Red Cell Leader & Best Deck

Red Cell Leader & Best Deck

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Core Synergies

Built upon the Android synergy, SB01-001 pairs a ton of draw with explosive synergies in order to develop its side of the board, or deal with opposing cards. At first glance, one might think SB01-001 wants to play defense, but the goal really is to bring some pressure from turn four and on. Ideally, the red leader looks to focus on the opponents' leader, swinging for 40,000 himself while SB01-011 and SB01-012 add a few big ones as well. When either 5-cost is on the board, you also have SB01-013 for free available.

To get there, the ideal pattern is to summon SB01-011 through SB01-010 on turn four, either with the energy marker to be able to summon a 1-cost Android, or through keeping one of the board. The deck packs around ten targets with four of FB06-013, four of SB01-004 and a few 2-costs. Combined with plenty of draws, SB01-011 feels very reliable overall.

After this burst of tempo, SB01-012 will represent your way to keep the opponent's board at bay in the late game. Without it, you often have to ignore some threats to focus on the opposing leaders, or attack into battle cards instead of keeping the opponent on their toes. When it sticks on the board however, you can clear virtually any card once you also factor in the power afflictions from SB01-013 amongst other cards.

Overall, SB01-001 aims to keep the opponent at bay in the first three turns, drawing in peace in order to find its key pieces. On turn four, the first burst of tempo should happen, giving you the lead heading into the second stage of the match. In this later portion, the deck wants to force the opponent to defend multiple 30,000 to 40,000 hits per turn, quickly getting them low on health, or forced to play with little cards in hand.

Decklist

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Must Own and Replacements

From a deckbuilding standpoint, SB01-001 is not very flexible as the deck needs to build around the Android synergy. On the bright side, this deck does not pack any SCR cards, meaning it is pretty cheap to get in the real world. If you wanted to build it on the digital game however, it might be a little trickier if you miss certain Super Rare cards.

Amongst the rarer cards, FB06-009 is the easiest to replace. Indeed, you could run more of SB01-002, SB01-005 or FB06-012 and be fine. This would reduce the combo power available, a big part of the deck's success, as FB06-009 tends to be the least synergistic of them all, therefor the easiest one to use as combo. If you really value the 10,000 combo power, pick another 10,000 Android card instead as a replacement. SB01-006 will be a decent placeholder.

SB01-012 can be played as a 2-of if you have all the draw cards, in case you were one wildcard away from being able to craft the deck. This leaves us with SB01-004, the card we need four copies of to play SB01-001. The 1-cost is both a tutor to find our synergies, but also a target for SB01-010 to summon SB01-011.

If you wanted to include other cards in the featured build, SB01-016 is your flexible card to remove.

Competitive Chances

SB01-001 is regarded as top 3 leader in the game at the moment, and the best one in the red color. Arguably, the deck is able to control most early developments, but struggles to remove SB01-029 barrier cards, immune to power affliction. Except for that particular matchup, Cell is able to get to its explosive turn four reliably and take over from there.

Den
Den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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