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Spells / Clerics and swarm-guarding
« on: May 12, 2013, 09:27:36 PM »
I have so far thought the cleric to be pretty useless, but now I looked at it again rethinking my opinion.
The cleric can generate mana at the Temple of Asyra which is prette cool, but it is an early game move and the Priestess is often vulnerable in early game. It has a pretty useless heal of one die. It is pretty tough for a cheap creature, but has only a weak attack. So it can do different things, but non of them well.
Except in numbers...
Many clerics together might be strong force. With 5 clerics you have a minor heal per round. They can take turns at guarding and healing up and producing mana at the temple. With a Sacred Ground in their zone, they will be quite durable and almost impossible to one-shot. Later in the game, they become a portable minor heal or an alternative swarm.
It is a strategy that should be played early in combination with Temple of Asyra, once you have 4+ clerics (two turns) you can start doing other thing. Temple of Asyra+Harmonize+clerics will get you 14 mana a turn, which is pretty solid for building the counter-offensive.
It is not strategy that can be used against everything and using it in many situations will be fatal (aganist mana drain or AoE-heavie fast-moving Warlock), but I think I might finally have found a use for the cleric.
The cleric can generate mana at the Temple of Asyra which is prette cool, but it is an early game move and the Priestess is often vulnerable in early game. It has a pretty useless heal of one die. It is pretty tough for a cheap creature, but has only a weak attack. So it can do different things, but non of them well.
Except in numbers...
Many clerics together might be strong force. With 5 clerics you have a minor heal per round. They can take turns at guarding and healing up and producing mana at the temple. With a Sacred Ground in their zone, they will be quite durable and almost impossible to one-shot. Later in the game, they become a portable minor heal or an alternative swarm.
It is a strategy that should be played early in combination with Temple of Asyra, once you have 4+ clerics (two turns) you can start doing other thing. Temple of Asyra+Harmonize+clerics will get you 14 mana a turn, which is pretty solid for building the counter-offensive.
It is not strategy that can be used against everything and using it in many situations will be fatal (aganist mana drain or AoE-heavie fast-moving Warlock), but I think I might finally have found a use for the cleric.