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Post by manji on Oct 2, 2006 16:06:45 GMT -5
**Here's the current rundown** (working with what I have) Creatures: 4x Undine, 4x Hydra, 2x Fate, 2x Kelpie, 2x Amazon, 2x Lizardman
Items: 3x Water charm (forgot exact name), 4x Water Shield
Spells: 4x Holy Word 0, 4x Holy Word X, 4x Fly, 4x R-something (1.5x lap bonus when castle is reached) 4x Energy Bolt, 2x Sink, 2x Haste, 2x Rust, 1x Evil Blast
It's fairly consistent, and works very well...but I do get my share of bad pulls, and honestly, it just feels fragmented. I started thinking about what the actual *point* of the deck should be, and I've come up with something that's (I think) pretty fun. (keep in mind, I'm focusing on 1v1...although I'd like to try a multiplayer version right afterwards)
I'm now trying to put together a kelpie/movement/"g denial" deck. Spin around the board, make sure your opponent can't pay for much of anything, and kick together a kelpie combo for the win.
I'll pull out problematic creatures (Hydra w/ Land cost, for example) in exchange for more durable and/or useful ones (no ice walls yet, sadly, but 3x Fate will help me get to whichever cards I need).
Any other suggestions? If I go deep into the "g denial" theme, I most likely won't even need any direct damage...that'll make room for more stoppage.
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Post by shaowebb on Dec 8, 2006 9:47:00 GMT -5
you need to through in a land protection or old what-his-name. That lil furry creature that can cast land protection. This way your undine's and kelpie's can stay alive. Plus a rainbow prism might be nice so against most compy attacks youll get a +40hp and +40str. Its nice defending land but it can be usefull to have your defending land kill off there invader cards when they fail to succeed. This is very similar to what I used to get my 3vs 1 medal but mine had a few differences. Biggest is that I had 3 ice walls to hold land with as I lapped. The idea was to get a critter out thats so healthy initially that I could level him HUGE and have the compy not risk attacking it while I was busy trying to lap quickly using dice effecting spells. During this time I would try not to buy anything to guarantee I had money to level with. I mean if I bought land and im up against 3 guys there all just gonna invade it and take it off the board anyways. Id Then trade the icewall out for kelpie and use water shields. But I had to use land protection to prevent things like telekinesis, magic bolt and evil blast. Try this tactic out sometime and I think youll like the results.
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ck
Peasant
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Post by ck on Feb 2, 2007 3:38:27 GMT -5
I think haste is better than fly because late game it can a lot more reliably avoid "death squares". 4x sink? Put in some reincarnations if you need to look for cards?
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