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Since so much was mentioned here, I would go with the following:


T1: Windweaver, Surge of light, Shaman, Hurrican

T2: Burrower, Curse of oink, Breeding Grounds, (Matter mastery)

T3: Ashbone Pyro, Equilibrium, (incredible Mo)

T4, Lost Spirit ships both affinities, Grimvine, Regrowth


Lost spirits ships are very easy, you dont even have to look at your monitor to play them, and you dont have to press the shrine of war, like you need in the mentioned decks. You just click on your mini map once in a while.

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A real new player?


t1 spam windweavers plus the heal. if heal not ready then take the most wounded ones to the back until ready. done

t2 A cheap vileblood plus a cheap twilight curse spell and ray of light. Vileblood transformation can be veryvery useful and the bug at the end, should you decide to use twilight curse instead of the twilight basic skill, binds no power and will most likely be able to finish that spawn building you were working on. Add a curse of oink on some enemies to make sure.

t3 just take the swamp dragons, or if you reallyreally want to then magma hurlers, make a few of them or combine them with your leftover troops and send them to the next camp with unity green or blue. is it a brutal camp, then put ray of light on top.

t4 giant wyrms plus emberstrikes..emberstrikes are a great unit now. especially if you find the energy in your fingers to use their skill. Spells simply take the unities and maybe stoneshelter and the t4 heal, regrowth.

So far the only useful cards which were not included in your starter decks are ray of light; vileblood, twilight curse. Those were always cheap cards to buy at the auction house.


Wind weavers, surge of light, vileblood, twilight curse, ray of light, oink, swamp dragon, unity(G), unity(B), Giant Wyrm, regrowth. That is 11 cards so far if i can still count.

You can now add whatever you like to play around with or whatever great stuff you have already pulled out of boosters. You even have the space to put a few useful buildings in there for campaign maps or some cheap, gimmicky but also useful stuff like healing garden and fountain of rebirth. you can cycle through those and heal your units for free all the time. Both are usually very cheap to get. Get a necrofury and place it in front of a healing garden and a few necroblasters if you need to defend something in the campaign. if you micromanage this correctly then you can even defend on expert maps like bad harvest with it. Get another t4 unit or the offering plus riflecultist combo if you loose your t4 units too often despite all this proection.

For the campaign: Fire Stalkers are very handy! Morklay traps are a great offensive building if you lure huge mobs into a bunch of them. Lavafield knocks back small and medium units and since you already have it..itis good enogh and can save many asses.

Now if you are having problems with willzappers in rpve:

Add Gemeye (can outrange the zappers) OR/AND Earth shaker OR/AND matter mastery OR/AND take another route with units like Spitfire (range) spells like Suppression(also on a t1 fire unit as skill - sunelves) or Start investing more BFP into your deck and get stuff like Frenetic assault green affinity or disenchant green affinity. For frenetic assault however you would have to change the deck and invest in quite many other cards to make it nice.

If you got probs with lost souls then take the seal which protects you from these fkers. Protector's seal...and twilight curse these Lost Vigils..or simply pull them away from the buildings and then they get weaker and windweavers can get them easily.

The only real investment i see here would be Shrine of War at some point..but honestly i got by in the beginning without having it. If it is too expensive then just take Shrine of Memory..good enough.


oh yeah..forgot the breeding grounds. useful indeed.


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