Might = Right
We start with the brawlers of the Crucible, House Brobnar. This fearsome warband features a variety of creatures. These include giants, goblins, and many others willing to take up arms if it means showcasing their strength. House Brobnar was inspired by Norse mythology and features a warrior culture. Those who fight, survive and those who are weak get left behind.
As one of the original houses of KeyForge, Brobnar made appearances in the first three sets before being left off in Mass Mutation. Cards in the house feature powerful effects that reward fighting. Examples of this include Brikk Nastee, which allows you to gain 1 Æmber after a friendly Brobnar creature fights, or Ancient Battleground, which makes each friendly creature unable to reap but adds the ability “After Fight: Gain 1 Æmber”. This encourages players utilizing Brobnar to focus on breaking down your opponent’s battleline, minimizing their opportunities to reap.
While some may feel Brobnar is all brawn and no brain, that’s not entirely true. Members of house Brobnar welcome the use of technology, so long as it’s used for destructive means. Lost an arm? Throw a Stratosmack on and continue to wreck those that oppose you. Brobnar members definitely think fight first, ask questions later or even at all. Word of advice, if you see one with Might Club in their hand, you better run the other way.
As mentioned before, Brobnar likes to fight. So they definitely pack a punch. Brobnar brings an average power of five to the battleline, making short work of weak challengers. The big drawback to house Brobnar though is while they enjoy fighting, they don’t do much to prevent the receiving end of it. Very few bring any armor to the fight, with only Firespitter bringing some in the latest set. Be sure to make the most of other houses in your deck to heal or reshuffle your deck and keep the fights going!