![]() 2 pairs of 4 would be disgusting as the opponent could lose 8 cards to it, especially for 2 v 2 where they only have 16. Since both cards are above average for a zero and one cost card, it can be really powerful, but probably not on a bug, but on a reptile or dusk. The combination of the two can make the opponent lose up to 4 cards so you can disrupt their combos or strip them from damage cards and reduce their choices, this also means that if they try to use the cards early and not lose them, you gain more value out of your shields and they might lose combo damage. In standard front to back (no backdoors, each team attacks front tank, mid then backline) this would be 66% for plants and 33% for midline.īackline usually needs high damage cards or 1v1 potential.Īs for discarding, there are only 2 bug cards, discard really depends on luck, can be good early and loses value in 1 v 1 as they get the same card back at the end, it's random so you might not get any valuable card out, but most teams got only useful cards so the more complex and synergistic a deck is the more it suffers to discards(like antenna chains or lunges, cute bunny, ronin imp, other combos). ![]() So you got 9 cards extra that you either cannot spend and get discarded, or you can gain more energy to spend more, or zero cost cards, or flex them to have cards that are good in certain conditions only. But overall in 6 turns you draw all 24 cards and you can only spend 15 energy on them. This also means that by turn 3 you have to spend something or you might get discarded. Since you start on 3 energy and 6 cards then gain 2 energy and 3 cards, usually you got 3 choices first turn and 1 each additional turns if you assume each card cost 1. In future if they change or introduce cards that draw more than one card or they are free and easy to reach conditions, then it can be a mechanic that controls the meta. mainly useful if you got energy gaining cards, or zero cost cards, as you might need to have more choices to produce high enough damage. This is why the card draw is a slight recompensation for it.įinally bonesail is a good value card with card draw and a high average shield and damage, ideal midline bruiser card.įocusing on card draw doesn't seem to be that important, as none of them are good enough just for the effect of card draw but is certainly useful to have some. ![]() ![]() The weakness of shields is that they only last a turn, so if the opponent won't attack into it they got no value. Pumpkin is the highest shield plant card, and 3nd highest overall (red ear for reptiles, and hermit for aquas). Hero is also free but only occurs when hitting the Aqua/Bird/Dawn category and all of them are faster than a beast so in direct combat it hardly helps, mostly good for a bird or aqua to recycle cards. Stopping it with shoal star or ending with oranda is much better choice. The effect is not good, last stand rarely occurs, and mainly with beast, bug or plant is more common. Hare is a beast card and beasts aren't the fastest, so the effect won't usually trigger, but if the opponent doesn't play a card, and you don't use your bird, it happens.Ĭattail is not the best plant tail, but it's free and has some chip damage, carrot will use one and only gets it back if attacked and if the shield breaks.īlue moon is also very high damage card and higher armor than the other aqua back cards, also ranged card so won't be blocked by gravel ant. There are only 6 cards that draw a card:Īs you can see 4 of them are on the back, 2 on tail. This means if your opponent used up 2 of the same cards, he won't be able to draw them anymore, and usually this means the end of that card until an axie dies. It cannot repeat until turn 7 or until one of your axies die, there is no round limit for this, only that each card you use goes into discard pile, when you use up or discard all cards your deck is reshuffled and starts again. If you don't use energy, you also waste one if you end with 9 or more energy since you would get 2 back. If you don't use your cards you will need to discard some of them until you get less. The limit is 2 cards per type, 8 cards per axie. The chances of which axie has a card or which card is random. This is 25% of the 24 cards you can use with 3 axies. ![]() Card draw is a simple mechanic, if the card you play meets the conditions, you draw a card from your remaining deck to your hand. ![]()
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