Post by AceLeader on Apr 19, 2006 15:31:59 GMT -5
Probably a standard Powder Eater book, but I haven't seen any others up here, so I'll post mine.
-Creatures-
3 [yellow]Gouda[/yellow] - Becomes huge with Powder Eaters.
4 [yellow]Powder Eater[/yellow] - The basis of the book. Usually a dead card after I place one per area, but you need 4 to get one early.
-Items-
4 [brown]Claymore[/brown] - Attack for 61 damage by moving a Powder Eater, not too shabby.
4 [brown]Counter Amulet[/brown] - To prevent invasion, and occasionaly used for a kill.
1 [brown]Terrier[/brown] - Gets huge attack power, although I rarely need it.
4 [brown]Wind Shield[/brown] - Defends my little Powder Eaters 95% of the time.
-Spells-
1 [Beige]Bistair[/Beige] - Deals lots of damage.
4 [Beige]Mutation[/Beige] - Big part of the book. Mutate your first Powder Eater and multiply his amplified self all over the board. Maxes out at 100MHP unfortunately .
4 [Beige]Revelation[/Beige] - Gets lots of territory abilities for moving. Prefered over Telegnosis.
2 [Beige]Rust[/Beige] - Helpful anti-item card. Much eatier to destroy cratures when they have no items in hand.
4 [Beige]Senility[/Beige] - Move into an annoying creature (like Gremlin or Decoy) and kill them at the end of battle.
4 [Beige]Shatter[/Beige] - Rids this world of spells and items. A must have for most books.
3 [Beige]Spirit Walk[/Beige] - The third part of the Powder Eater combo. After you have a big Powder Eater with Mutation, Spirit Walk him and send him everywhere in the area. Spirit Walk stays on the original since it multiplied, and makes it very helpful.
4 [Beige]Teleport[/Beige] - Use to land on Castles and Forts for a territory ability. Also, land on prophet if you need a Powder Eater (And have a good chance of getting one, not 100% though). I like this card a lot. Has lots of uses when you play with it.
4 [Beige]Wind of Hope[/Beige] - Another staple card for most of my books.
So, you usually don't want to multiply your 1MHP Powder Eaters around too much. Wait until you've mustated at least twice befor you use Spirit Walk. When grabbing spaces, look for 1) Plains or Mountain spaces first, to increae Terrier and Bistair, 2) warp to spaces that don't have any other adjacent spaces to move to (only touching a Warp and a Shrine, for example), 3) spaces that are connected, and where you have no Powder Eaters already. This book usually is strong against computers, and has amswers to anything I've had thrown at me, with minimal losses.
-Creatures-
3 [yellow]Gouda[/yellow] - Becomes huge with Powder Eaters.
4 [yellow]Powder Eater[/yellow] - The basis of the book. Usually a dead card after I place one per area, but you need 4 to get one early.
-Items-
4 [brown]Claymore[/brown] - Attack for 61 damage by moving a Powder Eater, not too shabby.
4 [brown]Counter Amulet[/brown] - To prevent invasion, and occasionaly used for a kill.
1 [brown]Terrier[/brown] - Gets huge attack power, although I rarely need it.
4 [brown]Wind Shield[/brown] - Defends my little Powder Eaters 95% of the time.
-Spells-
1 [Beige]Bistair[/Beige] - Deals lots of damage.
4 [Beige]Mutation[/Beige] - Big part of the book. Mutate your first Powder Eater and multiply his amplified self all over the board. Maxes out at 100MHP unfortunately .
4 [Beige]Revelation[/Beige] - Gets lots of territory abilities for moving. Prefered over Telegnosis.
2 [Beige]Rust[/Beige] - Helpful anti-item card. Much eatier to destroy cratures when they have no items in hand.
4 [Beige]Senility[/Beige] - Move into an annoying creature (like Gremlin or Decoy) and kill them at the end of battle.
4 [Beige]Shatter[/Beige] - Rids this world of spells and items. A must have for most books.
3 [Beige]Spirit Walk[/Beige] - The third part of the Powder Eater combo. After you have a big Powder Eater with Mutation, Spirit Walk him and send him everywhere in the area. Spirit Walk stays on the original since it multiplied, and makes it very helpful.
4 [Beige]Teleport[/Beige] - Use to land on Castles and Forts for a territory ability. Also, land on prophet if you need a Powder Eater (And have a good chance of getting one, not 100% though). I like this card a lot. Has lots of uses when you play with it.
4 [Beige]Wind of Hope[/Beige] - Another staple card for most of my books.
So, you usually don't want to multiply your 1MHP Powder Eaters around too much. Wait until you've mustated at least twice befor you use Spirit Walk. When grabbing spaces, look for 1) Plains or Mountain spaces first, to increae Terrier and Bistair, 2) warp to spaces that don't have any other adjacent spaces to move to (only touching a Warp and a Shrine, for example), 3) spaces that are connected, and where you have no Powder Eaters already. This book usually is strong against computers, and has amswers to anything I've had thrown at me, with minimal losses.