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Post by firebird3334 on Jan 20, 2016 9:07:10 GMT
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Post by Sinister22✪NFS on Jan 20, 2016 10:23:48 GMT
uhmm... no disposal... that's tough... one thalassa? even tougher...
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Post by LeGoGo on Jan 20, 2016 14:02:36 GMT
A few things. Lock all your 4+ star cards, Alert Guard, Troll Scout, Frost Ragers, Feline Lurker, and anything used in Unsealing. People wake up a little slow, are sick, or are light headed from something; and make mistakes when enhancing.
Like Sinister22 pointed out, you need to work on a second Thalassa, which you will LATER during a MELD EVENT meld onto normally a Horned Beast. The reason you do it during meld events, is because if you are unlucky like most you'll need 8 copies of Horned Beast to insure a meld. The Expertise bar fills at 15% a failure without meld event, and 20%(?) a failure with for only 6 copies lost. Same with Spider Queen, get two copies of her, her Immunity is what is most sought after for later. So start farming those Horned Beasts, also Oracles, always farm those Oracles. Also meld events are so dang random, people aren't sure if it's every month or every other month. Had one on the 12th of last month and still haven't seen hair near hide of it this month. They post it in the notice, we get no warning beforehand.
Do not, I repeat do not waste your time with unsealing Moon Guardian or enhancing Dream Guide. Unless you got nothing else to unseal or you just really want to collect them.
Disposals, Disposals, Disposals. You need it to remove the annoying stuff in Explorer's Gate before they get on the field, you use it to remove the annoying stuff everywhere else too, mainly Recycle or Revive creatures. Besides farming them in your guild, they're luck based, either from maze or a very good coupon draw, remember to always x5 it. I didn't get mine half way into my second month in the game, others get it within their first week, mah.
Get into either a social and decent guild with Line or something, or a non-social and great guild. The first normally has a rotation and limits what cards/shards you can pick at times, but it's often more fun and people can help you when you have questions. The second one doesn't have a rotation and shards are normally up for grabs. Getting shards may be slow, but it's a sure fire way.
Get a 4 star, would recommend Berserker since a lot of people tend to use magic damage early on, there are some maps that are magic heavy, and it may be one of the go to heroes for guild maps now a days. I love my Wight for all other things my Berserker falls sort in. I do enjoy a good Bow Master with Agile, but you may want to others when it comes to heroes under or over 4 stars.
Thalassa is a matter of course, any Recycle creature is. Unying Will is up to you, it can clear a map if bought back enough times. Nodhogg, people just love that delay as is or often melds it onto Horned Beast.
Mythril Drone: Get it when you can. It's a good card against magic heavy decks if you don't go Berserker, it can be a life saver in magic heavy guild maps. Collect the ores for it, DON'T buy the shards till you can do it all in one go. IGG has pretty much made me wary and I'd rather you not start on collecting it and then have it nerfed or something.
Harbinger: Meld an instakill onto it, be happy, but otherwise it's mah to me.
Royal Dragon: Great for human decks, good for anything else. Better if you meld a Disposal onto it, it's Stoneskin keeps it from being disposed while in your hand. A lot of the time the hard part is getting your cards onto the field later in the game.
Swordmaster: Good all around tank, good against basic attacks and magic attacks. Go to for some melds like Stabthrough(When you want to kill the heroes instead of the creatures), BloodLust(When you want high damage for a long game), and BattleBlow8(When you want a chance at instant high damage for early game).
Flame Brave: Lovely card, meld it with Incinerate 8 from Griffi-Knight, give a glass cannon more...cannon.
Oracle: Farm it, farm it, farm it! It's to late if you only start to collect it when you need it. Great for when you are up a deck that attacks your hero directly, great when you need AoE heal like in guild maps. Frost Armor or Immunity 9 is what people normally put on her.
Horned Beast: Farm it farm it, farm it! It's to late if you only start to collect it when you need it. It's a healer, has immunity, and has dodge. Unless the card it's up against is made to counter it, it tends to last a while. Recycle, Delay, Fatigue, and sometimes Retreat and Frost Armor.
Sentry Angel: A good basic attack tank, does wonderfully in a human deck and against Mortii. Some people meld it either Fatigue or Immunity, but a lot of late game decks are built to counter the last one.
Frost Rager: Is like a lower star and lower wait time Sentry Angel, it also has a Faen HP boost which can come in handy in a Faen deck or when there is more then one Frost Rager. For guild maps people used/still put Bless7 on it. Otherwise they add Block 7 so they still take 5 damage to get rage or Block 8 for 0 basic attack damage.
Manticore: Not many people look at it in a good light, but it's a very good card and a cheap counter to use against dodge and frost armor creatures with Bullseye. It also has a chance to paralyze 3 creatures and to Rebirth. Sometimes it's nice to just slap this on in gauntlet or whatever you want when you know what you are up against and can control your hand.
All that comes to mind when I wrote this down, I'm not a wonderful deck builder, but those are my thoughts.
Edit: Save any Shadowstalker you pick up for Stabthrough 6. Along with any Boarder Ranger, it's a cheaper creature to meld Stabthrough on, but it needs a bit more support to be kept alive. I'm pretty sure that everyone makes a Stabthrough deck at some point, even if just for the hell of it.
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Jan 19, 2016 18:50:32 GMT
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Post by firebird3334 on Jan 23, 2016 7:25:13 GMT
A few things. Lock all your 4+ star cards, Alert Guard, Troll Scout, Frost Ragers, Feline... . Thanks LeGoGo, but most of the technical terms and stuff like melding is lost on me, I don't understand those stuff but otherwise sounds quite good!!
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Post by Deleted on Jan 23, 2016 13:46:52 GMT
What's wrong with dream guide?
Sprite Link, Bless and Rebirth seem like pretty good skills...
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Post by LeGoGo on Jan 23, 2016 16:15:44 GMT
A few things. Lock all your 4+ star cards, Alert Guard, Troll Scout, Frost Ragers, Feline... . Thanks LeGoGo , but most of the technical terms and stuff like melding is lost on me, I don't understand those stuff but otherwise sounds quite good!! Melding allows you to either make use of a card's better, cover a defensive weakness, or make it stronger even if it's defense is poor. There are a lot of 4 star cards that are stronger then some 5 stars, and sometimes just needs a little something extra to suppress them. Melding is done after evolving a card Lv10. You get the materials for evolving it in Chambers, then when you evolve it you get a sucky 4th skill, increased ATK/HP, and the deck cost and power goes up. After that you can Meld it, taking a skill from a card that says something like '4-5 star Creature can learn', and replace that sucky 4th skill with it. The card you want the skill from is the Master, you don't lose this card till you have a successful meld. The card you want the skill on is called the Apprentice, needs to be evolved, you need copies of this card and they can just be Lv0. You lose the copies every time the melding fails and when it fails, it gives a percent(%) to a Expertise bar. When the Expertise is 100% you can meld it one last time to succeed. You can evolve without plans to meld, just for the extra ATK/HP, but I don't recommend it. You up your deck power without really becoming stronger, which makes your Gauntlet and Raid more of a pain. Also you up your deck cost, which may make you unable to add the card to your deck or makes you have to remove a card to do so. What's wrong with dream guide? Sprite Link, Bless and Rebirth seem like pretty good skills... It takes a while to farm, it only heals the hero, Faen heavy decks tend to favor HP boosts over attack. Oracles on the other hand can heal the hero AND your creatures for greater amounts, it also fits well in most any other decks besides just for Faen and is a great guildmap card. And yes rebirth can be nice, but Dream Guide doesn't bring much to the map even if it comes back to the field. Sure if you want it, go for it, but I feel like it's slot can be put to much better use by a lot of other kinds.
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