7/25/2023 0 Comments Cards and castles deck levelsUsually is seen along Dragon Decks as is the Type with the most prominent Level 8 creatures in the game, specially with cards like “Red-Eyes Darkness Metal Dragon” and “Silver’s Cry” reviving the disposed monsters. If you have a good number of Level 8 monsters, “Trade-In” will perfectly find several opportunities to be played. However, Level 8 monsters are highly prominent in the card game in several builds and archetypes, and although nowadays players prefer to focus on their Extra Decks some builds can take full advantage of “Trade-In” effect as well create setups along other effects. This pretty much is an exchange of two cards (“Trade-In” itself and the monster) to obtain two new in return, so we won’t obtain much of a push but to obtain new cards. By discarding a Level 8 monster, the Spell allow us to draw two cards. “Trade-In” is one of many cards wokring on certain Decks to provide the user drawing power. These will vary from one effect to another, but some of them are able to work arround it or even gain some benefits afterwards. Obviously there are some effects which might give us something more than a single card to gian or destroy, but usually ask for an extra cost to do so. If we use a card is usually in return of obtaining another one or getting rid of a target, overall trading a card for another and keeping our resources steady. Most effects tries to keep a balance of card advantage, as otherwise could be treated as either unfair or weak. You can see what factions someone is using by the icons next to the cards on their side of the board.ĭecks that use vikings and crusaders are usually war party decks, freeze decks, or dragon decks.Can Be Found In: Rise of the Dragon Lords Structure Deck (SDRL-EN019), Turbo Pack: Booster One (TU01-EN010), Gold Series 4: Pyramids Edition (GLD4-EN043), Saga of Blue-Eyes White Dragon Structure Deck (SDBE-EN024), Legendary Collection 4 Mega-Pack (LCJW-EN291) Certain faction combinations usually indicate a certain kind of deck. Once you do learn the basics it is best to try and create your own deck. Default Decks are great for learning the basics of the game. They are full of cards you own but it is unknown how many and what cards are in the deck. There are 3 Default Decks given to you from the start. If you have an early game lead, but you know your deck works better in the late-game, it's usually better to kill buildings and worrisome units early on so that your late-game isn't beaten out by theirs so your Magic Eater could get that one hit. Why? Well if you ignore, say, their Armory, or their Sea Witch, when the opponent destroys that oh-so-powerful unit you had hit their Castle, you'll be running on empty while they push forward with an army of Skeletons or units that always 1/1 up you (get it?). When do you want to do this and why? Although the goal of the game is to destroy the Castle, games usually last long enough that even if an opponent is at 8 health while you're at 20 before turn 6, you can still lose very easily. Sometimes having a Minotaur or Northlands Ranger hit the Castle can be incredibly satisfying, but other times you might want them to kill that Sea Witch instead, even though you know they will die the next turn. However, they are often expensive and fragile, and depending on them is a bad idea.ĥ) It's not always about the Castle. Utility buildings like Church can be far stronger than they appear, and buff buildings like Armory can be incredibly powerful as the game goes on. Knowing what should happen at the 1-4, 4-6, an 6-10 range allows you to understand what is making your deck suffer.Ĥ) Careful with buildings. If you can't maintain control throughout the game, you will not win at the higher tiers, no matter how strong your early, mid, of late-game may be.ģ) Know your timeline. Stuffing your deck with too many cheap or expensive cards can make your deck useless. New players will often be amazed at the cool spells they can use, and the combos they can make, while neglecting the fact that if they run out of units, those spells are useless.Ģ) Watch the curve. You will choose 50 cards, with no more than 3 cards of any one single card.ġ) You need units. Once chosen, you will be taken to a screen that showcases your collection of cards of your two chosen faction and the Neutral faction. When creating a deck you must choose at least 1 (at most 2) of the six factions: Vikings, Crusaders, Pirates, Warlocks, Druids and Ninjas.
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