
Watermelonseller
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4esan4o95 liked a post in a topic by Watermelonseller in Budget 4-player rPVE Pure fire
https://smj.cards/community/decks/edit/pve/684acc847f767727f7ff2539?code=080a0b460m04430o4F85060I0j4B6C070K0p0t0x
Solid rPVE, tested up untill ADV++ (6). All cards are below 200 bfp with many around 100 bfp.
The core strategy of this is deck is centered around Fire Worm.
1. Activate Shrine of War
2. Move in your fire worms
3. Cast fire sphere and other spells
4. Finish the rest off with bloodthirst + attack and/or earthshaker
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Road to T4:
T1: Summon 4 Strikers to activate their ability and erupt where neccesary. Use fire bombs to deal with flying units or expedite the destruction of enemies.
T2-T3: Fire force makes your Strikers very durable and should be enough to get you to T4 but Magma hurlers + unity are also solid backups.
T4: Build Shrine of Glory and delete units. Build 2 Shrine of War (I personally hotkey them to 2 & 3). After summoning 2-3 Fire worms and have 200 power in reserve for spells, you can move out and execute the core strategy.
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Notes on Lost Souls:
- By far the toughest challenge will be the early game Vigils. Prepare 2-3 Blaster cannons and lure them to your base. Incase you secured T2, use Gladiatrix together with Strikers deal with Vigils (also usefull against Treefiends)
- Another challenge is posed by Lost Dragons. I can give all sorts of convoluted tricks but the best advice for beginners i can say is to lean onto your teammate and use Fire Sphere where possible. Incase that's not an option; use Ember Strikers to lead the front to absorb the silence. Just be lucky that the current MotM (50%+ XL boost) doesn't apply to Lost Souls for now 😛
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Potential Upgrades:
Mines > Fire bombs
Inferno > Virtuoso
Batariel > Ember Striker
Fire Dancer > Fire Stalkers
Disenchant > Ravage
Anything > Banner of Glory
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If anyone knows a budget solution to Lost Dragon (preferably below 200 bfp) that preserves the pure fire challenge then let me know!
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Point of discussion: I did think about suggesting Comet Catchers but that's a lot of bound power together with Shrine of War and might overwhelm the intended beginner audience. Furthermore it doesn't cleanly one-shot a Lost Dragon.
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Watermelonseller liked a post in a topic by Immortal Skylord in 5.2. Challenge - Pure fire - Slave masters
Use the ability as it hit 1 sec, that is how i do but i fail in the end, but at that point all enemy clear anyway so not much def needed
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Watermelonseller liked a post in a topic by Metagross31 in 5.2. Challenge - Pure fire - Slave masters
Bonus: If you want to defend against the Twilight spawn building with minimal effort, play a Juggernaut and move it right next to the spawner. If you time a Stampede to go off right as the Twilight Manifestations spawns, you can destroy it without it spawning a single unit. The manifestation will respawn, but it takes a long enough time to allow the Stampede to recharge, so you can repeat this method indefinitely (assuming you have enough power at this point).
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Metagross31 liked a post in a topic by Watermelonseller in 5.2. Challenge - Pure fire - Slave masters
5.2. Challenge
Took care to mostly avoid overly expensive cards BFP wise (like Spitfire). While I used Thunder wagons for firepower against Ravenships, they're optional.
Core cards:
- Any swift units, preferably nomads to avoid edge cases against artillery.
- Magma hurlers + Undying breed. Unity comes close to mandatory.
- Fire dragons + bloodthirst. Earthshaker and firespheres will also make your life easy, one of the two is strongly recommended.
https://smj.cards/deck?code=40410m0q0r0u0o6A06600w4B6C070E45650p0t0x&name=Slave+master+no+buildings+pure+fire+challenge
Fire slave master.pmv
Strategy in short:
Wait untill the Twillight breaches the rightmost wall segment. Latest is the 1st abom spawn. Secure the fire emitter and activate it. Nomads sneaks into the wall segment (wallbreak if neccesary) without artillery fire.
Congrats, you skipped T2. Magma hurler + melee to secure T4. Optimizing Undying breed is crucial to build T4 army.
Fire Dragon + Emberstriker + Bloodthirst should secure the rest.
Deck is not meant to defend the emitter, only delay.
Rest of deck is free-style.
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Metagross31 liked a post in a topic by Watermelonseller in Pure fire Titans - Budget-ish edition
Took care to mostly avoid overly expensive cards BFP wise (like Spitfire). While I used Thunder wagons for firepower, they're optional.
Core cards:
- T1 Nomads(R), fire bombs (to deal with Deep Ones), Makeshift tower
- T2 Fire Stalkers, lava field
- T3, Magma hurlers + unity. Use Spitfire by preference but Voodoo shack at your starting is also a viable substitute to destroy MoTK and several other buildings
- T4, technically free style but Fire dragons + Bloodthirst is strongly preferred.
Deck used:
https://smj.cards/deck?code=40630b0d0m0q0r0u0304430o060N0l4B0E450p0t&name=Titans+pure+fire
Strategy in short:
Description is mostly for Pos 4 since it's the most difficult. I suggest going north first since it has 4 wells.
Red Nomads are used to 2-shot the Swamp drake. Go in with 4 Nomads incase 1 gets caught by Deep One or sniped by Living tower.
Use fire stalkers + spells to clear your way to T3.
Use Magma hurlers + Unity to get through the rest. Use by preference Spitfire but Voodoo shack can also be used from your starting position.
Finish off with fire dragons + bloodthirst.
Note:Jorne can be blocked with buildings at entry.
Titans pos 3.pmv
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ImaginaryNumb3r liked a post in a topic by Watermelonseller in Daily Card Discussion
I'm going to give each affinity a seperate rating.
The green affinity is rather bad and paralyze is rather uncommon , in pvp fathom lord and creeping paralysis are the common of form paralysis but including both fathom lord and stone warrior in a deck is rather inefficient due both of them fullfilling essentially the same role. Whereas fathom lord has a cheap single-target paralyse for 15 seconds, stonekin warrior has a rather expensive direct damage ability which is mediocore but it's aoe so yay?(ah wait it's up to 1392 , bleh). Well atleast it's not helpless against air units on its own.
5/10 dissapointing compared to alternatives but still solid regardless due to stats and the abiliy to fight back against air
The blue affinity on the otherhand is great because this card's ability can one-shot many other cards ,a fully upgraded stone warrior ability deals 2600 damage! Enough to one-shot every other T3 large unit and severely cripple the XL or even one shot in few cases. However paying 100 + for whatever you used to freeze the unit is a hefty cost just to get rid of one unit but the option is there and it's amazing for what it does.
8,5/10 Would one-shot deepcoil worms again.