Post by ǷυMǷҚ!Ɲ on Apr 9, 2016 6:42:15 GMT
Advanced Tournament Setup for the Top 100
I will separate this guide for P2P and F2P so that there is no confusion on the setup. The main difference between P2P and F2P is that F2P is assumed to have 4 Recycle 1's (4 Thalassas), No Revives, No Recycle 2's, 1 Paragon (Heist), and maybe an Oceanus, While the P2P guide is assumed to have at least 2 Revives, 2 Paragons, and an Oceanus. Now as far as Heroes go, I'm assuming both sets of players have at least 3/4 of the Tournament Heroes and it's unknown which ones you've picked so my guide will use all 4. The guides will also be separated by Attack and Defense decks as they should not be the same. I will start with P2P as we have more players like this in the guild and it's probably going to benefit more players. Your decks won't need to be in any particular order as at the top 100 level of play people do move around their decks in order to win unlike the players outside to the range who just attack with their decks without matching them up first.
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Deck 1 Defense :
Creatures:
This shall be your strongest deck of them all, your strongest creatures belong in this deck as when people click on you this is the deck they see first. If this deck is intimidating enough people will just not look at your other decks and skip you, but you can't count on this. Although this is your best deck, you most certainly do not want to put your Oceanus in this deck. If you have him in this deck then your other decks will lack the firepower they need, the last thing you want is to have one of the best decks in the game and you always lose cause nobody battles that deck and they beat your other 2 weaker decks. This deck should consist of 1/2 Revives (depending on if you have 2 or more total), 1/2 Recycle 1 or 1 Recycle 2 (If you have 2 Revives you want either 1 Recycle 1 or 1 Recycle 2, If you are using 1 Revive then go with 2 Recycle 1's), 1/2 Sac (2 Sac if running 2 Revives, 1 Sac if running 1 Revive), 1/2 Retreats (Rather it be a retreat Queen Temptress or a Fa Archdeva doesn't matter all that much, the retreats work more as a creature reduction mechanism rather than a rage boost since your hero won't be Oceanus), and a Paragon cause they're essential to any deck. An example of my deck from these above are 2 Revives (Drone & Fafnir) + 1 Rec 2(Horned Beast) + 2 Sac (Pit & Garboid) + 2 Retreat (Fa Archdeva & Temptress) + 1 Paragon (Fa) = 8 Cards, Then you need 1-2 kickers that make a deck magical, I can't really give advice on these cards.
Heroes:
As for your choice in hero there are a lot of heroes to pick from. Assuming that you do not have a second Oceanus, Armageddon, Lights Hand, OR The New Morti Hero then you can pick Captivator, Warlock, or Judgment. I prefer Captivator in mine since the update made the creatures drop a significant amount of HP after attacking each other, plus the seals every several turns helps a ton since this deck has a lot of high damage creatures and retreats. But any of those 3 choices or the other rare heroes above would make a great choice (With Armageddon Paragon should be melded and maybe 1 less retreat).
Runes:
Runes are probably the most important thing in the game and most people do not realize it. My deck without runes is nearly 3k lower in power without them and thats a lot since runes don't add much power at all. As for the runes for your hero, you should have all your best runes on your Oceanus for Deck 2 and whatever is left goes on the hero in Deck 1. Since Hero runes are harder to obtain and therefore level up slower I doubt you'll be having very many runes on this hero, or at least runes that are leveled up high. I prefer to have Hero Vigor V, Haste V, Initial Rage V, All Vigor/Might V, Hero Amplifier IV, Sorcery V. As far as runes to put on your creatures, make sure that your using them wisely. Some creatures have extremely stupid runes that can be added cause of their skills and you shouldn't add those runes. Most I, II, III runes are absoluty useless with some exeptions. The runes you should be using mainly are Protein, Vitality, and Violence. Since the creatures in this deck are made up of your very best creatures, every single creature in this deck should have all 3 rune slots filled with something and if they aren't you should fill them up asap. The creatures in this deck are probably creatures in your main arena deck and require runes to be good, make sure all 3 slots are filled and all 3 are level 5 or higher. You should never us the core 3 runes that are I,II,or III cause each rank is expential and they're really useless at the low ranks. By this point you should have 30 runes level up to 5 or higher and are good enough to put on your best creatures.
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Deck 2 Defense :
Creatures:
This deck can be best referred to as your second best deck. As the name implies this deck should consist of your second rate best cards, the stuff that just aren't good enough to make the main deck roster. I'm sure your asking me "Hey Steve, How can I win if I'm using all my best and second best cards in 2 decks and not splitting them across to my third?", Well this is a very good question that will be answered amongst everything else in this second deck guide. This deck just like the first should be very stong with a basically the same setup consisting of 1/2 Revives (Using whatever Revive cards you have left but no more than 2), 1/2 Recycle 1 or 1 Recycle 2 (If you have 2 Revives you want either 1 Recycle 1 or 1 Recycle 2, If you are using 1 Revive then go with 2 Recycle 1's), 1/2 Sac (2 Sac if running 2 Revives, 1 Sac if running 1 Revive, Also many of you including myself do not even have a third or fourth tyrant so that should be a goal to go for ASAP), 1/2 Retreats (Preferably I'd rather you use 2 Queen Temptress if you have them available, but if you don't then don't use retreats), a Paragon cause they're essential to any deck, and for the last card a Killer Queen cause you'll need some stopping power and with Oceanus as the hero you'll be able to probably keep your Paragon out long enough to make use of the clones. In total that makes (Assuming that you do not have the second Sac and are using 2 Recycle 1's) 2 + 2 + 1 + 2 + 1 + 1 = 9. Again if you do not have some cards for this setup you'll need to replace some of them with some kickers and you have the 1 optional kicker to fill the deck to 10 if you still have some cost left.
Heroes:
The Hero for this deck should be Oceanus hands down, by now all P2P players should have an Ocenaus and most of the talents maxed out. This is the part where I can answer the question above about winning. The first deck wins by sheer card strength and with help of the hero you chose while this deck wins by the hero giving a major boost to a mediocre (compared to the first) deck. Now as far as the third deck is concerned you'll just have to read on and see what I write about the third deck. These two decks should be nearly unbeatable compared to spreading the weath of your powerful cards among 3 average decks. Just about anybody can beat 2 of the 3 average decks, but to beat your 2 best decks is truly a lot more difficult and you'll be beaten a lot less.
Runes:
When equiping runes to this deck it's essential to have your absolute best runes equipped to your Oceanus unless your main hero for the arena isn't Oceanus, in that case you just want to flip flop the runes from your Deck 1 hero and your Deck 2 hero in this guide. As far as the creatures are concerned, you should fill them up with whatever runes you have left lying around that you've leveled up to 5. Obviously you'll need to work on getting runes on these creatures as its very difficult to advance in this world without properly filling your creatures up with runes. As always make sure that all runes equipped are IV or V unless they're important to a skill cause everything else I, II, & III are basically worthless and aren't worth your time upgrading.
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Deck 3 Defense :
Creatures:
This deck is quite complicated, a tossup really. Since all your best cards are used up on your main 2 decks, winning with this deck is quite hard and mine mainly always loses, but fortunatly not many people actually even beat my first two decks. Since you probably do not have any Sac's, Retreat Qt's, or paragons left, its essential that you make the best of what you got left. If you have any unmelded mystics I highly reccommend against using them in any deck including deck 3. Use all the Recycle's you have left and if you only have 1 recyce use unmelded mystics if you have to. It's best to have 3 grave removal cards in all decks and since this deck is so weak use 4 if you have them available but most people probably won't even have 2 left for their Deck 3. Since you do not have any Sac cards left since having 5 is virtually impossible at this point its highly reccommended to use a Killer Queen. Since this guide basically only covers half or even less than half of your third deck its left up to you to make this deck great since I don't know the cards that everyone has. Some great cards that are easy to make and pack a good punch are a melded Michael, and some second rate melded 5* cards that just aren't good enough for your best two decks. Again its incredibly hard to win with this deck, but having 2 very difficult to beat decks are a lot better than 3 decks that can be beaten quite easily.
Heroes:
This is another difficult question to answer as I do not know what everyone has. Preferably you would want this deck to survive a long time and out recycyle your opponent and without a Paragon your probably only going to win if you kill the enemy hero which is difficult in the top 100 so you need 3 paragons for sure. So with that said its best to eliminate the competition for you to kill using Armaggedon or Overlord (Without Paragon), but Judgment and Warlock (With Paragon) are decent choices too.
Runes:
Do whatever you want with runes on both heroes and creatures, at this point I haven't even runed up my third deck completely and I'm ranked top 20 easily so make sure to rune up your main two decks first as they'll be doing all the winning.
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Offense:
As far as offense is concerned the decks should primarily look similar to your defense decks, if you feel the need to seperate your good cards to make 3 semi-strong decks then you can do so. At the top level of gameplay most decks are actually the same, although people have stronger cards than each other the cards aren't the primary focus, the heroes are. So on offense the strategy is
A. Determine if a deck is significantly weaker than all the rest and immediatly assign your second best deck against it, as Oceanus is basically good against everything and since this is your second best deck you have a creature advatnage over this deck and oceanus should give you the edge to win.
B. Stare at the heroes and decide on which hero your main deck has a determined atvantage over is available and that you have a good chance at winning.
C. Just in case it wasn't obvious, If you lost your battle with the person 6 ranks ahead of you (cause its basically stupid to do 4 or 2 ranks ahead) but you won 1 of the battles, move the 2 decks that lost around and try again. If you lose again on this strategy your probably going to have to figure out how to move around your decks to win, but sometimes you just can't win against someone and it's frustrating. Sometimes my second best deck is better than my best deck cause of the Oceanus being the hero even with weaker cards, so make sure to remember that when you are trying out deck configurations and you think your second best deck can't do better against a really strong deck that doesn't have Oceanus.
Also once you've beaten someone remember your deck to the other person's defense deck configurations cause usually people don't change their decks often and if you'e beaten them once then you can probably beat them again easily. Now its time to talk about the strategy of when to attack during the day and how to go about using your attacks wisely as I see many players everyday use their attacks foolishly.
1. Never use all 5 of your attacks at once, I don't care if your on a winning streak or not.
2. Never play against anyone more than 3 times in a row, it's absolutly rediculous to do that, if you don't win in 3 tries, your not going to win and its not worth going further.
3. If your the kind of person who is awake for the reset then you should always leave 1-2 tries for the time around the last hour to use your tries as most players will have used their attacks by then and you'll have a good chance at gaining ranks and not dropping at all.
4. It's best to split your tries to maybe 3 times a day or so. Other people generally will not be as smart as you and they might drop you by 4 ranks and then you can use that opportuninty to gain 6 ranks and actually improve even though you lost a battle. Also this helps you maintain your placement in the top 100 cause getting to the top 70 is where it becomes significantly easier to keep your rank.
5. If your outside of the top 100 then 15 ranks can be achieved from a win, so its best to always win 15 right at 100-102 cause then you'll pass a lot of people who can only gain 6 ranks per try instead of 15. As well as the top 20, when in the top 20 you can only gain 3 max so its best to gain 6 ranks from 20-21 cause then the people in 14-20 range won't be abe to gain as many ranks as you in 1 try.
6. Also one of the most under-rated strategies is simply done, some players are smart enough to remember which decks they used in which order to beat you consistently. So to counter this, just move your defense decks around if you find yourself losing often, you'll be shocked to see how many wins you'll get cause people will send their old winning combo's vs you and end up losing when they thought you were an easy win.
With all that said, any P2P player could shoot themselves up to the top 20 with this kind of knowlege and access to all the cards mentioned.
Melding Guide
By no means are these all the melds possible for the Guild Map creatures, but if you want to use the melds that have proven to make players strong this guide is something you should take a look at.
Card Name Will have the Color changed to show their Usefulness
Dark Green means the card is desirable for melding, and should definitely be used competitively.
Yellow means it’s a decent card, and could be used competitively.
Red means the card is undesirable, and shouldn’t be used competitively, even if it is melded.
Pontiff
Recommended Meld:
#1 Revive - Its quite simply the best early meld that you can make if you have unmelded revives available. Pontiff is a great revive choice as his cost is extremely low and he has frost armor, his other skills are a benefit to the whole team although they're nothing to be all too proud about, the stat increases are small.
Good Melds:
#2 Immunity 9 - Pretty much the upgraded version of an Immunity 9 Sentry Angel, This card is pretty much the ultimate support card you can make. The card will most certainly never die unless facing a bullseye card, and the card will give all the creatures on your side of the field a stat boost. This is a good card to have in your weakest or second best tournament deck, but most certainly not in your best deck for either arena or tournament.
#3 Mass Heal- Capitalize on Pontiff’s role as a tanky support. Mass Heal with the rune provides both durability and an attack increase to your team.
Ash Beast
Recommended Meld:
#1 Frost Blade 10 - This skill makes full use of his Unbound and Sweeping Blow ability. This makes Ash Beast an aggressive support, as he’ll keep the deck healed and buffed with Mass Heal (with rune) and keep the enemy team locked down.
Good Melds:
#2 Frost Armor - This skill allows Ash Beast to stay on the field longer as he will heal as much as he takes damage, a very good support card with a slight kick as he has sweeping blow.
#3 Battleblow 8 - Makes use of his Unbound skill always allowing him to make an attack every single turn going for big damage. But without Frost Blade or Frost Armor he is susceptible to dying quite quickly.
#4 Life Sap - I'm not even sure why this is on the list at all, this meld makes Ash Beast hardly stronger than a regular Ash Beast and if he is against a card with Frost Armor then it's absolutely worthless.
Anathema
Recommended Melds:
#1 Frost Armor - This card is very offensive based. He has Stoneskin, which makes him powerful against Disposal, Instakill, and Retreat (Queen Temptress uses Retreat). Frost Armor keeps him alive and hitting. Plus when you have so little options for cards without Sac, Rev, Rec, or Ret he makes a good space filler since he cannot be removed from the field without being killed.
#2 Sacrifice - Very Good choice for a meld, but be weary as an opponent with a lot of Immunity runes or running a judgement makes this a game changing meld in favor of your opponent. For all around gameplay this meld is a choice that many players have stood with and for the right reasons, although may be a tricky meld to play with against high spenders.
#3 Sneak 8 - Gas Cloud already triggers it, but if the enemy has an Immunity-heavy deck, this meld should be paired with a hero using Firestorm as a talent. Sneak 8 Anathema has the highest potential for physical damage in the game (Sneak, Bullseye, and Violence runes).
#4 Battleblow 8 - It's a slight step down for sneak, but a lot more reliable than hoping that your opposing card doesn't have immunity.
Terror Dragon
Recommended Meld:
#1 Frost Armor - The only viable meld for Terror Dragon
Good Melds:
#2 Battleblow 8 - Terror Dragons only good features are his stoneskin and Warlust, if you combine that with Battleblow then he can cause serious damage every single turn regardless of if he has less health or not. Although it's still not recommended over Frost Armor because he isn't that great of a card, nor do people grab his shards very fast at all.
Titania
Recommended Meld:
#1 Sacrifice - Although this is the best meld for her, I wouldn't suggest it for a main deck, or even a meld to keep if you plan to be a very strong player. This is a good meld however if you have a bunch of Titania's sitting around and a venom tyrant. Ambush proceeds before Sacrifice does, so a Sacrifice Titania will still have upwards of 2k attack even without runes. A high leveled Chainstrike rune makes her similar to a Bullseye card.
Good Melds:
#2 Immunity - I9 makes her less likely to be disposed or retreated, and it also prevents her attack from being decreased. However, it improves her survivability, and helps make her rebirth ability less useful.
#3 Battleblow 8 - No explanation needed, increased damage but still doesn't have Bullseye.
#4 Healing Breathe - With a 55% chance of rebirth she can revive cards somewhat often when she dies, although still not great overall.
Hanuman
Recommended Meld:
#1 Nothing - Don’t meld Hanuman. Meld his disposal skill to other cards.
#2 Frost Armor - Strictly just cause he has maji shield, not even a meld worth for your worst tournament deck.
Nidhogg
Recommended Meld:
#1 Mass Heal - Neanders typically lack healing. He’s already a support card, so Mass Heal improves his purpose.
#2 Retreat - Sounds sucky at first, but when you think of the logistics of this meld, its quite a sound investment. With the stoneskin he's guaranteed to attempt to retreat something every single turn, and not only that he's going to use delay 3 which will also stunt the enemy for the next turn. This isn't a main deck material meld, but most certainly a meld for your later tournament decks that need a solid retreat meld.
Pit Dragon
Recommended Meld:
#1 Sacrifice - Pit Dragon is one of the best consistent damage dealers, provided a Retreat Queen Temptress doesn’t already defeat him. You definitely want a 2k+ attacker that’ll hit every turn (Unbound) and will almost always hit his target for full damage (Bullseye) (Snow Harlot is the sole exception). Make sure to get the Bullseye rune on him and make it at least level 7 so that way he's almost guaranteed to get a 3k hit on those pesky cards.
#2 Battleblow 8 - When you've got your Sacrifice melds already finished and you still want a card that can pack a punch and keep competitive on the top levels of gameplay (again Bullseye rune level 7+ is a must)
Good Melds:
#3 Frost Armor - Not an optimal meld but it has its uses. It's not as good as a Frost Armor Anathema cause of the lack of stoneskin but if you face a deck void of retreats then I guess the rebirth can help out more than the stoneskin, but still Battleblow would be recommended more than Frost Armor.
#4 Lifesap - I'm not even sure why this is on the list at all, this meld makes Pit Dragon hardly stronger than a regular Pit Dragon. Since Battleblow 8 isn't a hard skill to obtain you'd be absolutely retarded to even consider this meld.
Fafnir
Recommended Meld:
#1 Revive - Fafnir is one of the best cards for revive due to his Dodge and Immunity. He does have a high cost though, so beware of Oceanus.
Good Melds:
#2 List of Useful skills (almost everything works for him) - Sacrifice, Battleblow 8, Frost Armor, Frost Blade 10, Mass Heal, Retreat
Yggdryad
Recommended Meld:
#1 Immunity - With both Dodge and Immunity she can last a long time vs both physical and magical damage, this allows her to make good use of he delay 2 card. Although Yggdryad remains a undesirable card and doesn't belong in any main or tournament deck.
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#1 Frost Armor - With Dodge and Frost Armor Yggdryad is set against any physical damage she may take (except Bullseye) and with the lack of magic attacks and skills out there makes a viable meld equal to Immunity
Quetzalcoatl
Recommended Meld:
#1 Revive - As the Paragon Meta begins this meld is slowly being phased out as a very good meld. With Paragon being a commonish card now Quetzalcoatl has become an increasingly less useful card to use. If you have some unmelded mystic's around and several Quetzalcoatl copies lying around this an optimal filler meld till all your mystics are gone.
#2 Healing Breath/Resurrect - Less useful than Revive, but since these skill are more easily obtained its a viable choice to meld.
Good Melds:
#3 Disposal - Since Quetzalcoatl's strength lies in his Rebirth rate and lowering attack skill it's a decent meld when you want to remove pesky cards strategically, but this is a terrible card to be using at the high level of gameplay, the strength of this card depends on the decks your opponents use. For the Story Maps it was helpful getting rid of cards that were tough but then not very helpful healing enemy cards that had immunity runes.
#4 Fatigue 8 - Compliments his Plague ability and Weakness ability in reducing enemy attack.
Spirit Siren
Recommended Meld:
#1 Revive Offensive - The combo of Seals and Revive makes her a viable choice to most decks. If you have hard hitting cards the seals is a skill that can offer you much needed time in order to clear out your grave. Remember that once she has Revive she can't be revived from the graves for a consistent set of seals, but still a great meld. If you run retreats then the seals work well giving you time to clear the enemy side.
#2 Revive Defensive - Revive Siren is the absolute best card in any Stabthrough deck, her seals allows your cards some extremely needed time to hit your opponents cards. The later in the game the better for this card as when dealing with a stabthrough deck you want to have around 5 cards out to deal maximum damage to the enemy and when you get those seals out you then get a solid amount of time to get a ton of hits reducing the enemy hero's hp as fast as possible and she will return your Stabthrough cards from the grave to reduce the amount of time your opponent has to hit you directly and so you can deal even more damage.
Good Melds:
#3 Resurrect - Simply for the same reason as Revive, but in this case when she is played you Revive a card onto the field and then he next turn that card has almost no chance of being killed and can attack without being delayed/frozen ect.
#4 Godswill - Plainly for the Curse and Godswill combo of damage to the enemy hero, but it's just not that great overall.
Angel Prime
Recommended Meld:
#1 Sacrifice - Angel Prime was build for offense, he gets a bad rep from the public for being a weak card with his standard stats. By far one of the best melds in the game, with the removal of magic skills and magic damage from the game this makes his Dodge 9 a groundbreaking skill. Not only can the dodge make him not be attacked, but he returns damage equal to a percentage of the attackers attacks determined by the level of the rune. With Sacrifice Prime is able to show his true colors having a high default attack being increased significantly followed by the damage boost thanks to the Bullseye Rune against those pesky card. When faced against morti cards he has a 50% chance to 1 hit ko the card or deal 20% damage to the hero's max hp. With the 5 star hero Protection skill increasing the max hp of the first 6 cards (across 3 turns) that makes any weak card have an insane amount of hp and even a weak Queen Temptress or Strong Pit Dragon can become untouchable early and Ignite Soul will soil that for the opponent truly wasting his Protection skill. Fully runed up Angel Prime can simply just tank decks on both offense and defense making him a must meld for any strong deck. When using runes he essentially has Dodge 9, Super Retaliate, Bullseye, Super Battleblow, and Ignite Soul.
Good Melds:
#2 Immunity - I'm not sure why this is the only meld I've seen people put on Angel Prime but it's pretty lackluster in my opinion. With Immunity it makes him a tank, but a tank is only as strong as his offense and if that's not boosted then he's just a useless card that is being protected to do no purpose. All players with this meld have been absolutely demolished by me and didn't help their offense at all. Immunity protects him from basically retreat, and gives him unbound but it doesn't make him any stronger which should be the purpose of him.
#3 Battleblow 8 - Pretty much if you've run out of Sacrifice cards to meld and have no more Immunity 9's available. It does more damage than a normal Angel Prime, but there are soo many better cards that you could be using instead of this. It's best to farm an Abaddon and go for an Immunity 9 Prime.
Mimir’s Tree
Recommended Meld:
#1 Revive - Mimir’s is a tank, and pretty equivalent to Fafnir. Mimir's seems best in Oceanus decks to make Lightfoot go off, the other subtle differences are situational in their strengths and advantages when compared to Fafnir.
Good Melds:
#2 Frost Armor - Makes him immune to Physical damage unless he is facing a Bullseye card. Battleblow 6 makes him a potent fighter.
Abaddon
Recommended Meld:
#1 Nothing - His best quality is his Immunity 9 to meld to something else
#2 Revive - There's many better Revive melds out there, but it's a decently durable card and the Thor's Rage gives you some defense (but not much since that only stops physical attacks)
Good Melds:
#3 Frost Armor - A great defensive tank for a strong neander deck, although many people find him repulsive they neglect to realize his strong qualities and with Frost Armor he doesn't die often and his Thor's Rage can go off many times. His retaliate does a small amount of damage too and that skill doesn't matter how much damage he takes so Frost Armor won't lower and percentages in damage.
#4 - Cloudburst - Combine with Thor’s Rage and makes the enemy team paralyzed!
Bloodletter
Recommended Meld:
#1 Frost Armor - She has Stoneskin, now just make her resistant against Physical damage. Still, she’s trash. Don’t use her. It's quite a scam to make this card a 5 star.
Archdeva
Recommended Meld:
#1 Nothing - Put her Retreat onto Queen Temptress. Retreat QT is a staple of every deck.
#2 Frost Armor - I have a Frost Armor Deva and you'd be incredibly surprised how amazing it is to have a long lasting Retreat. This skill is extremely good to have up until even the top levels of gameplay strictly cause Retreat combined with Frost Armor means a crap ton of Retreating which unlike Queen Temptress she survives a whole lot longer.
Sekhmet
Recommended Meld:
#1 Frost Armor - Not too many choices for Sekhmet, Frost Armor is by far the best you can use for him.
Good Melds:
#2 Battleblow 8 - Combined with his Bloodrage, Unbound, and Stoneskin this will pretty much guarantee you a couple turns of chances to ko cards before he dies.
Phantom Liege
Recommended Meld:
#1 Immunity - I9 Phantom Liege is a monster. Seals makes him a decent support card, and Life Sap combined with Sweeping Blow makes him a physical tank (Hard to kill, and also deals damage thanks to Life Sap rune). Immunity covers his remaining weaknesses.
#2 Frost Armor - I've seen several Frost Armor Liege's and they were no joke. Since Retreat is a big deal now Immunity is still a better option, but if it wasn't then the lack of magic out there makes Frost Armor better.
Faen Firstborn
Recommended Meld:
#1 Detonate - The poor man’s revive. Detonate rune allows Firstborn to die and use Healing Breath multiple times in 1 life.
Good Melds:
#2 Revive - I've never seen Revive on her, but in theory it would make her a force of Reviving on the field and a last ditch effort Revive once she died.
#3 Resurrect - Not as effective as Detonate Firstborn for reviving.
#4 Instakill (D) - Remember how annoying Undying Will was at lower levels, and sometimes still is? It’s one of the cards you don’t want to kill. Firstborn shares that trait - You don’t want to kill her.
Paragon
Recommended Meld:
#1 Frost Armor - Without extended experience with both melds for her it's hard to deliberate which meld is the best. I've played against soo many melded Paragons I can say without a doubt that Frost Armor is way better. Frost Armor keeps her on the field for a significantly longer amount of time, with there usually being only 1 Bullseye card per deck the odds of the 2 skills facing each other are very low. The greatest threat against her is being Retreated and that's not that bad thanks to her 4 wait time and being added to the deck and not the graveyard.
Good Melds:
#2 Immunity - Although many believe this to be the best meld for Paragon it really isn't as amazing as many would like to believe. With magic damage and skill virtually a dead art the immunity doesn't really help there, her benefit to immunity is that she cannot be Retreated and basically nothing else. She takes high damage hits all the time which usually is what kills a normal paragon anyways, so immunity is not much of a step up. Frost Armor however makes her last a significantly longer time and the conditions of dying or being retreated are niche cards in a deck that need to match up. Immunity is nothing special unless you have an high level Immunity rune equipped and that still doesn't heal her much.
Sea Wizard
Recommended Meld:
#1 Nothing - Evolved she has 23 cost, which makes her a great card to waste Oceanus’s Clone ability. Furthermore, Ash Beast makes better use of her Frost Blade.
Good Melds:
#2 Immunity - Still viable. Less effective than FB10 Ash Beast since she can be frozen or sealed herself and Ash Beast cannot.
Killer Queen
Recommended Meld:
#1 Nothing - I have a BB8 Killer Queen. It’s amazing, until you run into an Oceanus deck, which is pretty much every deck out there. 23 cost evolved almost guarantees her being cloned. Keep her un-evolved.
#2 Battleblow 8 - The best meld if you do decide to meld her. Don’t argue with me here, it is the absolute best meld for her.
Ridge Hunter
Recommended Meld:
#1 Immunity - Another card I have. I9 Ridge Hunter is a tank (Immunity and Dodge). He also deals excellent damage.
Good Melds:
#2 Frost Armor - Not as effective as Immunity, but still makes him more durable.
4* Cards:
Sentry Angel
Recommended Meld:
#1
Panther Chief
Recommended Meld:
#1
Seraph
Recommended Meld:
#1
Hellwolf
Recommended Meld:
#1
Dame Coldfire
Recommended Meld:
#1
Henrietta
Recommended Meld:
#1
Twins
Recommended Meld:
#1
Puppeteer
Recommended Meld:
#1
ENJOY !
I will separate this guide for P2P and F2P so that there is no confusion on the setup. The main difference between P2P and F2P is that F2P is assumed to have 4 Recycle 1's (4 Thalassas), No Revives, No Recycle 2's, 1 Paragon (Heist), and maybe an Oceanus, While the P2P guide is assumed to have at least 2 Revives, 2 Paragons, and an Oceanus. Now as far as Heroes go, I'm assuming both sets of players have at least 3/4 of the Tournament Heroes and it's unknown which ones you've picked so my guide will use all 4. The guides will also be separated by Attack and Defense decks as they should not be the same. I will start with P2P as we have more players like this in the guild and it's probably going to benefit more players. Your decks won't need to be in any particular order as at the top 100 level of play people do move around their decks in order to win unlike the players outside to the range who just attack with their decks without matching them up first.
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Deck 1 Defense :
Creatures:
This shall be your strongest deck of them all, your strongest creatures belong in this deck as when people click on you this is the deck they see first. If this deck is intimidating enough people will just not look at your other decks and skip you, but you can't count on this. Although this is your best deck, you most certainly do not want to put your Oceanus in this deck. If you have him in this deck then your other decks will lack the firepower they need, the last thing you want is to have one of the best decks in the game and you always lose cause nobody battles that deck and they beat your other 2 weaker decks. This deck should consist of 1/2 Revives (depending on if you have 2 or more total), 1/2 Recycle 1 or 1 Recycle 2 (If you have 2 Revives you want either 1 Recycle 1 or 1 Recycle 2, If you are using 1 Revive then go with 2 Recycle 1's), 1/2 Sac (2 Sac if running 2 Revives, 1 Sac if running 1 Revive), 1/2 Retreats (Rather it be a retreat Queen Temptress or a Fa Archdeva doesn't matter all that much, the retreats work more as a creature reduction mechanism rather than a rage boost since your hero won't be Oceanus), and a Paragon cause they're essential to any deck. An example of my deck from these above are 2 Revives (Drone & Fafnir) + 1 Rec 2(Horned Beast) + 2 Sac (Pit & Garboid) + 2 Retreat (Fa Archdeva & Temptress) + 1 Paragon (Fa) = 8 Cards, Then you need 1-2 kickers that make a deck magical, I can't really give advice on these cards.
Heroes:
As for your choice in hero there are a lot of heroes to pick from. Assuming that you do not have a second Oceanus, Armageddon, Lights Hand, OR The New Morti Hero then you can pick Captivator, Warlock, or Judgment. I prefer Captivator in mine since the update made the creatures drop a significant amount of HP after attacking each other, plus the seals every several turns helps a ton since this deck has a lot of high damage creatures and retreats. But any of those 3 choices or the other rare heroes above would make a great choice (With Armageddon Paragon should be melded and maybe 1 less retreat).
Runes:
Runes are probably the most important thing in the game and most people do not realize it. My deck without runes is nearly 3k lower in power without them and thats a lot since runes don't add much power at all. As for the runes for your hero, you should have all your best runes on your Oceanus for Deck 2 and whatever is left goes on the hero in Deck 1. Since Hero runes are harder to obtain and therefore level up slower I doubt you'll be having very many runes on this hero, or at least runes that are leveled up high. I prefer to have Hero Vigor V, Haste V, Initial Rage V, All Vigor/Might V, Hero Amplifier IV, Sorcery V. As far as runes to put on your creatures, make sure that your using them wisely. Some creatures have extremely stupid runes that can be added cause of their skills and you shouldn't add those runes. Most I, II, III runes are absoluty useless with some exeptions. The runes you should be using mainly are Protein, Vitality, and Violence. Since the creatures in this deck are made up of your very best creatures, every single creature in this deck should have all 3 rune slots filled with something and if they aren't you should fill them up asap. The creatures in this deck are probably creatures in your main arena deck and require runes to be good, make sure all 3 slots are filled and all 3 are level 5 or higher. You should never us the core 3 runes that are I,II,or III cause each rank is expential and they're really useless at the low ranks. By this point you should have 30 runes level up to 5 or higher and are good enough to put on your best creatures.
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Deck 2 Defense :
Creatures:
This deck can be best referred to as your second best deck. As the name implies this deck should consist of your second rate best cards, the stuff that just aren't good enough to make the main deck roster. I'm sure your asking me "Hey Steve, How can I win if I'm using all my best and second best cards in 2 decks and not splitting them across to my third?", Well this is a very good question that will be answered amongst everything else in this second deck guide. This deck just like the first should be very stong with a basically the same setup consisting of 1/2 Revives (Using whatever Revive cards you have left but no more than 2), 1/2 Recycle 1 or 1 Recycle 2 (If you have 2 Revives you want either 1 Recycle 1 or 1 Recycle 2, If you are using 1 Revive then go with 2 Recycle 1's), 1/2 Sac (2 Sac if running 2 Revives, 1 Sac if running 1 Revive, Also many of you including myself do not even have a third or fourth tyrant so that should be a goal to go for ASAP), 1/2 Retreats (Preferably I'd rather you use 2 Queen Temptress if you have them available, but if you don't then don't use retreats), a Paragon cause they're essential to any deck, and for the last card a Killer Queen cause you'll need some stopping power and with Oceanus as the hero you'll be able to probably keep your Paragon out long enough to make use of the clones. In total that makes (Assuming that you do not have the second Sac and are using 2 Recycle 1's) 2 + 2 + 1 + 2 + 1 + 1 = 9. Again if you do not have some cards for this setup you'll need to replace some of them with some kickers and you have the 1 optional kicker to fill the deck to 10 if you still have some cost left.
Heroes:
The Hero for this deck should be Oceanus hands down, by now all P2P players should have an Ocenaus and most of the talents maxed out. This is the part where I can answer the question above about winning. The first deck wins by sheer card strength and with help of the hero you chose while this deck wins by the hero giving a major boost to a mediocre (compared to the first) deck. Now as far as the third deck is concerned you'll just have to read on and see what I write about the third deck. These two decks should be nearly unbeatable compared to spreading the weath of your powerful cards among 3 average decks. Just about anybody can beat 2 of the 3 average decks, but to beat your 2 best decks is truly a lot more difficult and you'll be beaten a lot less.
Runes:
When equiping runes to this deck it's essential to have your absolute best runes equipped to your Oceanus unless your main hero for the arena isn't Oceanus, in that case you just want to flip flop the runes from your Deck 1 hero and your Deck 2 hero in this guide. As far as the creatures are concerned, you should fill them up with whatever runes you have left lying around that you've leveled up to 5. Obviously you'll need to work on getting runes on these creatures as its very difficult to advance in this world without properly filling your creatures up with runes. As always make sure that all runes equipped are IV or V unless they're important to a skill cause everything else I, II, & III are basically worthless and aren't worth your time upgrading.
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Deck 3 Defense :
Creatures:
This deck is quite complicated, a tossup really. Since all your best cards are used up on your main 2 decks, winning with this deck is quite hard and mine mainly always loses, but fortunatly not many people actually even beat my first two decks. Since you probably do not have any Sac's, Retreat Qt's, or paragons left, its essential that you make the best of what you got left. If you have any unmelded mystics I highly reccommend against using them in any deck including deck 3. Use all the Recycle's you have left and if you only have 1 recyce use unmelded mystics if you have to. It's best to have 3 grave removal cards in all decks and since this deck is so weak use 4 if you have them available but most people probably won't even have 2 left for their Deck 3. Since you do not have any Sac cards left since having 5 is virtually impossible at this point its highly reccommended to use a Killer Queen. Since this guide basically only covers half or even less than half of your third deck its left up to you to make this deck great since I don't know the cards that everyone has. Some great cards that are easy to make and pack a good punch are a melded Michael, and some second rate melded 5* cards that just aren't good enough for your best two decks. Again its incredibly hard to win with this deck, but having 2 very difficult to beat decks are a lot better than 3 decks that can be beaten quite easily.
Heroes:
This is another difficult question to answer as I do not know what everyone has. Preferably you would want this deck to survive a long time and out recycyle your opponent and without a Paragon your probably only going to win if you kill the enemy hero which is difficult in the top 100 so you need 3 paragons for sure. So with that said its best to eliminate the competition for you to kill using Armaggedon or Overlord (Without Paragon), but Judgment and Warlock (With Paragon) are decent choices too.
Runes:
Do whatever you want with runes on both heroes and creatures, at this point I haven't even runed up my third deck completely and I'm ranked top 20 easily so make sure to rune up your main two decks first as they'll be doing all the winning.
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Offense:
As far as offense is concerned the decks should primarily look similar to your defense decks, if you feel the need to seperate your good cards to make 3 semi-strong decks then you can do so. At the top level of gameplay most decks are actually the same, although people have stronger cards than each other the cards aren't the primary focus, the heroes are. So on offense the strategy is
A. Determine if a deck is significantly weaker than all the rest and immediatly assign your second best deck against it, as Oceanus is basically good against everything and since this is your second best deck you have a creature advatnage over this deck and oceanus should give you the edge to win.
B. Stare at the heroes and decide on which hero your main deck has a determined atvantage over is available and that you have a good chance at winning.
C. Just in case it wasn't obvious, If you lost your battle with the person 6 ranks ahead of you (cause its basically stupid to do 4 or 2 ranks ahead) but you won 1 of the battles, move the 2 decks that lost around and try again. If you lose again on this strategy your probably going to have to figure out how to move around your decks to win, but sometimes you just can't win against someone and it's frustrating. Sometimes my second best deck is better than my best deck cause of the Oceanus being the hero even with weaker cards, so make sure to remember that when you are trying out deck configurations and you think your second best deck can't do better against a really strong deck that doesn't have Oceanus.
Also once you've beaten someone remember your deck to the other person's defense deck configurations cause usually people don't change their decks often and if you'e beaten them once then you can probably beat them again easily. Now its time to talk about the strategy of when to attack during the day and how to go about using your attacks wisely as I see many players everyday use their attacks foolishly.
1. Never use all 5 of your attacks at once, I don't care if your on a winning streak or not.
2. Never play against anyone more than 3 times in a row, it's absolutly rediculous to do that, if you don't win in 3 tries, your not going to win and its not worth going further.
3. If your the kind of person who is awake for the reset then you should always leave 1-2 tries for the time around the last hour to use your tries as most players will have used their attacks by then and you'll have a good chance at gaining ranks and not dropping at all.
4. It's best to split your tries to maybe 3 times a day or so. Other people generally will not be as smart as you and they might drop you by 4 ranks and then you can use that opportuninty to gain 6 ranks and actually improve even though you lost a battle. Also this helps you maintain your placement in the top 100 cause getting to the top 70 is where it becomes significantly easier to keep your rank.
5. If your outside of the top 100 then 15 ranks can be achieved from a win, so its best to always win 15 right at 100-102 cause then you'll pass a lot of people who can only gain 6 ranks per try instead of 15. As well as the top 20, when in the top 20 you can only gain 3 max so its best to gain 6 ranks from 20-21 cause then the people in 14-20 range won't be abe to gain as many ranks as you in 1 try.
6. Also one of the most under-rated strategies is simply done, some players are smart enough to remember which decks they used in which order to beat you consistently. So to counter this, just move your defense decks around if you find yourself losing often, you'll be shocked to see how many wins you'll get cause people will send their old winning combo's vs you and end up losing when they thought you were an easy win.
With all that said, any P2P player could shoot themselves up to the top 20 with this kind of knowlege and access to all the cards mentioned.
Melding Guide
By no means are these all the melds possible for the Guild Map creatures, but if you want to use the melds that have proven to make players strong this guide is something you should take a look at.
Card Name Will have the Color changed to show their Usefulness
Dark Green means the card is desirable for melding, and should definitely be used competitively.
Yellow means it’s a decent card, and could be used competitively.
Red means the card is undesirable, and shouldn’t be used competitively, even if it is melded.
Pontiff
Recommended Meld:
#1 Revive - Its quite simply the best early meld that you can make if you have unmelded revives available. Pontiff is a great revive choice as his cost is extremely low and he has frost armor, his other skills are a benefit to the whole team although they're nothing to be all too proud about, the stat increases are small.
Good Melds:
#2 Immunity 9 - Pretty much the upgraded version of an Immunity 9 Sentry Angel, This card is pretty much the ultimate support card you can make. The card will most certainly never die unless facing a bullseye card, and the card will give all the creatures on your side of the field a stat boost. This is a good card to have in your weakest or second best tournament deck, but most certainly not in your best deck for either arena or tournament.
#3 Mass Heal- Capitalize on Pontiff’s role as a tanky support. Mass Heal with the rune provides both durability and an attack increase to your team.
Ash Beast
Recommended Meld:
#1 Frost Blade 10 - This skill makes full use of his Unbound and Sweeping Blow ability. This makes Ash Beast an aggressive support, as he’ll keep the deck healed and buffed with Mass Heal (with rune) and keep the enemy team locked down.
Good Melds:
#2 Frost Armor - This skill allows Ash Beast to stay on the field longer as he will heal as much as he takes damage, a very good support card with a slight kick as he has sweeping blow.
#3 Battleblow 8 - Makes use of his Unbound skill always allowing him to make an attack every single turn going for big damage. But without Frost Blade or Frost Armor he is susceptible to dying quite quickly.
#4 Life Sap - I'm not even sure why this is on the list at all, this meld makes Ash Beast hardly stronger than a regular Ash Beast and if he is against a card with Frost Armor then it's absolutely worthless.
Anathema
Recommended Melds:
#1 Frost Armor - This card is very offensive based. He has Stoneskin, which makes him powerful against Disposal, Instakill, and Retreat (Queen Temptress uses Retreat). Frost Armor keeps him alive and hitting. Plus when you have so little options for cards without Sac, Rev, Rec, or Ret he makes a good space filler since he cannot be removed from the field without being killed.
#2 Sacrifice - Very Good choice for a meld, but be weary as an opponent with a lot of Immunity runes or running a judgement makes this a game changing meld in favor of your opponent. For all around gameplay this meld is a choice that many players have stood with and for the right reasons, although may be a tricky meld to play with against high spenders.
#3 Sneak 8 - Gas Cloud already triggers it, but if the enemy has an Immunity-heavy deck, this meld should be paired with a hero using Firestorm as a talent. Sneak 8 Anathema has the highest potential for physical damage in the game (Sneak, Bullseye, and Violence runes).
#4 Battleblow 8 - It's a slight step down for sneak, but a lot more reliable than hoping that your opposing card doesn't have immunity.
Terror Dragon
Recommended Meld:
#1 Frost Armor - The only viable meld for Terror Dragon
Good Melds:
#2 Battleblow 8 - Terror Dragons only good features are his stoneskin and Warlust, if you combine that with Battleblow then he can cause serious damage every single turn regardless of if he has less health or not. Although it's still not recommended over Frost Armor because he isn't that great of a card, nor do people grab his shards very fast at all.
Titania
Recommended Meld:
#1 Sacrifice - Although this is the best meld for her, I wouldn't suggest it for a main deck, or even a meld to keep if you plan to be a very strong player. This is a good meld however if you have a bunch of Titania's sitting around and a venom tyrant. Ambush proceeds before Sacrifice does, so a Sacrifice Titania will still have upwards of 2k attack even without runes. A high leveled Chainstrike rune makes her similar to a Bullseye card.
Good Melds:
#2 Immunity - I9 makes her less likely to be disposed or retreated, and it also prevents her attack from being decreased. However, it improves her survivability, and helps make her rebirth ability less useful.
#3 Battleblow 8 - No explanation needed, increased damage but still doesn't have Bullseye.
#4 Healing Breathe - With a 55% chance of rebirth she can revive cards somewhat often when she dies, although still not great overall.
Hanuman
Recommended Meld:
#1 Nothing - Don’t meld Hanuman. Meld his disposal skill to other cards.
#2 Frost Armor - Strictly just cause he has maji shield, not even a meld worth for your worst tournament deck.
Nidhogg
Recommended Meld:
#1 Mass Heal - Neanders typically lack healing. He’s already a support card, so Mass Heal improves his purpose.
#2 Retreat - Sounds sucky at first, but when you think of the logistics of this meld, its quite a sound investment. With the stoneskin he's guaranteed to attempt to retreat something every single turn, and not only that he's going to use delay 3 which will also stunt the enemy for the next turn. This isn't a main deck material meld, but most certainly a meld for your later tournament decks that need a solid retreat meld.
Pit Dragon
Recommended Meld:
#1 Sacrifice - Pit Dragon is one of the best consistent damage dealers, provided a Retreat Queen Temptress doesn’t already defeat him. You definitely want a 2k+ attacker that’ll hit every turn (Unbound) and will almost always hit his target for full damage (Bullseye) (Snow Harlot is the sole exception). Make sure to get the Bullseye rune on him and make it at least level 7 so that way he's almost guaranteed to get a 3k hit on those pesky cards.
#2 Battleblow 8 - When you've got your Sacrifice melds already finished and you still want a card that can pack a punch and keep competitive on the top levels of gameplay (again Bullseye rune level 7+ is a must)
Good Melds:
#3 Frost Armor - Not an optimal meld but it has its uses. It's not as good as a Frost Armor Anathema cause of the lack of stoneskin but if you face a deck void of retreats then I guess the rebirth can help out more than the stoneskin, but still Battleblow would be recommended more than Frost Armor.
#4 Lifesap - I'm not even sure why this is on the list at all, this meld makes Pit Dragon hardly stronger than a regular Pit Dragon. Since Battleblow 8 isn't a hard skill to obtain you'd be absolutely retarded to even consider this meld.
Fafnir
Recommended Meld:
#1 Revive - Fafnir is one of the best cards for revive due to his Dodge and Immunity. He does have a high cost though, so beware of Oceanus.
Good Melds:
#2 List of Useful skills (almost everything works for him) - Sacrifice, Battleblow 8, Frost Armor, Frost Blade 10, Mass Heal, Retreat
Yggdryad
Recommended Meld:
#1 Immunity - With both Dodge and Immunity she can last a long time vs both physical and magical damage, this allows her to make good use of he delay 2 card. Although Yggdryad remains a undesirable card and doesn't belong in any main or tournament deck.
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#1 Frost Armor - With Dodge and Frost Armor Yggdryad is set against any physical damage she may take (except Bullseye) and with the lack of magic attacks and skills out there makes a viable meld equal to Immunity
Quetzalcoatl
Recommended Meld:
#1 Revive - As the Paragon Meta begins this meld is slowly being phased out as a very good meld. With Paragon being a commonish card now Quetzalcoatl has become an increasingly less useful card to use. If you have some unmelded mystic's around and several Quetzalcoatl copies lying around this an optimal filler meld till all your mystics are gone.
#2 Healing Breath/Resurrect - Less useful than Revive, but since these skill are more easily obtained its a viable choice to meld.
Good Melds:
#3 Disposal - Since Quetzalcoatl's strength lies in his Rebirth rate and lowering attack skill it's a decent meld when you want to remove pesky cards strategically, but this is a terrible card to be using at the high level of gameplay, the strength of this card depends on the decks your opponents use. For the Story Maps it was helpful getting rid of cards that were tough but then not very helpful healing enemy cards that had immunity runes.
#4 Fatigue 8 - Compliments his Plague ability and Weakness ability in reducing enemy attack.
Spirit Siren
Recommended Meld:
#1 Revive Offensive - The combo of Seals and Revive makes her a viable choice to most decks. If you have hard hitting cards the seals is a skill that can offer you much needed time in order to clear out your grave. Remember that once she has Revive she can't be revived from the graves for a consistent set of seals, but still a great meld. If you run retreats then the seals work well giving you time to clear the enemy side.
#2 Revive Defensive - Revive Siren is the absolute best card in any Stabthrough deck, her seals allows your cards some extremely needed time to hit your opponents cards. The later in the game the better for this card as when dealing with a stabthrough deck you want to have around 5 cards out to deal maximum damage to the enemy and when you get those seals out you then get a solid amount of time to get a ton of hits reducing the enemy hero's hp as fast as possible and she will return your Stabthrough cards from the grave to reduce the amount of time your opponent has to hit you directly and so you can deal even more damage.
Good Melds:
#3 Resurrect - Simply for the same reason as Revive, but in this case when she is played you Revive a card onto the field and then he next turn that card has almost no chance of being killed and can attack without being delayed/frozen ect.
#4 Godswill - Plainly for the Curse and Godswill combo of damage to the enemy hero, but it's just not that great overall.
Angel Prime
Recommended Meld:
#1 Sacrifice - Angel Prime was build for offense, he gets a bad rep from the public for being a weak card with his standard stats. By far one of the best melds in the game, with the removal of magic skills and magic damage from the game this makes his Dodge 9 a groundbreaking skill. Not only can the dodge make him not be attacked, but he returns damage equal to a percentage of the attackers attacks determined by the level of the rune. With Sacrifice Prime is able to show his true colors having a high default attack being increased significantly followed by the damage boost thanks to the Bullseye Rune against those pesky card. When faced against morti cards he has a 50% chance to 1 hit ko the card or deal 20% damage to the hero's max hp. With the 5 star hero Protection skill increasing the max hp of the first 6 cards (across 3 turns) that makes any weak card have an insane amount of hp and even a weak Queen Temptress or Strong Pit Dragon can become untouchable early and Ignite Soul will soil that for the opponent truly wasting his Protection skill. Fully runed up Angel Prime can simply just tank decks on both offense and defense making him a must meld for any strong deck. When using runes he essentially has Dodge 9, Super Retaliate, Bullseye, Super Battleblow, and Ignite Soul.
Good Melds:
#2 Immunity - I'm not sure why this is the only meld I've seen people put on Angel Prime but it's pretty lackluster in my opinion. With Immunity it makes him a tank, but a tank is only as strong as his offense and if that's not boosted then he's just a useless card that is being protected to do no purpose. All players with this meld have been absolutely demolished by me and didn't help their offense at all. Immunity protects him from basically retreat, and gives him unbound but it doesn't make him any stronger which should be the purpose of him.
#3 Battleblow 8 - Pretty much if you've run out of Sacrifice cards to meld and have no more Immunity 9's available. It does more damage than a normal Angel Prime, but there are soo many better cards that you could be using instead of this. It's best to farm an Abaddon and go for an Immunity 9 Prime.
Mimir’s Tree
Recommended Meld:
#1 Revive - Mimir’s is a tank, and pretty equivalent to Fafnir. Mimir's seems best in Oceanus decks to make Lightfoot go off, the other subtle differences are situational in their strengths and advantages when compared to Fafnir.
Good Melds:
#2 Frost Armor - Makes him immune to Physical damage unless he is facing a Bullseye card. Battleblow 6 makes him a potent fighter.
Abaddon
Recommended Meld:
#1 Nothing - His best quality is his Immunity 9 to meld to something else
#2 Revive - There's many better Revive melds out there, but it's a decently durable card and the Thor's Rage gives you some defense (but not much since that only stops physical attacks)
Good Melds:
#3 Frost Armor - A great defensive tank for a strong neander deck, although many people find him repulsive they neglect to realize his strong qualities and with Frost Armor he doesn't die often and his Thor's Rage can go off many times. His retaliate does a small amount of damage too and that skill doesn't matter how much damage he takes so Frost Armor won't lower and percentages in damage.
#4 - Cloudburst - Combine with Thor’s Rage and makes the enemy team paralyzed!
Bloodletter
Recommended Meld:
#1 Frost Armor - She has Stoneskin, now just make her resistant against Physical damage. Still, she’s trash. Don’t use her. It's quite a scam to make this card a 5 star.
Archdeva
Recommended Meld:
#1 Nothing - Put her Retreat onto Queen Temptress. Retreat QT is a staple of every deck.
#2 Frost Armor - I have a Frost Armor Deva and you'd be incredibly surprised how amazing it is to have a long lasting Retreat. This skill is extremely good to have up until even the top levels of gameplay strictly cause Retreat combined with Frost Armor means a crap ton of Retreating which unlike Queen Temptress she survives a whole lot longer.
Sekhmet
Recommended Meld:
#1 Frost Armor - Not too many choices for Sekhmet, Frost Armor is by far the best you can use for him.
Good Melds:
#2 Battleblow 8 - Combined with his Bloodrage, Unbound, and Stoneskin this will pretty much guarantee you a couple turns of chances to ko cards before he dies.
Phantom Liege
Recommended Meld:
#1 Immunity - I9 Phantom Liege is a monster. Seals makes him a decent support card, and Life Sap combined with Sweeping Blow makes him a physical tank (Hard to kill, and also deals damage thanks to Life Sap rune). Immunity covers his remaining weaknesses.
#2 Frost Armor - I've seen several Frost Armor Liege's and they were no joke. Since Retreat is a big deal now Immunity is still a better option, but if it wasn't then the lack of magic out there makes Frost Armor better.
Faen Firstborn
Recommended Meld:
#1 Detonate - The poor man’s revive. Detonate rune allows Firstborn to die and use Healing Breath multiple times in 1 life.
Good Melds:
#2 Revive - I've never seen Revive on her, but in theory it would make her a force of Reviving on the field and a last ditch effort Revive once she died.
#3 Resurrect - Not as effective as Detonate Firstborn for reviving.
#4 Instakill (D) - Remember how annoying Undying Will was at lower levels, and sometimes still is? It’s one of the cards you don’t want to kill. Firstborn shares that trait - You don’t want to kill her.
Paragon
Recommended Meld:
#1 Frost Armor - Without extended experience with both melds for her it's hard to deliberate which meld is the best. I've played against soo many melded Paragons I can say without a doubt that Frost Armor is way better. Frost Armor keeps her on the field for a significantly longer amount of time, with there usually being only 1 Bullseye card per deck the odds of the 2 skills facing each other are very low. The greatest threat against her is being Retreated and that's not that bad thanks to her 4 wait time and being added to the deck and not the graveyard.
Good Melds:
#2 Immunity - Although many believe this to be the best meld for Paragon it really isn't as amazing as many would like to believe. With magic damage and skill virtually a dead art the immunity doesn't really help there, her benefit to immunity is that she cannot be Retreated and basically nothing else. She takes high damage hits all the time which usually is what kills a normal paragon anyways, so immunity is not much of a step up. Frost Armor however makes her last a significantly longer time and the conditions of dying or being retreated are niche cards in a deck that need to match up. Immunity is nothing special unless you have an high level Immunity rune equipped and that still doesn't heal her much.
Sea Wizard
Recommended Meld:
#1 Nothing - Evolved she has 23 cost, which makes her a great card to waste Oceanus’s Clone ability. Furthermore, Ash Beast makes better use of her Frost Blade.
Good Melds:
#2 Immunity - Still viable. Less effective than FB10 Ash Beast since she can be frozen or sealed herself and Ash Beast cannot.
Killer Queen
Recommended Meld:
#1 Nothing - I have a BB8 Killer Queen. It’s amazing, until you run into an Oceanus deck, which is pretty much every deck out there. 23 cost evolved almost guarantees her being cloned. Keep her un-evolved.
#2 Battleblow 8 - The best meld if you do decide to meld her. Don’t argue with me here, it is the absolute best meld for her.
Ridge Hunter
Recommended Meld:
#1 Immunity - Another card I have. I9 Ridge Hunter is a tank (Immunity and Dodge). He also deals excellent damage.
Good Melds:
#2 Frost Armor - Not as effective as Immunity, but still makes him more durable.
4* Cards:
Sentry Angel
Recommended Meld:
#1
Panther Chief
Recommended Meld:
#1
Seraph
Recommended Meld:
#1
Hellwolf
Recommended Meld:
#1
Dame Coldfire
Recommended Meld:
#1
Henrietta
Recommended Meld:
#1
Twins
Recommended Meld:
#1
Puppeteer
Recommended Meld:
#1
ENJOY !