Post by Solis on Jul 26, 2004 11:24:43 GMT -5
I've cobbled together a deck over the weekend and I think it uses the best cards I have. I don't have a ton... but this is the deck as I can best recall.
Giant Rat x 2
Ba-Al x 1
Conjurer x 1
Dragonfly x 4
Valkyria x 1
Lillith x 2
Lizardman x 1
Dark Elf x 1
Gargoyle x 2
Vampire x 2
Centaur x 2
Harpy x 1
Huricane x 2
Master Monk x 1
Nike x 1
Quetzalcoatl x 1
Roadrunner x 1
Decoy x 1
Prismatic Wand x 2
Battle Axe x 2
Long Sword x 2
Fire Amulet x 1
Fire Bolt x 1
Freeze x 1
Gaseous Form x 2
Hell Blaze x 1
Tearing Halo x 1
Wind Cutter x 1
Binding Mist x 1
Evil Blast x 1
Find x 1
Magic Bolt x 2
Manna x 2
Rust x 1
Telegnosis x 1
Vitality x 1
Deck Theory
"The best defence is a stong offence". I've discovered the best way to protect your land is to make it as prickly as possible. That means strike first and strike hard, whenever you can. Make people afraid to attack you and be aggressive as you possibly can. Defence takes a total back seat in this deck as the opponent should never get an opprutunity to hit you. If you must defend, totally negate their attack with Gaseous Form.
Deck Reality
1) Starts too slow. Most creatures are too expensive or have land requirements.
2) Cheap creatures are too weak defending a land OUTSIDE of battle (Dragonflys and Giant Rats); they are easily picked off with Magic Bolt and it's a waste of time and opprutunity when you need to switch them off for larger creatures later in the game.
3) On the good side, it's not necessary (but helpful 'just in case) to place creatures on elementally alligned lands as we aren't relying on high HP's to carry us thru battles. This means you can place your creatures anywhere and they'll be just as effective at what they are good at (striking first), regardless of land type. Additionally, with this versatility, it's easier to make chains: You're free to place creatures where and when you want to.
4) First attackers have great chances of usurping leading opponents off their leveled up land when you use a scroll for it's penetration ability. This particular point counters your lack of versatility early in the game; you can pull ahead into the lead by 'stealing' the opponents leveled lands right from under them. In about 2 out of 3 games, that's how I win.
So usually, a typical game will go like this:
Slow to place creatures on lands... place whatever you can wherever you can. This usually means placing cheap creatures anywhere. Use gaseous forms to keep opponents from attacking your weakly defended lands.
Use Telegnosis or the Territory command when you land on a castle or fort to exchange weak creatures for stronger ones. Level up lands only when you pass them.
As soon as you can afford to use stronger creatures (Nike, Vampire, Valkyria), save them in hand and get aggressive by usurping your opponents of thieir land acquisions as you land on thir occupied lands. Always save the best scroll item/offensive item in hand for such occasions.
Use Magic Bolt / Evil Blast to take out low MHP or weakened creatures.
Never be caught without a good item; use Find whenver items/creatures are lacking in hand.
Rust, Manna, Binding Mist, Vitality are just icing on the cake. (altho Manna will help you get out biger creatures earlier on, perhaps).
PS - I don't have much more by way of quantity of these particular cards that I've used for this deck. If I only have 1 or 2 of something in there, I probably don't have any more of it.
So watcha think? It's worked well in Story Mode so far.
Giant Rat x 2
Ba-Al x 1
Conjurer x 1
Dragonfly x 4
Valkyria x 1
Lillith x 2
Lizardman x 1
Dark Elf x 1
Gargoyle x 2
Vampire x 2
Centaur x 2
Harpy x 1
Huricane x 2
Master Monk x 1
Nike x 1
Quetzalcoatl x 1
Roadrunner x 1
Decoy x 1
Prismatic Wand x 2
Battle Axe x 2
Long Sword x 2
Fire Amulet x 1
Fire Bolt x 1
Freeze x 1
Gaseous Form x 2
Hell Blaze x 1
Tearing Halo x 1
Wind Cutter x 1
Binding Mist x 1
Evil Blast x 1
Find x 1
Magic Bolt x 2
Manna x 2
Rust x 1
Telegnosis x 1
Vitality x 1
Deck Theory
"The best defence is a stong offence". I've discovered the best way to protect your land is to make it as prickly as possible. That means strike first and strike hard, whenever you can. Make people afraid to attack you and be aggressive as you possibly can. Defence takes a total back seat in this deck as the opponent should never get an opprutunity to hit you. If you must defend, totally negate their attack with Gaseous Form.
Deck Reality
1) Starts too slow. Most creatures are too expensive or have land requirements.
2) Cheap creatures are too weak defending a land OUTSIDE of battle (Dragonflys and Giant Rats); they are easily picked off with Magic Bolt and it's a waste of time and opprutunity when you need to switch them off for larger creatures later in the game.
3) On the good side, it's not necessary (but helpful 'just in case) to place creatures on elementally alligned lands as we aren't relying on high HP's to carry us thru battles. This means you can place your creatures anywhere and they'll be just as effective at what they are good at (striking first), regardless of land type. Additionally, with this versatility, it's easier to make chains: You're free to place creatures where and when you want to.
4) First attackers have great chances of usurping leading opponents off their leveled up land when you use a scroll for it's penetration ability. This particular point counters your lack of versatility early in the game; you can pull ahead into the lead by 'stealing' the opponents leveled lands right from under them. In about 2 out of 3 games, that's how I win.
So usually, a typical game will go like this:
Slow to place creatures on lands... place whatever you can wherever you can. This usually means placing cheap creatures anywhere. Use gaseous forms to keep opponents from attacking your weakly defended lands.
Use Telegnosis or the Territory command when you land on a castle or fort to exchange weak creatures for stronger ones. Level up lands only when you pass them.
As soon as you can afford to use stronger creatures (Nike, Vampire, Valkyria), save them in hand and get aggressive by usurping your opponents of thieir land acquisions as you land on thir occupied lands. Always save the best scroll item/offensive item in hand for such occasions.
Use Magic Bolt / Evil Blast to take out low MHP or weakened creatures.
Never be caught without a good item; use Find whenver items/creatures are lacking in hand.
Rust, Manna, Binding Mist, Vitality are just icing on the cake. (altho Manna will help you get out biger creatures earlier on, perhaps).
PS - I don't have much more by way of quantity of these particular cards that I've used for this deck. If I only have 1 or 2 of something in there, I probably don't have any more of it.
So watcha think? It's worked well in Story Mode so far.