![]() For instance, an aoe damage spell like Glimmer, or quick on a sweep unit, are great at dealing with the second category, but not the other two. While there are minor variations within these types, grouping them in this way helps when deck-building, as you want to have avenues to deal with each category. The obstacles you face throughout the game come in three varieties: frontline enemies with high health, backline enemies with low health, and bosses. ![]() It’s often possible to reach a state later in runs/battles wherein you have access to your entire deck each turn, which is not only innately powerful but it can also save you money from not needing to buy holdover or permafrost upgrades. This means removing spells makes a bigger difference in your deck “size”, especially in longer battles. Note that there’s a distinction between units/consume spells and regular spells: the former are one-time whereas the latter cycles indefinitely. Anecdotally, I often find myself not only prioritizing the “purge 2” paths and spending gold to purge cards at shops, but also regularly declining to add any cards to my deck when offered. The upgrade system in this game, which can drastically improve cards, means that there will often be a vast difference in power level between the best and worst cards in your deck, even before the consideration of synergies. You are likely already familiar with the concept of cutting cards to improve your deck, but in my experience it is even more crucial in this game than in others of its genre. I recommend picking up the ember upgrade against scourge Fel, especially if you don’t have a way to kill her backline early. Lastly, you can look at the bosses icons on the map to know which versions you’re facing. Ways to add ember generation to your deck are easier to come by than draw, though, which is worth bearing in mind for the boss artifact choice. It makes intuitive sense that adding expensive cards to your deck increases your need for ember, but it’s less obvious that adding free spells or reducing the cost of cards increases the value of card draw. There are many ways to improve both sides of this equation, so you should try to develop an ongoing sense of your deck’s balance in order to aid decision making. Thus, you want those factors to be in balance, as an excess of either is often useless. The amount of stuff you can do on any given turn, your “velocity”, is bounded by both your ember and the number of cards you have access to. If, as a hypothetical, you could get a unit that had double the normal stats for its cost, but couldn’t interact with any upgrades or synergies, it would be strong in the early game but fall off in the late game, serving as little more than a chump blocker. We’ll get into specifics later, but it’s important to establish the underlying principle that your aim with deck building is to assemble and protect these combos. ![]() The classic example of improved scaling is giving a +power upgrade to a unit with multistrike. ![]() The game has numerous possibilities for synergies to drastically improve the value proposition of your units and spells. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |