![]() Why is this important? Two reasons: Count Davian’s charge power is to force one of his troops to battle a random enemy troop. ![]() Ethereal Healers and Hunger of the Mountain God are established power cards, but the rest of the list is substantially about being able to trade well: Death Cap can kill 2+ enemy blockers on its own, Minion and Disciple of Yazukan can come back from the grave, Sepulchra Maggot is lethal (with equip) and clones itself based on other deaths on the turn it’s played, Tezozo pops back into your deck and kills enemies when redrawn, the Poltergeist kills enemies from the beyond, and the Scroll of Yazukan generates beefy friends based on deaths. He pretty much destroys most AZ1 encounters (there are a few that can stall him and he doesn’t stall well - like the hag and the human blockade) and seems notably useful into AZ2. This is a mercenary deck for the Count Davian vampire mercenary. (They just let you summon a Worker Bot if you already have the one ruby threshold you need.) This deck can defeat almost every encounter in the Sea although the Storm King can be an issue (very doable with a bit of luck, though) and The Old Man of the Sea is probably a no go. All of the rares in this deck except the Limestone are low value for Constructed play and so pretty cheap, but you don’t absolutely have to have the Siege Engine (I only had one going in) and since it’s a mono-color deck with extremely low resource needs you can easily substitute Ruby Shards for Limestones. The Dreadling generation combos extremely well with things like War Machinist and equipped Warpsteel Widget, and make Assault cost lowering on Tanker Trunk and Siege Engine Gemini extremely fast. The Dread Technomancer and Technical Genius are absolutely required for the combo (the crew talents fish them into play at start of game). These talents combine to create a deck where almost everything is free, you probably don’t even need resource draws, and you can play most of your hand turn 1 and have at least one 6/6 and possibly a heck of a lot more by turn 2. You want to allocate ship talents to the crew section until it’s full, then whatever you like subsequently. Hex TCG Card Database, Collection Manager, Deckbuilder, Trading Post and Draft Simulator.įor the shipboard section of the Alachian Sea. Hex TCG Browser & Deckbuilder Hex TCG Browser & Deckbuilder The Kindling Skarns and Quash Ridge Tuskers that are the biggest expenses in the deck are handy and can provide explosive growth but aren’t absolutely required for the engine to work - there’s a budget build that swaps in Savage Raiders and Gem Snatchers and is reputed to be comparable (I have the cards for the non-budget version, so I’ve never tried the budget build). ![]() Combine that with the Skittering Skarns providing +1 attack and speed to random troops and I’ve seen starting turns with 5/3 Speed Healers. The Ethereal Healers and their boots are vital - with the boots they interact to semi-regularly enter play before the match even starts and their lifedrain can then proc the others into play. I've put a few control/removal cards in here to help cover that, however they are optional, and if you want to switch them out, you may have to Deal with some annoying cards.Īll in all, you should only really come up to a problem when the AI is throwing out things that you simply can't Heal past.This deck is crazy fast and consistent and can win against virtually any encounter in the Arena. The idea being that you want to either tank the Hits and recover with Lifedrain, or make the AI want to defend with them.Īnother weakness is in Removal. First off, there is very little defence against Flying troops. Now, this deck does have some Weakness you should watch out for. The Idea is to biuld up a Strong defence with your Lifedrain Clerics, and buffing up your Hunger and Paladin (It is not uncommon to see a 15/15+ Card by turn 4-5). Your Key cards in this deck are going to be your, and. However, for alot of the harder fights, is very useful and can easliy take you to end game.Īlso would like to note that while this one is something I tweaked around, the IDEA of the deck is not mine. ![]() There are a few fights that you will need to either swtich out entierly, or change things around. Now, First off, let me say while this deck IS very powerful, it is not perfect. So for those struggling with the Adventure Zone/Campaign, I thought I might as well post the deck I've been using. ![]()
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