So focus on staying alive and improving your deck until you can turn the corner and take him down. Karakan is the most defensive Master, with his Flesh Armor drawing out the game. (Try to use discard effects to get rid of his green cards while you have a lot of healing in hand.) And don’t be afraid to have low health players skip attacking him for a turn so a healthier player can suffer the Spike damage. Healing is almost a requirement against him. Slaughterclaw is the most violent Master, forcing you to take Spike damage just by attacking him. Instead focus on hitting him as hard and fast as you can, favoring combat-generating cards over long game cards. Not only will he gobble up your good cards, he actually grows in power each time he chows down. When fighting Ingarash the Insatiable don’t rely on your deck getting better over time to eventually beat him. So favor generating cards which keep your purchasing power high. But if you can keep acquiring cards you can keep the Shadows at bay. The Laughing Shadow wants to cover the Market in Shadows and then reveal them to do massive amounts of damage. The Captive is a highly efficient way to clear a Demon Master’s special cards (like Flesh Armor or Spikes) so pick up some healing and acquire him. If not, then focus on clearing minions and strengthening your deck for Part 2. But one of your first big decisions will be whether you think you can defeat the Ruinos Archpriestess before she completes the Ritual. This encounter can play out in many ways, depending on which Major Demon gets summoned. Since the minion version of the Ruinos Zealot or Vexing Imp starts in play, it’s important to focus on stunning whichever one you’re facing as soon as possible, even if it means using a Headshot or Fireball. ![]() If you can stick a few solid champs in your area you should get more value out of them than against other Masters. This Master has tons of frustrating ways to make you discard cards, but it’s not very good at stunning your champions. That said, once the Master has reshuffled and the Escape card is now “active”, getting rid of it with a discard effect can be game breaking!Īnd if you’re fighting the Ruinos Zealot it’s always a good idea to discard his green cards because they move him closer to escape anyway. While it’s usually great to get rid of an early Mastery or Elite minion from the top of the Master’s deck, keep in mind this whole encounter is on a timer - every card you discard brings the Master closer to escaping. (This is especially important when the Master is the Vexing Imp since it brings stunned Imps back into play.) Be Careful Making the Master Discard Better Red Than DeadĮncounter 2 has more Imps than Encounter 1 so it’s all the more important to acquire Necros cards to banish them. If you can stun a Ruinos Ambusher *before* you play a champion, your champion will get to enter play prepared. Ruinos Vampires might not hit that hard, but the healing they provide the Master can make it impossible to win before the Master escapes. So don’t worry too much about your and instead focus on damaging the Master. That’s why there are many enemy effects focused on delaying tactics such as discard, reducing your output, or making it harder to stun their minions. These Masters don’t need to kill you to win they just need to buy time until they can escape. This Encounter doesn’t put as much damage pressure on you as Encounter 1. Remember: It doesn’t matter if some players get stunned as long the master is defeated. However, if you get the Master low enough there will come a time when you should go for the kill… even if this means leaving one or more players facing lethal minions. ![]() That is, try to stun minions in every area rather than focusing your damage on the Master. In the early and mid-game it’s usually a good idea to play for board control. Balance Board Control vs Going for the Kill So all other things being equal, it’s good to acquire Necros cards. ![]() This Adventure has lots of Imps, and since the Necros have lots of experience with the little demons, whenever you play a Necros card you get to “banish” every imp in your area. Save your Headshots, Fireballs, etc for these guys. Since an Elite Minion gets to act on every player’s turn, it’s critical to stun them as fast as possible. Try to keep the Master from leveling up by using discard effects to get rid of Mastery cards. Pay attention to your teammate’s and make sure to spread the healing around. Make sure to stun nearby minions to get them off your teammates’ backs. Try to avoid acquiring cards that would fit better in a teammate’s deck.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |