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  • What's the Dispel for? One Punch?

  • Replying to angus:

    Matt tries to exhaust all his opponents dice and then play meteor. Then, after the meteor exhausts all the opponents units (and in Matt's match against Carl killed all except for one bear), Matt brings an immortal commander back from discard with the ceremonial die power and then plays it and swings for 2. Then he summons 4 fallen with two dice over two rounds and swings for another 8 in the third round (each fallen has two attack because of the IC). At that point, I think Carl said good game, seeing the writing on the wall. Had he not, Matt would have gone first round two, and so would have exhausted the immortal commmander as a side action and then swung with four fallen. The three that would get through would do another 6, for a total of 16 life--enough to kill Carl's Aradel. (I don't recall whether Matt had enough dice left to spirit burn and summon another fallen in round 1; if so, that would be another 4 damage on top of the above).

    Against PB with higher life, I imagine Matt would FF the nature's wrath so as to clear the fallen for more strikes, but presumably that would be at the expense of one of his dice cards, so I'm uncertain how that would work.

  • angus#5nar commented on the deck Secret Fallen Brennen--Round 2 Top Cut AIL Season 3:

    Mar 18, 2019 PDT

    how do you clear out your battlefield? by my count, with that FF, you would get a maximum of six swings (using spirit burn to clear one of them) if your opponent decided to not kill the fallen.

  • angus#5nar commented on the deck Secret Fallen Brennen--Round 2 Top Cut AIL Season 3:

    Mar 18, 2019 PDT

    how do you clear out your battlefield? by my count, with that FF, you would get a maximum of six swings (using spirit burn to clear one of them) if your opponent decided to not kill the fallen.

  • Cronos Genesis#9i6t commented on the deck The Ghost Guardian:

    Mar 18, 2019 PDT

    I have played this deck a couple of times now against other pre constructed decks and i must say this one is by far the one that feels the most like you need a degree in rocket science.

    If anyone out there has some good tips on how to play this i would be thankful.
    Up to this point i have mostly failed to turn the card draw in the deck into any advantage.
    The main problem for me is the cost of cards - everything has play costs and most cards are expansive.
    There are so many possible game plans with this as well and the ones i have tried out all did not do great.

    Obviously Summon Ghostly Mount is kind of a center piece of the deck.
    The main advantage of them being that they provide a virtual battlefield slot and allow you to build up permanent resources.
    Since most precons allow for a slow grindy approach i tried that and it did not work. The Horses just end up getting killed by damage spells and against Units with 4 Life they are mostly a resources sink.

    My second approach was to try and get more allies out with augury, but ultimately i just run out of material and die.

    Then i tried Summon Ancestor Spirit as a way of saving dice but the play costs are too high and i ended up getting only one copy in play every time i tried.

    I also seem to fail to see when playing Dark presence is the way i should go. Currently i have never put it into the starting hand and i end up discarding/meditating it every game.

    With all the Cards from Battle Seer and Augury i often end a round with 1 to 3 cards in Hand that i can not play, but also do not want to keep.

    So there are still tons of strategies for me left to try. I have not really attempted to just [[Illusion]] for its dice power to shorten the rounds and i have also not rushed for double focus in the first round which might be the entire point of the deck.

    Any tips from people that play preconstructed ?

  • Okay so something like Transfer would in theory also work.
    I think this deck is a good indicator that Ready Spell exhaustion is something that might be featured more in future cards.

  • bbroughm#44&h published a deck!

    Mar 17, 2019 PDT

    Stolen Sacrifices - AIL round 3


  • doktarr#0a=m published a deck!

    Mar 17, 2019 PDT

    AIL round 3 Orrick

    Orrick Gilstream

  • mbauers#3z4y commented on the deck Secret Fallen Brennen--Round 2 Top Cut AIL Season 3:

    Mar 17, 2019 PDT

    Law of Banishment hurts badly, unless I sniff it out and FF the Mist Spirit book to play first. The book sealing part is more dangerous than the conjuration removal aspect.

    Nature's wrath isn't really all that bad. I generally summon 2 Fallen, and swing one at a time with them to soak up main actions while I take dice. So there isn't really much upside in my opponent clearing my Fallen for me with Wrath.

  • Mudskater#3+kn commented on the deck The Forgotten Ones:

    Mar 17, 2019 PDT

    I played this deck and had quite some trouble against Brennen, as the Weeping Spirits became useless. I think I will include another Ready Spell one-off to be able to cope with situations where the Spirits don't cut it. Maybe Emperor Lion?

  • How do you fell about law of banishment or Natures Wraith with this deck ?
    Devastating or tolerable ?

  • Cronos Genesis#9i6t commented on the card Changing Winds:

    Mar 16, 2019 PDT

    Really nice if you like playing Cards and using dice.

  • Cronos Genesis#9i6t commented on the deck Puppets, bloody puppets:

    Mar 16, 2019 PDT

    I think blood puppets with drain vitality is too costly in terms of dice per round.
    If you switch the dice pool for [[Sympathy]] you can play String mage which also opens up a spell board slot.

    However it immediately starts a fun little minigame which i call "protect the string mage".
    There are two good ways to protect the string mage :

    • Let her die
    • Buff her with Root Armor and then let her Die

    Just kidding : Revive her with [[Ceremonial]]
    You can also put Root Armor on the Blood Puppet after she died, and with 5 life she is hard to kill even if exhausted. "Leting her die" is actually quite difficult.
    Other than normal Blood Puppet stuff this can actually keep the opponent busy for quite some time.
    Or they play Brennen Blackcloud and then you cry.

    There is one real advantage to this strategy : You are not locked as tightly into the blood puppet plan. You only need 3 to 4 deck slots for this plan and can just leave the cards in the deck for certain opponents.
    With ready spells this is a lot harder to do.
    Also with Sympathy you have access to Magic Syphon and Changing Winds which just make your life nice and easy.

  • Cronos Genesis#9i6t commented on the post Killing cards:

    Mar 16, 2019 PDT

    You can just type the word "destroy" in the cardbrowser and that will give you all cards that use the word "destroy" which is mostly what you are searching for.

    Shadow Counter is high damage but it would not destroy an Elephant Rider
    with Root Armor or even particle shield, so it only kills every unbuffed unit.

    If we ignore Units with immunity like Holy Knight the list would be :
    Fade Away
    Nightshade Swallow
    Sword of Virtue
    Shatter Pulse
    and if you want to count them, because they can remove any unbuffed unit from play :
    To Shadows
    Poison as it deals any finite amount of damage given enough time
    Shadow Counter and then probably Elephant Rider
    Mind Maze if no [[basic]] is payed
    Guilt Link if the opponent chooses the discard option
    And for really rare edge cases :
    Mark of the Goddess - if the opponents battlefield is full, but stealing is better than killing anyway so it should be named i guess.

  • Cronos Genesis#9i6t commented on the card Remorse:

    Mar 16, 2019 PDT

    The cost of Remorse is [[charm:Class]][[basic]].
    The effect has some "do X and if you can't do Y" text, but you don't get to chose anything about Y.

    X : You have to discard 2 cards.
    If you can't, you have to resolve as much as you can - this is just a general rule of the game.
    So you have to discard as many cards as you can. This is an example in the FAQ.
    Sadly for you, you did not fulfill X completely, so you still have to do Y.
    Y: Take 1 additional damage.

    As a shorthand to what is considered a cost :
    Look at the whole effect of a card : The first thing that can be considered a cost is usually the cost and everything after that is just part of the effect.
    Take Brennan as an example :
    Brennen Blackcloud
    He does kill a Unit and only if you do, you may deal the damage, but before you do that you have to pay 1 [[basic]].
    So the Basic is the cost and the rest is just part of the effect.
    For Remorse, [[Charm:class]][[Basic]] is obviously the cost, so everything else has to be just part of the effect.

  • mbauers#3z4y published a deck!

    Mar 16, 2019 PDT

    Secret Fallen Brennen--Round 2 Top Cut AIL Season 3

    Brennen Blackcloud

  • NIUMath#1tss published a deck!

    Mar 16, 2019 PDT

    Tried and True v7

    Aradel Summergaard

  • Cronos Genesis#9i6t commented on the post Do Vampire Bats make To Shadows worth using?:

    Mar 16, 2019 PDT

    Illusions like Shadow Spirit state that is has to be from an attack but shining hydra says that it has to be from damage dealt - so placing wound tokens does not work as it is often the case but a damage chain would be okay, as long as the last step actually dealt damage.

    You can use a [[natural]] on a Shining Hydra to attach a head.
    You can deal damage with Pain Shaman and it still attaches a head, because he does deal damage and not place wound tokens.
    What does not work is to take damage on your Phoenixborn to trigger Guilt Link and then place a wound token on the Shining Hydra. While the first step would be damage dealt, the last one is placing a wound so Hydra never has damage dealt to it and can therefore not grow an additional head.

  • Inquisitor0684#9jfp published a deck!

    Mar 16, 2019 PDT

    Widowmaker-Next (AIL3 Top 10 Week 2)

    James Endersight

  • angus#5nar commented on the post Do Vampire Bats make To Shadows worth using?:

    Mar 15, 2019 PDT

    I take it that the ruling for shining hydras regenerate heads is much the same? has to be directly from an attack, not from a damage chain.