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Post by zaraphael on Mar 21, 2004 3:31:16 GMT -5
This is the deck I used for the last 3 levels of story mode.
The Way of Fire
Creatures
Cait Sith x4 Golem x3 Hellhound x4 Manes x4 Old Man Willow x2 Phoenix x2 Pyro Drake x2 Valkyria x2 Will O' the Wisp x2
Items
Counter Amulet x3 Fire Shield x3 Hourglass x2 Prismatic Wand x3
Spells
Bistair Holy Word 10 x3 Influence x2 Land Protect x3 Peace x2 Soltis Upheavel x2
It's pretty straight forward. Take land, make it red, neutralize their big land and late game level up a willow and protect it. Game.
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Post by James on Jun 28, 2004 22:18:12 GMT -5
I think the deck should defintly have at least 1-2 [glow=red,2,300]Flame Lords[/glow]. Take out the two [glow=red,2,300]Will O' the Wisps[/glow]
Or anything else you want to substitute for the two[glow=red,2,300]Flame Lords[/glow]. After all, for a fire deck, I'd say it's a must for two reasons...
1: The [glow=red,2,300]Flame Lord[/glow] is defintly without question a tough monster to kill with his high stats, not to mention [glow=white,2,300]items[/glow] to boost him up if need be.
2: His boost to all [glow=red,2,300]fire[/glow] creatures(mainley in your deck) helps them in a close situation.
Simply a suggestion.
2:
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Post by Nykkel on Jun 29, 2004 17:05:59 GMT -5
I noticed that Soltis is in your deck. You already had a complete collection of cards before you finished the last three battles of Story Mode? I wasn't even close when I finished Story Mode.
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Post by KStorm on Aug 14, 2004 5:43:32 GMT -5
If you Flame Lord the CPU will get the effect too since the Evil Twin will be using an all fire deck also...
I dunno about you guys, but Leo Knight is a staple for the last stage... I went through my deck 3 times and by the 3rd go around, there isn't a piece of land my Leo Knight can't take out on the board... I walked around without a care in the world... (not to mention having 2 Leo Knights on the board ready to swap, and one in hand incase I land on something huge, you can't be killed)
I agree about the Will Ol' Wsip... Probably better sitting on the sideline on this one...
No Chimera?
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Post by Daimaoh34 on Aug 15, 2004 10:07:29 GMT -5
Will 'o Wisp over Chimera in this deck, because Chimera is within blast range, and CPU almost never tries to invade a leveled up Will 'o Wisp land (from a lot of experience with the card).
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Post by nycmange on Aug 23, 2004 7:14:33 GMT -5
Used a slight variation of this deck myself to (finally) get past the last level, after at least 15 attempts. I used 2 Flame Lords in place of the Will O' The Wisps, and removed 1 Upheaval (I only have 1) and substituted 1 Leoknight. Other than that, everything else the same as zaraphael has listed it.
This deck is quite stable, considering that it came back to claim victory from a start of losing a level 3 Willow, being Haunted twice (and I am sure everyone knows how nasty that can get), and being reduced to 107 G through an initial bad draw and dice rolls.
Of note though, at least when I played this deck, is that the Evil Twin would discard any Flame Lords, Old Man Willows, and Fire Shields, so that there is no worry of havng to deal with the Twin's leveled Willow. And once someone meets the Whomping Willow (lvl. 5 Protected Willow, with Fire Shield in hand, just in case), whatever territories they possess will soon be history.
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