FABTCG Commoner Format

You might be wondering where you should start if you are new to the Flesh & Blood TCG. Well, I’m here to help and I want to help you by getting into Flesh and Blood with the Commoner format! 

This format for the card game Flesh and Blood is a very low entry format. This means that you aren’t going to be forking over $100 – $1000 of dollars to compete at the highest level. This format is extremely cheap hardly any decks are above $10. 

As with many Trading Card Games, there are exceptions but I believe this is honestly the best format to get started with. Some people recommend Blitz, and Clash. But, even those formats can cost a bit more money AND you don’t get to use ALL THE HEROES!

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That’s right any young hero in Flesh and Blood will be available for use in the Commoner format.

Why do I bring this up? 

Well, once I started playing Flesh and Blood there was one Blitz deck that caught my eye and that was the hero Oldhim. The hero looks awesome and someone I would play in a fantasy RPG, turns out though whenever I picked up the game he wasn’t available to play in the Blitz format no longer for going LL (Living Legend) which usually means the hero is banned from the format for winning or something broke the game. 

What are the rules of the Flesh & Blood Commoner Format

The rules are almost identical to the Blitz format. Keep in mind what I said above is that all young heroes are available though! The reason this format is such a low entry is because you aren’t allowed to have Majestics at all in your deck. Majestics are extremely more rare cards and are usually very powerful. 

This almost takes out all of the specialization cards some heroes might not work as well in commoner as they do in Blitz but this gives somewhat of a even playground. You can however use Common or Rare cards in your equipment! The rest of your deck must be Common though.

So you will have your Young Hero, Weapons and Equipment, and 40 Card deck of commons! This restriction keeps the costs down and levels out the playing field. So if you really start enjoying Flesh and Blood then you can start chasing after the expensive, and harder to find cards so you can be competitive in Classic Constructed or Blitz.

Here is a list  on how build your deck for Flesh & Blood Commoner

  • 1 young hero card (common or rare)
  • 52 card-pool
    • weapons and equipment (common or rare)
    • cards in the deck (only common)
  • Start with exactly 40 cards in the deck
  • Up to 2 copies of each unique card
  • 30 minutes per round, first to 1

The Best Heroes in Commoner Format

Whenever it comes to card games, everyone it seems no matter the format wants to play the best and top decks. The best thing about commoner is you can really play all the top decks for roughly around the price of $5-$10. Of course you could bling out your deck with cold foils and rare printed cards but you don’t need to do that to have all kinds of fun.

The commoner format does leave a lot to be desired because some heroes, well… They just don’t work without certain items which is why the fan format Clash was designed. Since the AppalachiaTCG community started playing Flesh and Blood and began with the Commoner for about a full year now we’ve seen about every hero played.

Commoner is what I would describe a wide format. Heroes that can get go again, and continue their chain seem to perform better than the tall heroes. That doesn’t mean we’ve never seen guardians or brutes win, but heroes like Ira and Dash really shine in this format.

Ira with a “free” might token every turn, with all these attack reactions is really just nuts. Playing Dash with a Hyper Driver on the board building up tons of resources for free, boosting and pummeling to finish off players is just sick.

Arcane seems to only be dangerous whenever a new player doesn’t carry can nullrune or arcane equipment, even then it’s so minor that most people just appear to take it or ignore it, which can and has bit people in the long game.

Personally, heroes that have attack reactions and can dominate almost every turn is how you win games in the commoner format. Below I’ll break down some of the top heroes in the format and describe what their pros and cons are.

Ira, Crimson Haze

Ira is by far probably the best hero in commoner. Without all the legendary, rares, and majestic support cards. Getting +1 with every second attack is HUGE in the commoner format. Using Harmonized Kodachis, pitching a 0 blue, you are going to have a long combat chain to deal with. Ira players can usually chain together 3-4 attacks on every turn and given the +1 to the 2nd attack, you can easily hit a breaking point with tons of cards that usually don’t hit for much.

Crazy thing is with Ira you can even fatigue people out because a blue with 0 give you 2 attacks almost every turn with Kodachi’s.

The only con’s I know of for Ira is that Ninja’s in my experience don’t block the best against tall heroes, the quicker you can try to get Ira on the defensive the better off you are. It’s extremely hard to do if Ira starts aggressive the entire time, she most likely can output more damage than most heroes can every, single turn.

Dash

Dash is easily on of my favorites in the commoner format. I plan to share my commoner dash deck soon on fabrary and do a deck tech on it. But, I highly recommend running the Tekklo Pistol over any of the other weapons for the consistent 2 damage, and running all of the Payloads.

Yes! You can dominate a 6 or more attack with a mechanologist! Whenever I discovered this card I was like well, that’s going to win ALOT of games in commoner.

Pros for Dash is you also get to have out a hyper driver from the start of the game, so you have tons of explosiveness right out of the gate. You can even put steam counters back on it with certain cards that you banish from boosting or casting.

Cons for Dash, is Dash relies on the boosting mechanic to keep gaining, “go again” which means banishing the top of your library each time. This is a double edged sword, because you never know if you are going to banish your Red Payload or you simply are going to run out of cards. Dash suffers playing fatigue heroes because of this ability.

You can check out Smango’s Dash Deck here – https://fabrary.net/decks/01JA804KMQMF1QVFKW8BMES058

Young Fai

Fai is basically just another Ira, but honestly a little weaker due to not having the free +1 each turn. That being said you can do some really cool stuff withe Phoenix Flames. Way more than I previously thought, you can send them to the graveyard, close the combat chain and start another one. Very cool and unique gameplay. Not only do you get access to all the ninja stuff but you get to use all that sweet dragonic stuff as well.

Cons to playing Fai in commoner is just like any other Ninja, they are terrible at blocking and if you don’t have a way to cast or grab your phoenix flames you run out of ways to really go super wide.

Pros to Fai in commoner is Fai can go REALLY wide probably the widest of any of the heroes in Commoner with the help of those Draconic Phoenix Flames. It really helps to know that you can stop and start combat chains if you need to put your Phoenix in the graveyard!

Oldhim

This is really one of the only format’s left that you can play Oldhim in besides Living Legend. Having played against Oldhim more than played again him, he is extremely hard to do damage against in commoner. Really good at playing the fatigue strategy.

Pros to playing Oldhim is Oldhim is great way to protect yourself from the many aggro heavy heroes that are favorable in Commoner. You usually fatigue your opponent out before they’ve ever done any serious damage.

Cons to playing Oldhim in commoner. Oldhim is a guardian and in such they need lots of blues to keep the pedal to the metal. It usually takes oldhim a few turns to really get going, and is missing a lot of his utility.