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Post by kimhs✪NFS on Jun 4, 2015 1:03:23 GMT
So to start off, I've hit a few milestones. Rank one in arena, a deck full of 5*, broke 8k power, and able to clear up to the 60's in trials, etc.. after all this progress my next goal is to work on my curse deck. It's amazing how strong curse decks are. I actually used cursed decks to beat maps in chapter 11 because my main decks just couldn't handle it. So for the new players still investing in weak cards until they get more 5*, dark witches rock. My curse deck right now is chaos witch lvl 4 with shadow hex 8. 6 dark witches. 1 gorgon 1 puppeteer
I've tried mixing in others such as Ursa major and it only messes me up from grabbing more dark witches.
Using this deck I was almost able to beat chamber lvl 5 for humans. I got the hero down to 300 hp but an unlucky seal prevented me from doing the last hit. Again.. the bulk of my power came from lvl 10 dark witches. Just insane amount of power here.
I'm planning on evolving and melding gods will slowly onto my dark witches. Im thinking of feeding bloody lords to my witches. Also investing in shards for chaos witch again.
So my advice/looking for advice to advance more.
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Post by Sephiroth [BK] on Jun 4, 2015 7:49:29 GMT
So to start off, I've hit a few milestones. Rank one in arena, a deck full of 5*, broke 8k power, and able to clear up to the 60's in trials, etc.. after all this progress my next goal is to work on my curse deck. It's amazing how strong curse decks are. I actually used cursed decks to beat maps in chapter 11 because my main decks just couldn't handle it. So for the new players still investing in weak cards until they get more 5*, dark witches rock. My curse deck right now is chaos witch lvl 4 with shadow hex 8. 6 dark witches. 1 gorgon 1 puppeteer I've tried mixing in others such as Ursa major and it only messes me up from grabbing more dark witches. Using this deck I was almost able to beat chamber lvl 5 for humans. I got the hero down to 300 hp but an unlucky seal prevented me from doing the last hit. Again.. the bulk of my power came from lvl 10 dark witches. Just insane amount of power here. I'm planning on evolving and melding gods will slowly onto my dark witches. Im thinking of feeding bloody lords to my witches. Also investing in shards for chaos witch again. So my advice/looking for advice to advance more. Love me some curse! They're gold for explorer! I run a similar set up for my curse deck. Wight lvl 7 with strength, undying and cripple. OR Chaos witch lvl 4 with life and weaken (normally undying) 3 spirit sirens 5 witches mist (lvl 15) 1 puppeteer 1 ghostly judge. Now two things about the heroes. 1) I use wight for arena mainly and that's the best set up there. However, I don't like it for a curse deck. I always want to run a HP buff talent on the curse hero. I find wight is better than witch though (3☆vs4☆) but I've just started leveling CW to see if she goes a bit better. Her main problem being her 3☆ HP. 2) Today I just got a deathmort so he will take over for wight as my main curse 4☆ hero to help optimise my curse deck. I will use aura to help keep my witches and co alive better. Just curious, what talents do you run with your witch? Life or might with shadow hex?? I'm also after ideas of what to run on my deathmort, maybe cripple and shadow hex OR undying and shadow hex..? I guess undying goes without saying thoughmm, huh? As for my creatures. I have a few witches melded with discord 8 and are working towards all of them being melded that way. I like discord for the lockdown/survivability and of course extra enemy hero damage but won't see it in full affect 'til all witches are melded with it. Ideally I would like to run another witch or two in the deck but I've been using copies to meld up discord on the ones in the deck. When they're done then I will start on one maybe two more, depends how the 5 go... Those sirens though.... They help this deck so much. They can end a match if I'm lucky enough to play them all in succession. Ursa I found, doesn't work. There's no synergy with the mortii crew and stab through is easily exploited by the AI. I think collecting shards for chaos witch again is a very good idea imo. With runes coming in and the effects they are gonna add will help CW out heaps. There's a few rage nullifying runes coming so not letting the enemy use their hero skill will be a new and powerful strategy to use. Especially in a curse deck I'm also after advice or ideas if you have any mate? Or anyone? I've always loved enemy hero killing decks. I used one in MTG back in the day I already have some ideas from your post. Cheers!
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Post by ninjafred on Jun 4, 2015 9:20:24 GMT
Gods will won't fit on witches (>4* only). Try Stabthrough instead. Shadowstalker (a 2* mortii you usually use as feeders) have stabthrough 6 which means 90% damage to hero. Not that bad, a Lvl15 Witch has 450 attack(unbuffed) so it will hit the hero for 405 damage more ...
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Post by kimhs✪NFS on Jun 4, 2015 19:28:09 GMT
Silly me with melding gods will. Discord sounds great and so does stabthrough. I like discord for survival and plus most decks use higher atk cards. But stabthrough is a more solid atk. Only weakness being frost armor.
As for my chaos witch, I use hex 8 with might only because I was able to get a high lvl might. Going to change for life later. Been pumping glory into 4*
As for cripple vs undying, I'm going to side on cripple. Here's why. Shadow hex needs 3 dead things to work and shadow hex does 1200 dmg at lvl 8. Cripple keeps everything on the board longer vs undying. I've also used cripple and undying together on my wight, but i find having shadow hex is better.
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Post by Opethian on Jun 4, 2015 19:39:00 GMT
I love theme decks, and a curse deck is awesome!
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Post by Shaddai✪NFS on Jun 4, 2015 19:47:07 GMT
I'm currently melding Discord on a couple of my witches. (I'm up to like 15 or something so I'm preparing 2 of them for meld day just in case.)
I also just recently got Deathmort and I'll be setting him up with Aura/Undying/Shadow Hex. I could never decide between Undying or Shadow Hex so I figured I'd just farm another 4* hero and do both lol.
I'd probably recommend the same if you got the time/energy. And since it's a summon, he can help take up a spot later in the game so you get an extra witch out of the way of some enemy attacks. Seems good imo.
Haven't tested it though yet. Still working on some other things atm. I plan on trying to curse my way through 11-4 since my main is also failing me.
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Post by DianaTroy [βκ] on Jun 4, 2015 19:51:58 GMT
For a 4* Hero I'd go with Undying over Cripple.
Witches who come back get to cast Voodoo again. More Curse = faster win
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Post by kimhs✪NFS on Jun 4, 2015 19:54:23 GMT
Yeah 11-4 and 11-5 were beaten with curse decks. So ridiculous how strong curse decks can be.
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Post by DianaTroy [βκ] on Jun 4, 2015 19:58:43 GMT
Yeah 11-4 and 11-5 were beaten with curse decks. So ridiculous how strong curse decks can be. They are extremely easy to counter on defense though. Making them only useful for offense.
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Post by kimhs✪NFS on Jun 4, 2015 20:10:06 GMT
Undying is less reliable than cripple, unless you have undying 10, which is "only" 70%. Even then I would say cripple 10 is better. With undying, once a witch dies it's going to spend two turns off the board plus your hero is forced to take more hits. Cripple can keep more witches on the board for a longer time plus when they die you do more dmg with shadow hex and it saves your hero from dying faster. The extra voodoo makes up for the lost turn while in your hand but your losing two turn with undying so I still say cripple wins the match. The problem with cripple/undying was that my witches weren't dying fast enough to give me access to shadow hex. All the while my hero was dying while I had 3 witches in my hand.
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Post by kimhs✪NFS on Jun 4, 2015 20:18:48 GMT
Yes that's a good note. Don't set curse decks as your main deck for arena or your rank will start dropping like a waterfall went from rank 8 to 80 in one night after I did that haha. Also curse decks are horrible defence decks in tournament. I did try curse deck for trials but I still can't get over 70 :T I did face a fully evolved/partially melded curse deck once in gauntlet though and it beat my main deck..... but it had a handful of gorgon and sirens in the mix
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Post by Sephiroth [BK] on Jun 5, 2015 3:39:09 GMT
I'm currently melding Discord on a couple of my witches. (I'm up to like 15 or something so I'm preparing 2 of them for meld day just in case.) I also just recently got Deathmort and I'll be setting him up with Aura/Undying/Shadow Hex. I could never decide between Undying or Shadow Hex so I figured I'd just farm another 4* hero and do both lol. I'd probably recommend the same if you got the time/energy. And since it's a summon, he can help take up a spot later in the game so you get an extra witch out of the way of some enemy attacks. Seems good imo. Haven't tested it though yet. Still working on some other things atm. I plan on trying to curse my way through 11-4 since my main is also failing me. For me, melding discord is a no brainer. I've tried using ursas in my curse deck but stabthrough always gets exploited. Plus discord still causes hero damage, arguably and potentially more than stabthrough plus let's not forget about the additional lockdown potential. Haha I got a deathmort for the exact same reason. His abillity to summon his puppet has got to help aid your heroes survivability and will also plug that gap and like you said, allow another witch to go untouched a shot longer. Those factors above are huge for curse decks so DM gets a big tick. So it seems peeps like shadow hex no matter what. Then the debate lies with UNDYING Vs CRIPPLE. Man both are so good have their advantages for helping the cursing process. Hmm.the only way is to try both! I think I'll start undying. Like DianaTroy [βκ] said, witches love coming back into play
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Post by Shaddai✪NFS on Jun 5, 2015 3:53:38 GMT
Let me know what you like better. Undying vs Cripple. I haven't tested so I'm not entirely sure.
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Post by Sephiroth [BK] on Jun 5, 2015 4:23:21 GMT
Let me know what you like better. Undying vs Cripple. I haven't tested so I'm not entirely sure. Will do mate! Yeah same I've always used both on my wight. Never tried them individually with hex. Both seem good but only testing will tell.
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Post by SoaponaRope [BK] on Jun 5, 2015 4:45:41 GMT
I love my curse decks so I just figured I'd throw what I've experienced with curse into the mix!
I have found that Curse is best when achieved as focused as possible and as quickly as possible. Getting the job done fast means less chance for enemy's oddball combos, hero skills and strategies to kick in. The hero's HP plays a huge part in what strategy will work best. There are a number of situations where Chaos Witch with Shadow Hex and 10 Dark Witches is the best because it gets the job done fastest. Against a normal deck you can take out over 15k hero HP on Auto almost every time with just Dark Witches and Shadow Hex. In this case, if you had a second choice for a second Talent, I'd run with undying since Voodoo and Unholy Pact both work well when re-cast, but I'm a huge fan of Chaos Witch because her reduction in hero rage controls the board even further.
When I draw out a match longer than I need to or rely too much on RNG it introduces all sorts of unintended consequences, which is why I don't like Undying after a certain threshhold of hero HP, the additional time it takes and randomness it adds can be frusterating. In Explorer's gate against a problem dungeon, RNG might help a ton and might be worth it, but for Raiding or Tournaments or Gauntlet, I don't use Undying anymore.
If the HP is too high or the enemy creature's magic damage is too high then sometimes you wont have the option of taking the hero out quite so quickly. A couple of Pyres and Sweeping blows can absolutely wreck a set of Dark Witches. If you can't keep a creature out for more than 1 round its hard to kill any high hp heroes. In this case introducing some board control comes into play and Frost Callers are an amazing option in this case because they have both Fatigue and Frostbite along with Curse, both skills that work exceptionally well when stacked. Having multiple copies of this card out can freeze and weaken the enemy line so consistantly that the horrible stats of the Frost Caller are overcome.
Its at this line that I would definitely consider Cripple a better option over Undying. Undying will simply bring creatures back after the enemy has full control of the board and while its great for another round of hits, it sends your deck spiraling out of control trying to get any additional damage it can in which wont work if the enemy still has 10k HP.
With board control and -ATK also comes a good opportunity to introduce Godswills into the deck, since you're generally looking for a full board of gimped enemy creatures. This isn't always true, especially if you have Retreat or something similar, but for many curse decks this is what you'll be dealing with. Despite having 6 copies, I'm not the biggest fan of Bloody Lords. Without any lock-down, they die quickly and it's hard to justify using more than 1 or 2 of them. Melding might help this. The Puppeteer is the most amazing card for this purpose as she automatically delays the target across from her, although her +ATK is an extremely strange item in her skillset. Ghostly Judge is sort of a gimped Puppeteer, but she can still do better than an unmelded Bloody Lord.
Spirit Siren and Gorgon both play insanely well into the more advanced curse decks because they provide amazing board control along with their hero damage. Dahlia is a far better option than most other Recycle options.
Other notable cards include Great Mystic, Archdeva and Revenant for their great board control. Just remember that killing or retreating enemies can re-introduce detrimental effects, so like the original point says - do it as precisely and quickly as possible to get the job done and don't mess with extra effects that add unnecessary RNG to the mix.
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Post by Sephiroth [BK] on Jun 5, 2015 5:29:37 GMT
I love my curse decks so I just figured I'd throw what I've experienced with curse into the mix! I have found that Curse is best when achieved as focused as possible and as quickly as possible. Getting the job done fast means less chance for enemy's oddball combos, hero skills and strategies to kick in. The hero's HP plays a huge part in what strategy will work best. There are a number of situations where Chaos Witch with Shadow Hex and 10 Dark Witches is the best because it gets the job done fastest. Against a normal deck you can take out over 15k hero HP on Auto almost every time with just Dark Witches and Shadow Hex. In this case, if you had a second choice for a second Talent, I'd run with undying since Voodoo and Unholy Pact both work well when re-cast, but I'm a huge fan of Chaos Witch because her reduction in hero rage controls the board even further. When I draw out a match longer than I need to or rely too much on RNG it introduces all sorts of unintended consequences, which is why I don't like Undying after a certain threshhold of hero HP, the additional time it takes and randomness it adds can be frusterating. In Explorer's gate against a problem dungeon, RNG might help a ton and might be worth it, but for Raiding or Tournaments or Gauntlet, I don't use Undying anymore. If the HP is too high or the enemy creature's magic damage is too high then sometimes you wont have the option of taking the hero out quite so quickly. A couple of Pyres and Sweeping blows can absolutely wreck a set of Dark Witches. If you can't keep a creature out for more than 1 round its hard to kill any high hp heroes. In this case introducing some board control comes into play and Frost Callers are an amazing option in this case because they have both Fatigue and Frostbite along with Curse, both skills that work exceptionally well when stacked. Having multiple copies of this card out can freeze and weaken the enemy line so consistantly that the horrible stats of the Frost Caller are overcome. Its at this line that I would definitely consider Cripple a better option over Undying. Undying will simply bring creatures back after the enemy has full control of the board and while its great for another round of hits, it sends your deck spiraling out of control trying to get any additional damage it can in which wont work if the enemy still has 10k HP. With board control and -ATK also comes a good opportunity to introduce Godswills into the deck, since you're generally looking for a full board of gimped enemy creatures. This isn't always true, especially if you have Retreat or something similar, but for many curse decks this is what you'll be dealing with. Despite having 6 copies, I'm not the biggest fan of Bloody Lords. Without any lock-down, they die quickly and it's hard to justify using more than 1 or 2 of them. Melding might help this. The Puppeteer is the most amazing card for this purpose as she automatically delays the target across from her, although her +ATK is an extremely strange item in her skillset. Ghostly Judge is sort of a gimped Puppeteer, but she can still do better than an unmelded Bloody Lord. Spirit Siren and Gorgon both play insanely well into the more advanced curse decks because they provide amazing board control along with their hero damage. Dahlia is a far better option than most other Recycle options. Other notable cards include Great Mystic, Archdeva and Revenant for their great board control. Just remember that killing or retreating enemies can re-introduce detrimental effects, so like the original point says - do it as precisely and quickly as possible to get the job done and don't mess with extra effects that add unnecessary RNG to the mix. What a read! Some really good info in there. I agree with your critter bteakdown- Dark witch > frost caller I really like your idea for going against heavily stacked magic or frost armored armies. Using some frost callers for lockdown to help your cursing sounds good. puppeteer > ghostly judge > bloody lord I'm sure GJ and BL could be better with melds like you said. I use GJ now and shes ok. I really want to meld fatigue 8 on a puppeteer. That paired with cripple could lockdown the start of a match and really aid that quick hitting we desire with a curse deck. Thoughts? Also, I like puppeteers low ATT points. If I'm using a cripple and fatigue tactic with my curse deck then I don't really want to kill the enemy critters to quickly and take advantage of their little to no ATT points. EDIT - Sorry I forgot about death March. Yeah that's a non prefered talent in the mix of things Don't think I remember reading about what melds you like/have for the dark witches. Which do you prefer here, soap? (Skim read it again but couldn't see it)
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Post by ninjafred on Jun 5, 2015 10:41:25 GMT
Really hi-value info from Soaponarope here. Thx for your curse deck lesson part 1 ;-)
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Post by DianaTroy [βκ] on Jun 5, 2015 15:20:42 GMT
Really hi-value info from Soaponarope here. Thx for your curse deck lesson part 1 ;-) Just the same usual stuff from Soap. His brain is a Deck Heroes encyclopedia!
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Post by kimhs✪NFS on Jun 5, 2015 22:17:39 GMT
Also to add to the curse mix. Angel prime rocks. Just hope you're lucky enough to get a shot at the hero and his skill procs. Angel prime was a big part of hero killing 11-4 for me.
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Post by Shaddai✪NFS on Jun 5, 2015 23:43:29 GMT
Also to add to the curse mix. Angel prime rocks. Just hope you're lucky enough to get a shot at the hero and his skill procs. Angel prime was a big part of hero killing 11-4 for me. I thought it only works on Mortii heroes?
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Post by kimhs✪NFS on Jun 7, 2015 13:09:36 GMT
Also to add to the curse mix. Angel prime rocks. Just hope you're lucky enough to get a shot at the hero and his skill procs. Angel prime was a big part of hero killing 11-4 for me. I thought it only works on Mortii heroes? It actually works on all heros.
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Post by Shaddai✪NFS on Jun 7, 2015 13:37:16 GMT
I thought it only works on Mortii heroes? It actually works on all heros. So they fix this ability in guild maps because it's a "bug" to kill creatures even though ignite soul is not "instakill." But it's not a bug to affect ONLY Mortii creatures and ALL heroes? Dahell is this game.
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Post by derpy✪NFS on Jun 7, 2015 13:39:47 GMT
I thought it only works on Mortii heroes? It actually works on all heros. Wut? Since when? The only thing I can think is they patched it wrong when they fixed it for guild map, because before that I used Prime against normal heros a bunch and it never proc'd once for me. If that's the case, I need to start using it again.
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Post by kimhs✪NFS on Jun 7, 2015 22:17:33 GMT
I will run some tests to see if the hero skill changed due to patch on other heroes.... and after running tests, yup angel prime is broken. Trash except solely vs morti. Sigh....
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