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Posted: Sun Dec 24, 2006 11:07 am
So far, I've played a grand total of two games (and lost both, bleh!). I don't have many cards yet, just the results of nine packs and aggressive trading, but I'd adore it if I could get some deck help? http://www.gaiaonline.com/journal/index.php?mode=view&p=6802351Happens to be an exhaustive list of what I own, I've been making druid decks, only because..well..you can see the druid support I have. Unfortunately the deck hasn't been quite as good as I hoped, focusing on trying to dominate the field with exhaust effects and exhaust remove effects. Any ideas of cards I should keep an eye out for, a deck type that y'all would think suits my playstyle better, anything at all I'd love to hear =) Also, I'm collecting the Warlock support mostly for my girl, whom I'm working on getting a Dizdemona deck together for, pure gnome 'lock.
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Posted: Sun Dec 24, 2006 8:27 pm
Ah, well by the sounds of it it sounds like you're constructing a deck for the Alliance faction, right?
The best tips I can give you is run 4 copies of Apprentice Teep, 4 copies of Parvink, and 2 copies of Medoc Spiritwarden.
Reason being is that you ALWAYS want to do something on the first turn, apprentice teep is the BEST move on the first turn for the alliance.
Secondly, draw power is ESSENTIAL in this game. Parvink will get you to draw additional cards AND protect important characters in your party as well.
Thirdly Medoc Spiritwarden is part of a vicious cycle that allows you to have a strong draw power against your opponent. When your parvink dies, Medoc can call them back for you. The result leads to letting you summon parvink again, drawing an extra card, and having parvink "Protect" Medoc so that once she dies again, you can call her back and draw another card!
Medoc is pretty difficult to defeat too, so it will be hard for your opponent to break this combo unless he concentrates ALL of his forces on Medoc, which would waste a turn for him/her just to break your combo.
Other good cards to use are Triston Rapidstrike. As you know the horde has an ability called "Ferocity" that lets them attack once they come out. Rapidstrike is an Alliance form of "Ferocity". If you read in his Type Line, it says that he's an Instant Ally, the only one in the game so far! This means you can summon him on the end of your opponents turn, then attack with him on YOUR turn. Just remember you need to have 4 free resources.
If you want to make a good Warlock deck (though I hate them) you ALWAYS want 4 Grimdrons, 4 Lifetaps, 4 Shadow Bolts, and maybe 4 Steal Essences. Reason being is because Warlock Decks have way too many options.
I stronly recommend though to have your hero be from the Horde, that way you'll have even MORE bloody options than before.
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Posted: Wed Dec 27, 2006 1:24 pm
Use quick draws like arcane shot to do bits of damage and gain card advantage. Some of the quests are flexible in the same manner, draw when completed. Card advantage is key in any card game. biggrin
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Posted: Wed Dec 27, 2006 3:56 pm
IceWraithe Use quick draws like arcane shot to do bits of damage and gain card advantage. Some of the quests are flexible in the same manner, draw when completed. Card advantage is key in any card game. biggrin Ha, not in Vs. For quests you want to run 4 copies of Kiblers Exotic Pets and 3 or 4 copies of Chasing A-Me. Both will help you out greatly in this game.
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Posted: Mon Jan 01, 2007 8:32 pm
Okay, after extensive buying and trading over the weekend (not to mention a little bit of pounding and scraping) I've put together a deck that's been doing fairly well for me.
Hero: Grennan Stormspeaker
Equipment
Annihilator Hand of Edward the Odd Mason's Fraternity Ring Myrmidon's Signet
Abilities
Earthbind Totem x4 Frost Shock x4 Healing Stream Totem x2 Lightning Bolt x4 Natural Alignment Searing Totem x4 Windfury Totem
Allies
Bala Silentblade x4 Brigg x4 Kagra of the Crossroads x4 Voss Treebender x4 Watcher Mal'wi x2 Zorm Stonefury x3
Quests
Blueleaf Tubers x2 Chasing A-Me 01 x3 Counterattack x2 Torek's Assault x4 Zapped Giants x4
As of right now, it focuses on getting out quick allies to lay down some hurt, and then dropping the totems. Since I've made it though, I've taken apart my Priest deck, and got a few more bits of support. What I've found it's lacking most is a good solid shot of damage. Are there any suggestions in this vein? As I tweak it, I may just add some changes of my own
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Posted: Mon Jan 01, 2007 8:40 pm
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