May 11, 2024, 03:48:54 PM

Author Topic: Overused cards?  (Read 23609 times)

reddawn

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Re: Overused cards?
« Reply #60 on: August 29, 2013, 08:15:42 PM »
Well, if you're going to pick a Spawnpoint to use, it should be the Lair.  Though, I would have included some level 2 creatures and level 1s with the Fast trait.

I'm surprised you haven't used Dire Wolves.  I over-estimated them initially, but they get the most dice of any creature for their cost, and access to Bleeds.  They're best as Redclaw escorts, but they're still fine outside that.

Galador is a weird card to me...it hard-counters some very powerful creatures like Iron Golems and Thorg, but outside that it's kind of just a punching bag with antlers. 
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The Dude

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Re: Overused cards?
« Reply #61 on: August 29, 2013, 08:35:50 PM »
It's kind of the point, actually. People target Galador so hard as soon as he is cast, as people think he is easy to kill. People will often start targeting him rather than me, or the lair. Baiting the opponent into attacking something I don't actually care that much about. Which is also why healing charm when Galador takes a hit works really well too, as it shifts focus from something that seemed easy to kill at first, to them going on another plan. Da beats, my friend.

What's funny is that as surprising as it sounds, lair+harm, dire dire dire works too well against the opponent who wants to position control you.
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Wiz-Pig

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Re: Overused cards?
« Reply #62 on: August 29, 2013, 11:47:37 PM »
What's funny is that as surprising as it sounds, lair+harm, dire dire dire works too well against the opponent who wants to position control you.

Could you clarify what you mean by too well?

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Re: Overused cards?
« Reply #63 on: August 30, 2013, 12:32:00 AM »
So, in builds that go Turn 1 mana crystal, turn 2 battle forge, often with the Johktari beastmaster I can throw Lair one zone closer than normal with a harmonize. Which means I can deploy a Dire wolf, and either run in and start smashing face, or run the opposite direction. Now, they have a Lair in their face churning out high quality damage outputters. When control is given too many targets too early in the game, it gives them much more opportunity to make a mistake, as I am pressuring them into bottlenecking me or the lair early.
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