|
#1321
|
|||
|
|||
|
Good game crunc. You may need to have a game plan in mind or else you'll be forever stuck picking the same average cards.
Some notes I've picked up: Serpentcall is quite possibly the best unit in the game. Having 2 runes auto with the ability to acquire heroes from the void is a game changer. If it's early game, picking that over all the other cards should be priority (even over Adayu). Combos beautifully with Askara of Fate (draw two, banish center row card). Sadranis is a weak card. 7 runes to acquire a 3 power card just isn't all that good even with the void banish. It's a luxury card you can pick up if you're winning, but it's not going to turn the game in your favor. Get Mechana instead with the runes. Also annoying because you have to play it last or else the void banish goes to waste if you have power in your hand. |
|
#1322
|
|||
|
|||
|
Whie I agree for serpent call, I avoid askara but love the stone circle.
Still, I am yet busy studying the game to understand the flow and how to control it, like last time ... That means lots of errors while I try things. Also I love that new construct that gives cards, forgot the name, it makes collecting constructs soething even more strategic. Also I find that the expansion makes the beginning of the game a moment to really focus and build a deck for later use disregarding homers more than before. |
|
#1323
|
|||
|
|||
|
Yeah, usually I'm a bit better than that. I played pretty terrible. Kept changing my mind.
|
|
#1324
|
|||
|
|||
|
Quote:
Control usually revolves around banishing cards. Always look to have some of them, or have a more attack heavy hand. Killing monsters also gives you good board control with Mistake, Mephit, Gorph etc. Also, what's everyone's opinion on Dhartha's retreat? I've experimented a bit with it, and it doesn't seem worth it at almost any point... |
|
#1325
|
|||
|
|||
|
Quote:
Fantastic, but that plus my not seriously playing for a long while makes my return more hard (plus my youngest son always kicking on my iPad forcing error ... Grrrrr). Dharta is such a game changing card. I love it. It is the way to avoid a fattening deck badly or when in need of higher scores for expensive cards. |
|
#1326
|
|||
|
|||
|
Quote:
I am making lots of mistakes while learning the new expansion cards, so take my opinion with several grains of salt. I have found little use for Dhartha's retreat. I'm curious whether anyone has come up with a strategy that turns it into a useful card. |
|
#1327
|
|||
|
|||
|
As I said, when you get this construct before the flow changes (from deck building to attacking), it gives nice option of roll over to the next round without fattening your deck with useless cards or to raise further your scores in order to have a strong round. Imagine you have some silly 3/3 scores with high value cards ... play the construct instead of grabbing some useless cards or waste the round.
Another use is when the cards are weak and you do not want to change that, especially if you want to defend your led. Play the construct. PS: I am also playing now for learning, hence my opinion might change overtime after many losses
|
|
#1328
|
|||
|
|||
|
Quote:
Good with Henge Witch I suppose... |
|
#1329
|
|||
|
|||
|
Quote:
In my life before the expansion (and when I was good at it), I won a game by simply blocking the table on poor cards and killing honors with the staff construct. That allowed me to win despite my opponent was building a strong, small and fast cycling deck. I feel Dharta can help in this direction. Last edited by FPE; 12-16-2011 at 04:28 PM.. |
|
#1330
|
|||
|
|||
|
Quote:
|
![]() |
| Thread Tools | |
|
|