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Nov. 29, 2023

28. House Roles in Modern KeyForge, Part 3: Burst House

28. House Roles in Modern KeyForge, Part 3: Burst House

The podcast Bouncing Deathquark introduced in 2019 the strategic framework of "main house, support house, burst house" as a way to understand the role a house plays in a deck. We're doing a fresh examination of each house role over coming episodes to understand how they work with everything that's evolved in KeyForge in the past four years.

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Transcript

kpr-ep28-bursthouse

[00:00:00] And the time before ghosts. In a time before galaxies. There was a singular strategic entity. The bouncing death. Kwok. A podcast, which gave us a framework and understanding for KeyForge houses. With main house support house and burst house. They faded into the distance after just a few sets. And now we bring back, there was demand to refresh it for our new age of understanding, four winds of exchange for grim reminders and all the sets in between now.

And then this is KeyForge public radio. And I hope you're hydrated. Because. Let's get sweaty.

Hello, dear listener and welcome to [00:01:00] KeyForge public radio. As the amazing lady said in the intro, I am sack Armstrong. And we are here to talk about these.

we are here. to talk about the burst house role. And KeyForge houses. This is of course from the framework for understanding and thinking about KeyForge houses that we received from bouncing death cork years ago. And they're fantastic and really foundational KeyForge strategy work. They did back on that. Podcast. Now we have talked about the main house before a few weeks ago where it is the house you want to call back to back, and you're not necessarily needing to play any cards from your hand to be very happy about what your turn looks like, that you are pushing forward, that you are gaining ground.

You are ripping out gaming, Amber forging keys. Maybe fighting down. Maybe fighting down creatures, but at the very least, your creatures are sticky. They are sitting there. You are gaining advantage from your creatures and your artifacts. On turns back to back then we talked about support house, which can act as a backup main house, a secondary main [00:02:00] house, but as often characterized. Bye. Removal by having board wipes and creature removal in it.

You can respond to threats. These are cards that are going to be situationally. Good. You have tempo cards. Control cars, right? Which are sometimes related. You can have a lot of capture in these kinds of houses. You can have combos that help set you up for stronger future turns. Or make your main house. Even better, either through protection. Warding. Or just setting them up to do. Bigger and better things. And then the burst house is the last kind of password going to be looking at.

This is a framework that is very helpful to think about KeyForge techs and KeyForge houses. And now any KeyForge house can fulfill any of these roles depending on what that house pod. Looks like, and some house pods of course are going to be a mix of things. They're not going to have one clear identity. But when you have a house pod that does have a clear identity that fits within one of these [00:03:00] roles. Or you see this house performing this role on the board.

This is a good framework for understanding how it's going to get you at an advantage and how it relates to the board state and the other houses in your deck so that you can use it. The best way possible. So what does a burst house? Well, it is what it sounds like it's going to be your situational immediate and powerful house that has a few key cards of consistent pips and Amber generation. Now Amber generation is really what separates it from the support house seat.

The support house can have some helpful combos, but that don't put, get you a ton of Amber. If it gets you a ton of Amber. They really are. They really are. A wind condition themselves and thus we're calling them. Burst house. Where they're gaining a ton of Amber. All at once. Now, these are going to be situational cards.

These are going to be combos that you have to set up. If you've been playing winds of exchange, you have, of course seen. Cards like membership drive, where you make a token creature and then gain one for every friendly token creature, huge payoff [00:04:00] for having token creatures. You've seen cards like inspiring or ration, which you exalt a creature and create a token creature for every Amber on that creature, which pairs amazingly, if you have. That's an how sorry.

And so a PA pairs amazingly with the Sergeant car Legionnaires' trainer play which is a two crowd, a two power card that lets friendly token creatures enter, play ready and creates a token creature on play. So a burst house is really a house that has a situational combo. That's going to get you a ton of Amber and a ton of advantage. All at once inside of generally, you're going to be able to pull all this off inside of one turn. Because with, without there being instance or reactions and KeyForge the more you can pull off in a single turn. The better.

So your opponent does not have a chance to respond or disrupt. What you are doing. So this is going to be situational. We'll often take, set up if you have cards. That, combo together to get you extra. Amber, you want all those together [00:05:00] in a certain order, archiving is going to help. Set this up.

Of course. And it's a bit more situational. It's a bit more situational when that happens and it takes some planning. A few good roles on what you draw and some good handcrafting, like we talked about in previous episodes, hand crafting to get those the, all those cards better out at once.

And of course, if you handcraft and you can set up a main house this way, where all of a sudden you have four or five creatures and artifacts in your hand that are going to set up that main house to present a big threat on the board. You can also be handcrafting to set yourself up for a reward for a burst house where you have a lot of pips or a lot of cards that are going to help you set up a situation. in which you can have major payoff and present a major threat to be getting to chick, to forge a key or combo me off with key cheats. To get some keys, forge and present really strong threats that way. So a burst house of course, is going to be less sustainable than a main house.

It's going to be much harder for your opponent to disrupt is a, a point they were making on bouncing death [00:06:00] cork. Earlier much harder to disrupt because you're playing this all at once. There are many fewer interrupting effects that can stop this burst house. Once it goes off. Now cards with a lot of pips. Are going to be great for a burst house and winds of exchange.

I mentioned this in a support house context last time, but if you have transport or platform with upgrades, with a lot of pips, because transport or platform returns are friendly creature and all upgrades attached to it to your hand. And so if you have Amber pips on that creature, on the upgrades that are attached to it, especially a couple of bonus Amber pips and maybe some drop pips. It can be playing and replaying that multiple times. Per turn. And really getting an awful lot of Amber. Off of that creature and those pips from just playing them over and over again.

Now, hilariously, this is almost a cross between a burst house because it is bursting, and the main house. If you can repeat it now, typically with star Alliance, these creatures are going to be [00:07:00] relatively removable on the board. They're a bit smaller, so they're easier to just knock off. And remove. Unless you're bouncing them back to your hand and saving them because, you just want to repeat, and you're not worried about sacrificing that car, draw this, if these cars, whatever, you're playing a to just keep replaying this creature and that. Upgrade.

If you keep replaying those and those are better than anything else you would draw. So you don't want to keep those on the board in between turns for your opponent to remove. Then you keep it that way and it becomes this weird burst repeatable. Burst house. So it does take some setup.

It's not a whole lot of consistent cards, but if you get that little repeatable combo, Then you keep going. That's a bit of a niche, but interesting example to examine what we mean by burst house and what we mean. Bye main house. So funnily enough, our burst houses have really changed over the course of KeyForge.

We saw in call the Arcons way back in the day. Often. Untamed and shadows were the main burst houses [00:08:00] untamed often having pips and Amber generation affects, especially with things like nature's call where you could bounce creatures to your hand that either had Amber pips or you're getting rewarded for having hunting which gives you an Amber after you play another friendly creature and then pay offs. A payoff with where you can forge a key at current cost after losing one or key charge, which was the action card version of the same thing.

And then shadows stole a lot of Amber. It had a lot of pips often on it's stealing.

It had a lot of pips often on it's stealing cards. And you were able to steal a bunch of aember play a bunch of pips and just go crazy. Stealing all that Amber, you had too much to protect as well. And me as much to support that too much to protect, stealing all, but six miasma, having your opponent skip their forge a key step, but funnily enough, the burst houses have changed.

And depending on what lists and you get in your pods. Your first house can come from surprising places. So if you have multiple [00:09:00] membership drive or the relat that the related card, funnily enough, that started in dark tidings and was also printed. And winds of exchange harmonic ritual. Where it has an Amber PIP and you choose a creature.

And if it shares a house with its left neighbor, you gained one, and then you continue that down the line.

And you continue that down the line. Sanctum actually has these burst cards, and situations where you can set up, you can set up a board state with the payoff of having a pretty huge burst. If you have, oh gosh, there is a, the classic combo. That's not crazy rare and winds of exchange, but it's certainly there. In. In sanctum is getting the defender token, which has the nitrate. It is a to power one armor, and then you get Squire recruitment that says play for every friendly night creature.

Create a token creature. And when your token creatures are nights, that means you're at least doubling your number of token creatures. And then you can go straight. You can go straight into a membership drive or a harmonic ritual. [00:10:00] And so those lists certainly exist. The consistency within winds of exchange is a bit funnier, bit harder to manage with token creatures, but. If you can pull that off, that is huge back-to-back bursts.

I've had there was one deck that was a little infamous in our local Metta. And winds of exchange that could often just turn the entire, almost entire deck. Into token creatures and they were getting, double digit Amber burst off of both of the membership drives. Which is pretty bonkers.

There was also a couple setups I saw in dark tidings, sanctum of all places. Where you have a repeatable, Baldwick the bold, which is a four power, two armor sanctum creature that has before fight. If you're fighting the most powerful. And to be creature gain too. And if you have ready and fight effects alike with like with gray rider, which has play after fight after reap, you may ready and fight with a neighboring creature.

You have smite that was reprinted. And dark tidings that is ready and fight with a creature [00:11:00] deal, two damage to the attacked creatures neighbors. YOu can get all that ready and fight off. And if you're getting off 2, 3, 4 fights with Broaddrick, you can often, if Baldrick is surviving and there are ways to give Baldrige, extra power, extra armor, make it in vulnerable for a turn. With things like potion of and vulnerability, you can be bursting for six, eight Amber's off of Baldwick.

So always of course, keep an eye out for what the classic burst cards are. And that is what of course I look for. And the set, what is a repeatable burst effect or what does a burst effect that has a great payoff like membership drive? So keep an eye out. If there's going to be any cards like that in grim reminders. Especially look out for the phrase for each I often type the phrase for each into. Into our con our. Kano once all the cars for a set are loaded because that often. Is put onto a card that can scale on a board state.

That just goes as big as the board state is. Right? So like membership drive says, for each. For each new [00:12:00] friendly token creature. So keep an eye out for that. Keep an eye out for what those board states look like. So that if you get these bursts mechanics in your decks, or if you're facing down decks with these bursts mechanics in them, you know what their payoff board state looks like.

So you can intelligently integrate that into the decisions you're making. Is that the right call to play around that and try to control that in interrupt them, or do you have your own plans that you need to not waste any time on and push forward? Just take their big plays on the chin and just try to go bigger.

And outrace them with some tempo plays with your support house, right? With some capture with some house control.

So burst CA has really what I'll say about this is burst as a very simple concept. It's often just get a bunch of Amber and then key cheats are amazing for key cheeks are amazing for burst.

And I think philosophically, you could call a combo with a wind con that might even ignore Amber. You could call [00:13:00] that a burst house as well. If you're doing something special with the old the old artifact, epic quest that archives all friendly nights on plane that has Omni. If you've played seven or more Uh, sanctum cards, this turned 4g key at no cost.

So that's a burst payoff for doing a whole lot in one turn. There's the classic card key abduction in Mars that returns all from the Mars creatures to hand. And then you forge a key. Plus us nine, I believe reduced by one for every card in your hand. So if you get a ton of cards in hand, You're not really forging for a whole lot of Amber, depending on how big your hand is.

And so we have diversified. Or we have seen diversified what a burst house can do and what a burst house can be made of. We have seen a lot of bursts. In a worlds collide Brobnar worlds, collide prop NAR. Dominates seal the lions and sealed. For a reason it's because it can serve as both a main house where you call it back to back and you just keep calling it and you keep fighting and getting rewards for fighting and things like brick nasty, [00:14:00] giving you one Amber for every. What giving you one Amber for every time, a friendly, another friendly Brobnar creature fights, right?

Smith of that immediate payoff. And it can be both a main house where you're calling it back to back and a burst house. Where. Where you can drop things alike. It has burst house combos using cards that are often a part of main house combos. And it has a specific combo that you may have been subject to.

I'll describe it in a second here. This specific combo. Is a burst combo that turns you into a main house, which is crazy, so, endless hordes is a rare Brobnar action card that says for every enemy creature, create a token creature ready and fight with every token creature. You made into, each of the enemy creatures and you ignore taunt. I believe and maybe elusive, but no, I don't think you ignore loose if he has just ignored Tom. And so something that gets crazy is if you have endless hoards and brick, nasty and brick nasty, we've gone over that gain one Amber, every time, another friendly Brobnar creature fights. And sometimes I've seen this with multiple Breck nasties.

[00:15:00] It gets gross. You play brick nasty, you play maybe your second pick nasty, and then you play endless hordes against a large opponent sport. So there is some setup. This is very much a classic burst setup. And then if you have a Brobnar token, especially something like skirmish shirt to power skirmish, goblin,

token creature, and then you fight. So let's say your opponent has six creatures on the board. You play a brick nasty, and then you play endless whores. That's just two cards. That's not more cards than to write. Then you play, then you get all of these goblins, you get all these skirmishers and to play and then fight with each of them and get an animal off of brick nasty for each of them.

And so if you have, I've seen it with two brick nasties, get brick nasty as a common. So it's not terribly rare to get more than one, and sometimes that can happen. With endless hoards and then they just punish you like crazy for having a board. At all because they're doubling their Amber. If it's two brick nasties, and then all of a sudden your board has been a relatively trashed, maybe destroyed.

At the very least your board has been busted up quite a bit.

And [00:16:00] now they have, especially if it's a token that can survive those fights.

Now they have a board full of creatures. That can, if they survived, continue reaping out and they can continue to call that house as they go forward. So there are a few setups in worlds in winds of exchange Brobnar that turned their burst house. I turn a burst house combo into a main house in a few situations.

Now it's not in every deck. But it's notable, right? That's something I want to shout out. I've been subject to that in more than one instance. And once on-stream in Philadelphia, the Philadelphia Vault Tour. Sealed Alliance. I was on the tabletop Royal stream. Against a lovely opponent. From a bay area.

I don't remember which bay area and they finished off the game with that particular combo. So that is a burst house. So keep an eye out for what cards are going to be those payoff cards, whether it's a few cards that work together like hunting, which like hunting, which dust pixie nature's call back in the call, the [00:17:00] arc-on stays, or whether it's more of a board state payoff.

Like membership drive or whether it's a kind of a two card combo that works in a specific way, like brick nasty, ho brick, nasty and less whores with a Brobnar token. Keep an eye out for what that burst looks like, so that you can either be building towards that payoff board state, if appropriate, or integrating your opponent, trying to get to that payoff board state into your strategy.

Do you interrupt it? Is it worth it to interrupt it? Or do you just need to out tempo them? So that is some modernized thoughts on the burst house role. That is a modernized thoughts on the burst house roll we'll be taking take a look at grim reminders as it plays and use main support in burst house. Frameworks in how you think about how you play these decks.

It's going to help you understand the decks better so that you can figure out as you play a deck a couple of times. Is this deck not great? Is this deck middling or do I just need to understand this deck better? And is [00:18:00] the framework of main support in burst house helpful in helping me understand this deck better as I play it so I can unlock it because remember from my experience at the very least, so many of my KeyForge decks, I was not good enough at that specific deck to really get the payoff for that deck.

I needed to get better at KeyForge before I found the skill ceiling. For that deck. So I suspect your in that place with a number of decks too, because this game is so deep at such high variance, that so many different situations provide so many more places for skill, expression, and more opportunities to make a mistake.

It's a very high skill testing game when you're taking it real sweaty when you're taking it. That was trying to say you're taking it real serious. But I ended up setting you take it real sweaty and I'm, we're just going to leave that when you take it real sweaty, take our real sweaty folks. So that this has been a lot of fun going off of bouncing death, quirks house rolls.

These frameworks that they've given us. And we have repeated these in KeyForge content. I know a roar.[00:19:00] Covered these, if you haven't heard of a roar. Great. KeyForge strategist has a blog of Ron time. shapers.com. Great. KeyForge strategist who has been writing articles and covered some of this. A while back a help from future self. Covered some bouncing death, cork strategic topics, I think about a year ago.

So it's always worth it to go back and dive. Into these topics and thank you so much for joining me. For this dive back into the bouncing debt cork framework of Maine. Support and burst houses and how we can think about it. In KeyForge is a current era. This has been KeyForge public radio.

My name is Zach Armstrong keyboards, public radio.com is where you can find the episodes and fun blog posts of all sorts. Up there on the website, including the merchant shop. We've got some fun. KeyForge themed KeyForge public radio themed. Items up there. Of course we are supported on Patriot and we would love to have you there.

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