countdown of 3 is a major flaw. You want heroic characters to attack as quickly as possible. This unit is fast to play, moves quickly, and is heroic, which is the perfect combo. The rare version is an acceptable alternative, but the uncommon version has too little health.
Repeating Crossbow Captain – This 1/8 creature attacks twice at a range of 4, is vigilant, and has heroic 1. The Repeating Crossbow Captain has a countdown of 5, but that is acceptable for a ranged creature with the heroic ability. This is a great creature for the back lines and deals well with enemies who get into the back lines. Avoid the rare version of this card. With only 5 health it dies too easily to skills.
Battle Priestess – The difference between the Battle Priestess and the Battle Abbess is that this creature has four fewer health but has a two lower countdown. Since this is a back line creature that can heal itself, that is acceptable. This 1/5 creature is essentially heroic and deals unpreventable damage. That is a good deal at a 4 countdown.
Priest – The Priest is a 1/5 creature with a countdown of 2 that deals unpreventable damage at 4 range. What makes this creature such a good deal is that the Priest heals 3 damage on one ally every turn. That is the cheapest healing in the game by far and will usually counter one enemy’s damage completely. If your only goal is to get healing in to play, all lesser versions of this card are good, too.