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Post by Snitz on Jun 6, 2004 15:21:27 GMT -5
This level is giving me a headache. With so many places to turn, I figured it would be easy to maneuver, but I can't seem to build up enough magic fast enough. My deck is an all yellow creature deck, with an emphasis on first attack items and movement spells. Any suggestions?
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Post by r00ster on Jun 6, 2004 16:19:40 GMT -5
If this level is the one I think it is, where you fight the guy with mostly neutral creatures, and the level is a large grid with two temples (one at either side)... you'd be well-off with a deck consisting of low-cost creatures (of 2-4 colors) so that you can drop creatures almost constantly. Then, concentrate on which ever color you plan on using the most during the game, and every second time you pass the temple, grab whatever you can afford for symbols. Once you get up to 50-100 of a particular symbol, start to level the heck out of the appropriate land colors...
Aurora, or other symbol based cards, help as well. This is a perfect level to practice the 'stock market' as it is fairly easy to avoid paying enemy tolls due to the amount of room to maneuver... plus, you can easily hit the temple twice before each return to the castle.
Hope that helps.
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Post by r00ster on Jun 6, 2004 16:25:10 GMT -5
As a follow-up note, this level is also ideal for getting the non-territory owning related medals... where you have to win by owning no land for one, and win by owning no land, and buying no symbols for the other. As it allows to to avoid tolls, and get lap bonuses quickly, you can focus on simply flying back and forth across the board, levelling low-cost monsters and avoiding tolls...
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Post by Snitz on Jun 6, 2004 22:19:48 GMT -5
Thanks! I'll give that a try tomorrow and see how it works, it will definitely be a change from my normal playing style, but change is a good thing.
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s6
Baron
i know what i like
Posts: 88
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Post by s6 on Jun 6, 2004 22:34:23 GMT -5
I used an all-element creature deck plus Wild Growth, the card that changes land to your major territory color and the Water change land card on Mordoc's stage and a lot of spell-protective spells (on my Cepter), along with Shatter to break all Mordoc's nastiest cards (Changeling, etc.) whenever they were dealt him. I didn't buy symbols; just spent magic changing land colors, exchanging creatures, leveling up, and on offensive and defensive gear and creatures. This level is giving me a headache. With so many places to turn, I figured it would be easy to maneuver, but I can't seem to build up enough magic fast enough. My deck is an all yellow creature deck, with an emphasis on first attack items and movement spells. Any suggestions?
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Post by masonik4 on Mar 23, 2007 14:17:05 GMT -5
This is an interesting board, one I actually enjoy playing because I try not to just win, but control the entire board. It is a great test of how well a deck can work.
Mind you, there are a million ways to construct a good deck, so I can only tell you what I did. In this board, I went yellow, almost completely, with the kicker being the Gouda. I loaded up on damage cards like evil blast, magic bolt and fire explosion...I will explain that in a sec.
The idea was to go to war with yellow, and with 3 Goudas I was looking to show muscle in the late stages. I was gonna get help from Leo since he is using yellow too. Gouda gets +10 on both sides for every yellow creature on the board...get my point?
I added 3 Knights, a hurricane, nornet, Griffon, centaur, nike and paladin. Not a lot of creatures, but that is fine.
My idea also included disrupting Leo or the other guy (can't remember his name). I do that by adding 4 Changlings to my deck, and when I use them, I can turn 2 randomly selected cards to goblins. I also load up on defense, using 4 wind shields, 3 prismatic wands and 3 counter amulets.
To maneuver around quickly, or to get to areas faster, i added 3 Holy word X. For instant cash, I added 4 Mana and one Drain Magic.
To keep both guys honest, I have 2 Binding Mist, 3 Silence, and the damaging spells.
To me, the more dangerous one is Leo, since he has a real gameplan, but don't underestimate the other guy. My goal was to first get a couple of yellow lands as fast as I could, so I could plant a Gouda. The only drawback about my yellows is that several of them don't work on green, so I had to stay away from that part of the field.
I mentioned the fire explosion, I need that because Leo is also packing blues. If I can get him to put a few down, and level them up, then I can drop a couple of the fire explosions and clean him out.
In all this, I am mindful of the other guy, because in the times I have played, he had been a problem. But I rarely lose a fight to him because he does not defend too well. Leo on the other hand, has that gremlin amulet, and some more defenses that even Gouda can't beat. I can't remember the card, but it reduces all damage to 0.
If I can just get like 3 or 4 yellows down, and keep at least a wind shield or counter amulet on my deck, then I will be on my way. Leo's gonna help me get my Gouda stronger, so once I get that going, I can actually LOOK FOR a big fight, knowing that my Gouda is nearly invincible (and if not, I'll add prismatic wand to it).
The other guy's gonna likely control the green part of the board, so I leave it alone as much as I can, but all other parts I can take, especially the yellow. I don't level up as fast as the other two, but with my damage cards and Gouda, I really don't have a lot to fear. If so, I'll slap a Binding mist on one of them, then send a knight over there.
Providing all the cards are in my favor, if I can make it maybe the first 10 turns, I will be ok. Most times I lag behind in mana, but once the yellow monsters come out, I catch up quick. I know the games can end if you have 8000, but I rarely head to the castle because once I get control of the board, I try to see how far I can take it. Can I control the whole board? How strong can I make Gouda? Can I reduce both guys into goblin nations?
This makes the game more fun for me to see how far I can test my deck. Again, I know there are millions of ways to do this, and it all depends on the cards you have, but I guess that is the charm of the game.
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