orientated encounters and they really push you to your limits at times. Meanwhile, the increasingly difficult Challenges are solely A.I. Expect to find rock creatures, skeletons en masse, ragingĪrmy folk, demons, elves, buildings that summon minions, and a whole load ofĬrafty spells that could turn the tide of a duel. Rewarded with a card for your collection, of which there are a decent selectionĪvailable to acquire. Used to rank up your player level and the latter to be spent on Power TokensĪnd other such things in the shop. Upon winning a match, XP and Gold is earned, with the former Of the paid offerings are free to use in a weekly rotation, which is a great As an extra counter-measureĪgainst a potential ‘pay-to-win’ argument, the developers have ensured that two The paid characters and excel with the free one. Helps to have a Master suited to your favoured deck, it’s possible to overcome The aforementioned currencies can be purchased for cash. Grind for the necessary Shards and Rubies to acquire the desired Master, but ![]() Only one Master is yours to own at first though, the Stormbringer,Īnd the rest must be purchased via in-game currency. The variety is fairly decent, with the Rambo styled rodent Ratbo, the magical Milloween, an extremely old lich named Mordar, and cute trickster King Puff, to mention only a few. Depending on the Master chosen, the perk could add a card to the deck that resurrects a fallen minion or set the bridges on fire, whilst others can give your range-based minions improved marksmanship. The Masters also have a part to play as their perks unlock during matches by taking control of the two bridges connecting the bases together, which garners XP. The tactical aspect is constantly throwing up possibilities, especially with only four cards in your hand to choose from at any time, as one must ponder whether to let the constantly recharging Mana meter build to release a devastatingly strong Red Golem or swiftly cash-in a smaller amount on a lesser card to garner access to whatever replaces it. ![]() Thinking on your feet is the order of the day as options are weighed up as to what cards to use, where to place them, and when it’s the best time to counter-act the incoming enemies. These cards come to life in an exciting manner, with some really unique designs on show, and the minions swiftly start fighting in what’s akin to a mass brawl. The average Mana cost in this Diona deck is 3.7.And it doesn’t matter whether you’re playing solo or as a tag team, the resulting action is pretty darn hectic, in a good way. ![]() Illusory Cleaver, Bridge Buddies, Healing Shrine, Xiao Long, Banner Man, Ghost, Bridge Shrine, Magma Storm, Stormy, and Bahra the Witchwolf are all required to complete this deck. The only disadvantage is that most fights take much longer because Stormy is the only offensive push card. You’ll need 9050 Shards to make it, but it’s well worth it because it counters the bulk of the existing meta Decks. This deck necessitates a major expenditure due to the inclusion of four Legendary and one Supreme unit in the setup. This Card build excels at managing the Bridge and playing against Nyrvir and is a high defensive Diona Deck. 2x Illusory Cleaver, Nether Bat, Screaming Scrat, Black Hole, Bridge Buddies, Combustion, Shock Rock, Scrat Horde, and Defenso Chopper make up the Control Settsu Deck. The Settsu Control Deck is chock-full of low-cost units–the total cost of the entire deck is just 2 Mana! The basic playstyle of this deck is to counter opponents before you have a large Mana advantage, as the term “control” implies.Īt that point, surround them with units and try to win the game slowly but surely by poking each side of the bridge. ![]() A relatively inexpensive to craft Deck (5450 Shards) that is still successful.
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