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PvP Deck building Guide for every Colour


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I already posted this in an other thread. But because it's a pretty big list that can be helped many beginners who don't know which cards are important for their deck in PvP, I made an own thread for this. Additionally I'm sure this list can be imroved so I'm looking forward to a discussion about some of those cards.


General:
In PvP you want a big t1 cause at the start of a match it's often too risky to go t2 instantly because your enemy can rush you with 150 energy in lead or build a well and you have to attack him with very few energy before he gets too much energy from it. Most decks have between 6 and 9 cards in t1.
Normally most of the match you will be t2, so your deck should have around 8-10 t2-cards.
If you go t3 the match will be over very soon so there isn't much need of many t3-cards. I recommend 3-4 t3-cards.
Because every match end in t3, you won't need any t4 cards.


Most important cards for every colour (* = optional):

T1:

Fire:
- Sunstriders (M-counter, does good dmg for few energy)
- Eruption (300 instant-dmg. Good to finish strong units or buildings)
- Sunderer (Destroys wells and orbs very fast)
- Firesworn (red) (L-counter, also usefull against s-units because of his knockback)
- Scavenger (swift-unit, S-counter)
- Thugs (S-counter, gives you energy in a big fight)
- Mortar Tower* (Very good at destroying buildings, has a great range)
- Mine* (Good for defending buildings. Tip: Lay it under a well or orb to hide it)
- Wrecker* (M-counter, strong ability for open fights. Tip: When attacking use his ability before casting Sunderer)

Nature:
- Ensnaring Roots (Good and cheap cc)
- Hurricane (Long cc against S-units. Tip: Because of his little dmg you can prevent the enemy from repairing a well for a long time)
- Windweavers (S-counter, great dmg against more than 1 unit)
- Surge of Light (heal. Tip: It's rarely useful to heal only one unit especially when you can just cast it again instead)
- Swiftclar / Werebeasts (Swift-unit, M-counter)
- Dryade (blue) (Strong support)
- Shaman (Heals your units repeatetly)
- Treespirit (green)* (Does tons of dmg with good range)
- Amazon* (L-counter, Sunderer-counter)

Frost:
- Ice Guadian (M-counter with a great shield anf very few costs)
- Ice Barrier (A building to use effects like Ice Guardian's shield or Home Soil)
- Home Soil (Strong and cheap dmg buff)
- Glacier Shell (Useful to protect important buildings)
- Frost Mage (S-counter with S-knockback)
- Lightblade (purple) (L-counter, can taunt L-units to disable them)
- Master Archers (S-counter and generally a very useful unit)
- Frost Bite (blue) (Cheap card to disable dangerous units)
- Imperials* (Slow Units but very durable)
- Frost Sorceress* / Ice Shield Tower* (Supporter which give units a shield)
- Wintertide* (Counter against knockback or L-units / Dreadcharger)

Shadow:
- Dreadcharger (Swift-unit, S-counter)
- Forsaken (Very strong M-counter, does tons of dmg against everything with their ability)
- Nasty Surprise (Useful to finish wells / orbs or against many weak units especially Sunstriders. Mostly used on Dreadcharger or Skeletton Warriors)
- Motivate (Strong and cheap dmg buff)
- Nox-Trooper (Very strong M-counter. Does good dmg against everything with motivate and ability)
- Life Weaving (A buff. Mostly used on Dreadcharger. But pls not on the same as Nasty Surprise ^^)
- Nightguard* (L-counter, Sunderer-counter)
- Phase Tower* (Tower that can be used offensively. Most useful against Nature)
- Skeletton Warriors* (Good durability. Useful against Shadow)

T2:

Pure Fire:
- Enforcer
- Lava Field
- Fire Dancer
- Rallying Banner
- Ravage
- Scythe Fiends
- Skyfire Drake
- Wildfire
- Disenchant (purple)*
- Gladiatrix (green)*
- Rageclaws*

Pure Nature:
- Burrower
- Curse of Oink
- Deep One
- Energy Parasite / Shrine of Memory
- Ghostspears
- Parasite Swarm
- Spirit Hunters (green)
- Parasite*
- Mauler*
- Creeping Paralysis*

Pure Frost:
- Area Ice Shield
- Coldsnap
- Kobold Trick
- Lyrisch Knight
- War Eagle
- Gravity Surge (blue) / Skyelf Templar / Stormsinger (red)
- Phalanx*
- Ice Age*
- Icefang Raptor*
- Defenders*

Pure Shadow:
- Nightcrawler
- Shadow Mage
- Aura of Corruption
- Darkelf Assassins
- Nether Warp (blue)
- Knight of Chaos
- Harvester
- Unholy Power*
- Undead Armee*
- Shadow Phoenix*
- Corpse Explosion*

Fire / Nature:
- Mine + Ensnaring Roots
- Disenchant (green) / Gladiatrix (green)
- Lava Field
- Ravage
- Skyfire Drake
- Scythe Fiends
- Burrower
- Curse Of Oink
- Vileblood
- Twilight Curse (purple)*
- Rallying Banner*
- Rageclaws*
- Ghostspears* / Twilight Brute*
- Spirit Hunters (green)*
- Mauler*

Fire / Frost:
- Ice Shield Tower / Frost Sorceress
- Lava Field
- Ravage
- Skyfire Drake
- Coldsnap
- Kobold Trick
- Lyrisch Knight
- Icefang Raptor / Scythe Fiends
- Mountaineer*
- Defenders*
- Disenchant*
- Rageclaws*
- Fire Stalker*
- Rallying Banner*

Fire / Shadow:
- Disenchant (purple)
- Lava Field / Shadow Phoenix
- Ravage
- Skyfire Drake / Windhunter (green)
- Rallying Banner
- Aura of Corruption
- Darkelf Assassins
- Nightcrawler
- Warriors Death (blue)
- Unholy Power*
- Bandite Stalker (green)*
- Commandos (blue)*
- Scythe Fiends*

Nature / Frost:
- Coldsnap
- Gavity Surge (blue) / Stormsinger (red) / Skyelf Templar
- Kobold Trick
- Burrower
- Spirit Hunters (green)
- Curse Of Oink
- Aggressor
- Stoneshards
- Lyrish Knight*
- Mountaineer*
- Breeding Grounds*
- Ray Of Light*
- Stone Tempest*
- Earthkeeper*
- Razorshard*

Nature / Shadow:
- Burrower
- Curse of Oink
- Darkelf Assassins
- Nightcrawler
- Aura of Curroption
- Unholy Power
- Amii Phantom
- Spirit Hunters (green)*
- Ghost Spears*
- Shadow Phoenix*

Frost / Shadow:
- Coldsnap
- Gravitiy Surge (blue)
- Kobold Trick
- Aura of Corruption
- Nightcrawler
- Unholy Power
- Lost Reaver
- Lost Shade (blue)*
- Lost Dancer (red)*
- Lyrish Knight*
- Darkelf Assassins*
- Shadow Phoenix*

In t3 there are many combinations that are possible so nearly every card is viable. I will only list the most important cards from every colour:

Fire:
- Juggernaut
- Giant Slayer
- Sun Reaver

Frost:
- Tremor
- Timeless One
- Silverwind Lancers

Nature:
- Fathom Lord
- Swap Drake
- Drones

Shadow:
- Ashbone Pyro
- Satanael (purple)
- Blood Healing

Multicolour:
- Twilight Creeper
- Soulhunter
- Sandstorm (purple)
- Stone Warrior
- Lost Grigori (red)
- Lost Vigil


Description for cards of t2 and t3 comming soon.

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Like Lagops said in the other thread, there are some interesting choices here. Like eg. Thugs is pretty standard in every fire deck, as its fire t1 s counter. Especially with the ridiculous looter which I don't think was patched in the end.

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maybe sticky this? this is a pretty good thread to sticky, especially for beginnerse who dont know what to put in their deck, maybe sticky it once the alpha is out though, as they wont need it right now.

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I disagree with a lot of your choices on whether something is essential or optional. You also left out some key cards, like Amazon.
(Fun fact, at the mid-high rankings (gold shield), swiftclaw is much more prominent than amazon. At about legend and above, most players take amazon. I remember the first match I played against a good nature player, I was like oh, amazon=noob. Now I think the opposite).

If I get around to it, I'l try to make a guide with general reasons for creating decks, as well as specific tips for fire/nat.

But to point out a few things right now: for fire, the only ESSENTIAL t1 cards are eruption, scavenger, and sunstrider. Thugs are also pretty much standard, especially since the looter buff (@ultrakool--I believe they "fixed" it by reducing the amount of power gain). But following the essentials are thugs>firesworn=mortar>sunderer>mine>wrecker. Obviously some cards switch depending on t2, like mine become more important if you're playing fire-nat (because of combo with roots or hurricane). Figure out how many cards you want in t2 so you know how many slots you have from t1, and then pick however many t1 cards can fit. For instance, the deck I performed the best with had room for 5 t1 cards, so I brought scav, ss, erupt, thugs, and mortar.

More cards= more options, and you have to decide whether you want those options in t1 or t2.

Also to comment on your t3, sun reaver got nerfed so hard he's practically useless.
regarding fire-nat t2: twlight curse is terrible. rarely do fire-nat players have room for rallying banner, and it isn't that necessary because of heals. disenchant and vileblood are optional. Spirit hunters are practically useless because of lava field. Slaver should not even be a consideration, because fire-nat has plenty of other great M/L units and slaver isn't even half-decent.

fire t2: disenchant and gladiatrix are essential. It is impossible to make a deck without them (especially gladiatrix).

I can't speak on the rest because I never played them for real, but your twilight recommendations read like satire. I'm sure your other suggestions are on-point, but it's obvious you never played fire-nature. I apologize if this comes across as offensive; I'm not trying to be mean, I just don't want to see beginners think certain cards are important and make wrong decisions.

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[quote='Eirias' pid='10085' dateline='1438020099']
fire t2: disenchant and gladiatrix are essential. It is impossible to make a deck without them (especially gladiatrix).
[/quote]

I think that this depends on what affinity gladiatrix you pick. 
I believe there was the green affinity wich made the gladiatrix swift and the purple affinity wich gave gladiatrix a ability just like disenchant. 

If you choose the purple gladiatrix I find it more or less unnecessary to have disenchant in your deck. Card slots are very limited and must be used very wisely. With the purple gladiatrix you kind of have disenchant + gladiatrix in one card. Removing disenchant, would give you 1 extra slot for another card. Although, there is one problem that comes to my mind, and that is that you must first spawn the gladiatrix, wich already costs a lot of power, and then use her ability ( she might get CC ). It's a bit of a risk reward situation and what affinity gladiatrix you choose depends on what suits you best.

If you choose the green gladiatrix you should for sure also have disenchant in your deck.

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[quote='Ultrakool' pid='10056' dateline='1438017200']
Like Lagops said in the other thread, there are some interesting choices here. Like eg. Thugs is pretty standard in every fire deck, as its fire t1 s counter. Especially with the ridiculous looter which I don't think was patched in the end.
[/quote]

Fire can play without thugs (s couter is scavies only then). But i would count them as almost core to a fire T1. Because the looter ability got nerfed once but is still effective - especially for beginners where players don't micro their units away from the thugs so you get quite a power advantage easily.

Edit: @Eirias: Amazon is used by T1deniers mostly, players that try to get an advantage in T1 like dekka play swiftclaw. Also + 1 for gladdy to be a core card in fire/nature. Though i would rather leave out eruption before i leave out sundy or firesworn. Once players find out you play without firesworn you're screwed (against any L unit). And sundy is just a must to have a decent offensive unit to attack vs shadow. Of course you can play without them but that's like recommending playing trees and amazon only in nature, i wouldn't recommend those minimal T1s as they lead beginners to T2 rushing wich is one of the most common beginner mistakes.

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Edited a few things like:
Thugs -> core
Amazon -> optional
Slaver -> removed
Fire / Nature: Gladiatrix -> Core with Disenchant

@Ladadoos: I try to add affinitys but I don't remember every little different :P
@Eirias: I played F/N a little but that was just for fun with many transformations from the Twilight-creatures. So not the typical F/N deck ^^
In my opinion Amazon is not a core card but I added her as optional.
I find it odd to play Gladiatrix and Disenchant in one deck. The main aspect for Gladiatrix is her ability as far as I know (Sure, she also does good dmg especially against L but there are other cards that can do that too). So I added her as a alternative for Disenchant.

PS: And thanks for those Reputations :)

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@ladadoos
Several things about pure fire. Think of this like a lesson (although I didn't play pure fire, but I messed around with it at the very end when we had all the cards and stayed in the top 100--so if anyone legend+ that mained fire wants to correct me, I won't be offended).

The advantage of pure fire is that it has lots of free decks slots, because you basically spam enforcer, rally banner, and firedancer. You need the drake for certain scenarios, as well as the gladiatrix. A pure fire player without gladiatrix will get curb stomped by any fire splash player. You'll also get smashed by deep ones and lost reavers. And war eagle is difficult enough for pure fire, but completely impossible w/o glady.

For fire/nature, gladiatrix is similarly essential (even more so that pure fire, actually). But disenchant is not, for reasons we'll get to below. I brought the green glady and no disenchant. Of course, I know lots of people that brought disenchant as well, and some that just brought the purple glady. But I liked the swift on my glady, and I prefered the deck slots somewhere else than disenchant because cc's can bail you if it gets really bad. If you'd like to talk further on these techniques, I'd be more than happy to.

For pure fire, as I said before, deck slots aren't really an issue. I'd say 90-99% of the good pure fire players bring both green glady and disenchant. There is no cost to bringing both. Furthermore, both are useful. As we've already discussed, gladiatrix as a unit (w/o considering disenchant ability) is essential. Disenchant itself is also very useful. Every t3 fight with fire goes like this: giant slayer or leftover enforcer drops a rallying banner. Juggernaut appears. Enemy cc's jugger. Disenchant jugger and stampede. If the rallying banner gets up and the fire player has power, it's basically a sure loss of monument or orbs. That combo is not possible with gladiatrix, regardless of which you bring.

Furthermore, it's really not optimal to summon a gladiatrix and then disenchant--if you don't want the gladiatrix hanging around--because that cost 150 power (I think) rather than 90.

@SunWu II.
I played without firesworn about half the time. Actually, more than half. I subbed him in for mauler if I was playing someone who I knew would rush with a buffed reaver or vileblood. Even defending deep ones was okay as long as he doesn't have enough power to spam heals. Although it's generally a bad idea to stay t1 against pure nature anyway. Scavenger and 2 sunstriders do a pretty good job vs any single unit that doesn't have buffs. But I also made a habit of not staying t1 against factions that had good L units.

@Chibiterasu
No, the main use of gladiatrix is her L counter. As far as I know, pure fire has exactly 2 L counters. Bonus points if you can name the second one, but it's next to worthless as an L counter. (hint: I would DIE of laughter if I saw a pure fire player use this card). Gladiatrix is its only L counter. If you can't afford her, I'd suggest Moon.

As far as fire-nat goes, gladiatrix is far and away the best L counter, even though you have many options. For one, she is ranged, which is good vs air units AND melee units. Roots combos super well with her. Additionally, she does a ton of damage. Gladiatrix is also the best XL counter for fire-nat and pure fire, because they can run around and attack the XL unit without fear of dying. The fact that you can disenchant that grigori is merely a nice bonus.

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some ideas and affinity tipps:

T1:
Fire:
- firesworn - i would say the red affinity is better, the other (knockback) affinity was only good for fire/nature where you can root them after knockback to get them off the well/orb
- i would add scorched earth as optional
Nature:
- spearmen are definetly a good choice if you have the deckslot, they should be listed as optional
- werebeasts should be listed as optional because they are rather hard to use effective for their powercoast (compared to swiftclaw)
- envenom should be listed as optional, i don't remember the affinities, though (dekka always made great use of it staying T1 vs T2)
- dryad (blue) is core, dryad (green) maybe only recommended as optional because it's rather situational ?
- don't remember amazons and treespirits affinities ! Someone help !
Frost:
- i think you can really use both of the lightblade affinities, i think Dragondave always used the blue one while Freemka used the red one, i'm not sure, though
- Frost Bite - blue affinity recommended so the slowed units take more damage
Shadow:
- some might say phase tower is core, i don't know, but if you leave it as optional, i would leave motivate as optional, too. You can survive without it.

T2:
Pure Fire:
- Gladdy (green) and disenchant schould be core. I liked the green disenchant more .. i think Eirias got deeper in the subject a few posts before, though
Pure Nature:
- Energy Parasite optional maybe as it's not REALLY needed ?
- i would add spikeroot as optional
- i don't know if you want beginners letting know about the possibilities of a root deck, if so you could list living tower and root nexus as optional.
Pure Frost:
- Gravity Surge / Skyelf Templar / Stormsinger: stormsinger (blue) and skyelf templar should be core while the (blue) gravity surge is rather optional since stormsingers ability became [s]OP[/s] so viable
- both icefang raptor affinities were viable
Pure Shadow:
- Nether Warp: Most players will say green is better, i say don't support shadowmage double heal bug abuse (wich is the only thing the green affinity is really good for) i always used the blue one wich helped as a form of cc and kept my conscience clear.
- once had a discussion with drakonz wich knight of chaos affinity is better, he convinced me that it's the purple one
- shadow phoenix should be core and embalmers shrine optional
- maybe list befallens curse as optional ?
- shrine of greed is definetly an option
Fire / Nature:
- i think ghostspears should be core, never encountered fire/nature without them
- you could list twilight transformation as optional, didn't Highteck use it as his mountaineer counter ?
- termite hill is an option (i'm not saying a good one)
Fire / Shadow:
- Lava Field is optional like phoenix but you definetly need one of them
- Skyfire Drake / Windhunter: while skyfire drake is core, windhunter is optional (LagOps might be able to tell us what affinity is actually better)
- Unholy Power is optional
- Warriors Death is optional, too, i dont remember wich affinity was the better one...
- Scythes core maybe ? I'm not totally sure, but they are pretty awesome in bandits !
- bandit spearmen are a good choice if someone finds the deckslot
Nature / Frost:
- Coldsnap is optional, due to limited deckslots in stonekin most play without it
- Gavity Surge: i don't know if i would even list it as an option, because stormsinger and maybe even defenders or skyelf templar are more viable
- Aggressor (both affs viable) is only optional, i think, because there are really a lot of possible L counters.
- spirit hunters are a great option,too, as is mountaineer
Nature / Shadow:
- Unholy Power is only optional, i think
Frost / Shadow:
- again, gravity surge is rather rarely seen, lost player have the deckslots, but i would never play it with stormsinger in my deck
- Unholy Power - only optional for the reaver lovers
- portal nexus is viable, also phalanx
- darkelf assasins are core
- it's either reaver or mountaineer, sometimes even both :P - i would list them both as optional

I noticed one special thing in T3: Satanael with bloodhealing, that's pretty oldshool ^^
For pure shadowplayers i would rather recommend splashing frost for the lancers and the shieldbuilding or stay pure and use the standard buffed pyros or cultists + evocaters. I tried satanael + bloodhealing in its nerfed state as my T3 once and only won if i already won the game before and even lost some safe matches because of it...

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Thanks to sunwu for the great addition
Dryad: as you mentioned the blue one is essential the green one was only a fun option iin a shadow nature deck to prevent the assassin's from being unable to shot after using their special ability

Treespirit: the green one has poison damage and the purple one could shoot through shields - the green one was slightly better but in the end it doesn't even matter because they were both op

Amazon: can't remember the effect of the green one for pop the blue one was the right one to chose because of the damage reduction against beasts

Lightblade: the purple one took less damage while the red one made more damage so it depends on in what tier you mainly use the lightblade. If you want to use it as a damage dealer in t1 you should take the red one and if you want to counter l units or even xl units in higher tiers to get them away from your buildings or units the purple one is the one to go with. One of the both pulls was resistent to disenchant if I remember it right (could be the red one)

Frost bite: the effect you described goes to the purple one

Phase tower and motivate: as you mentioned you could see both off them as optional but motivate is more essential then the tower the tower is just used if you have problems/ want to gain advantage against nature and frost t1 (sometimes shadow too) and had a deck slot for it

Disenchant: in 1on1 you normally used the purple one because otherwise you had a hard time defending against every shadow splash in 2on2 the green one was much better as long as your mate had cc and/or protects

Ep: it is not needed you can watch old dekka replays without ep som and do and he managed to play a good pure nature without it but it is surely harder

Ghost Spears are optional since there is twilight brute which is very strong (if I remember it correctly the strongest my counter in t2 as long as enforcer didn't charge)

Windhunter: would call it core the green one is the better one especially against pure frost but could be that lagops used both affinities

Spirit hunters (green) are core in stonekin

Mountaineer: used him instead of stone Tempest and it worked pretty well

In pure shadow t3 there was this big eye which was fun with nihilism altar and evacators woe but I think ulv was the only one to use it frequently

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[quote='SunWu II.' pid='10246' dateline='1438036869']
Fire / Shadow:
- Lava Field is optional like phoenix but you definetly need one of them
- Skyfire Drake / Windhunter: while skyfire drake is core, windhunter is optional (LagOps might be able to tell us what affinity is actually better)
- Unholy Power is optional
- Warriors Death is optional, too, i dont remember wich affinity was the better one...
- Scythes core maybe ? I'm not totally sure, but they are pretty awesome in bandits !
- bandit spearmen are a good choice if someone finds the deckslot

[/quote]

-I play both lava filed and shadow phoenix. bandits often want some direct dmg which isn't telegraphed in defense to avoid getting oblitterated. If you chose 1, go for lava field. Shadow phoenix is very strong in bandits since you can easyly revive it if you are doing a banner based attack. it can keep up the pressure and is essential for beating frost splashes at clusters. I wouldn't say it is core, but it at least is very close!

-Windhunter affinity is green, because a) the Windhunter can disenchant itself against coldsnap (you have to be fast, but it works if you predict the coldsnap) as well as stormsinger and totally obliterates pure nature (can't be cc'ed or swaped for 10 seconds usually means well down). It also b) lasts so much longer than green disenchant.

-Disenchant affinity is purple because a) you do not have strong single unit basenukes in t2 (flying units too low hp overall) and b) you need it to at least have some fighting chance vs. harvester and lost souls with double buffs. I also think it is core (or at least almost core) despite having windhunters.

-Unhowly power is indeed optional since it makes bandits even more susceptible to cc than playing live weaving. I tried playing it, but was not very successfull so i play lived weaving even if i start fire. Maybe it is stronger at lower elos where players tend to cc poorly/carelessly.

-Scythes are not core and i did not play them for most of the time. They are a good unit, but assasins handle s units very well. Assasins usually struggle against nature splashes, but so do scythes in my experience. They give you some more offensive options in some matchups but i would much rather have a phoenix for instance. They are strong vs. pure nature (the m counter is s and you can prevent the swap with windhunter for instance), but the best matchup for bandits is pure nature anyways in my opinion.

-Warrior's death is a freewin vs. some decks and generaly a broken card. used with nightcrawler+frenzy (at rallying banner for maximum counnterplay reduction) it can almost take a well down vs. anything that isn't a frost splash. The affinity with 75% dmg reduction (i think it was frost) was definately the better one. I do not reccomend playing this card since it will not teach you how to play bandits and reduces the complexity of the deck heavyly.

-Bandit spearman while beeing very strong, do not contribute a whole lot to a bandits deck. I am not sure which affinity is better, but the card is very suceptible to cc (mele s unit...) which makes it hardly usable in defense. There are better options so it is an optional card, but i would not reccomend it.


Edit: thugs in t1 were very common after the buff and they help a lot vs. shadow and a bit in a fire mirror matchup. Due to shadow and fire t1 popularity considering them core would be possible, but fire t1 can be played without them without too much of an disadvantage. I would say they are optional, but that is debatable.

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Added many affinitys and some Card changes:
Twilight Curse -> optional
Fire / Shadow: Unholy Power -> optional
Shadow Phoenix -> alternative to Lava Field
Nature / Frost: Mountaineer -> optional
Spirit Hunters -> core

Quite difficult to find a common ground regarding some cards. But thanks for that many suggestions :)

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Thought i remember the affinities after 2 years but it seems like there never were any blue frostbite or lightblades with blue affinity ! ^^

I wanted to add that you should list primal defender as an option for nature's T1. Nature players that struggle against phase towers should know that this card can really help !

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[quote='SunWu II.' pid='10602' dateline='1438119095']
Thought i remember the affinities after 2 years but it seems like there never were any blue frostbite or lightblades with blue affinity ! ^^

I wanted to add that you should list primal defender as an option for nature's T1. Nature players that struggle against phase towers should know that this card can really help !
[/quote]

Nor any stormsinger with blue affinity ;)

I've never seen any player using primal defender in pvp.

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[quote='Chibiterasu' pid='10606' dateline='1438119715']
[quote='SunWu II.' pid='10602' dateline='1438119095']
Thought i remember the affinities after 2 years but it seems like there never were any blue frostbite or lightblades with blue affinity ! ^^

I wanted to add that you should list primal defender as an option for nature's T1. Nature players that struggle against phase towers should know that this card can really help !
[/quote]

Nor any stormsinger with blue affinity ;)

I've never seen any player using primal defender in pvp.
[/quote]

I think darklionking used it, so i was a little surprised he didn't mention it already. I also saw Hirooo recommending it and making good use of it when he played pure nature.

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Thugs give a huge edge vs fire and are even stronger against shadow since both were pretty much 1 swift s counter + s unit m counter spam. Also made welldefense way easier and enabled you to take one well up earlier than without.
Not a must have no but I would strongly advise using them at least in every firesplash that isnt fire/nature since that one stretches the cardlimit a bit harder.

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I have released the first installment of my guide! Since a lot of helpful comments have been discussed here, I thought it would be a good place to ask for suggestions.
http://bfreborn.com/forum/showthread.php?tid=506

I would like this guide to be as comprehensive a guide to deck-building as possible. Mostly reasons why certain cards are picked. If you guys want to chime in, I'll add your comments! I'm a little out of depth after I get out of fire.

It would be especially helpful if you guys could give examples of decks and some explanation why you chose certain cards over others. Thanks!

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[quote='Eirias' pid='11094' dateline='1438221445']
I have released the first installment of my guide! Since a lot of helpful comments have been discussed here, I thought it would be a good place to ask for suggestions.
http://bfreborn.com/forum/showthread.php?tid=506

I would like this guide to be as comprehensive a guide to deck-building as possible. Mostly reasons why certain cards are picked. If you guys want to chime in, I'll add your comments! I'm a little out of depth after I get out of fire.

It would be especially helpful if you guys could give examples of decks and some explanation why you chose certain cards over others. Thanks!
[/quote]

1. Great work but maybe you should make some (or a lot of) placeholder-posts so it stays clear.
2. I'm not sure if there will be many beginners who will read through all this. It takes quite long to read your advises even just for one colour and as a beginner I would want to get some advises and tips for some cards and play the game. Not spend more than an hour to read a guide when I'm even not sure if I really like that colour I choose. But because it's so detailed it may be a good addition to this thread.

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[quote='Chibiterasu' pid='11100' dateline='1438225679']
1. Great work but maybe you should make some (or a lot of) placeholder-posts so it stays clear.
2. I'm not sure if there will be many beginners who will read through all this. It takes quite long to read your advises even just for one colour and as a beginner I would want to get some advises and tips for some cards and play the game. Not spend more than an hour to read a guide when I'm even not sure if I really like that colour I choose. But because it's so detailed it may be a good addition to this thread.
[/quote]

1. I'm not sure how to do that?  Like links to certain places, right? I'll be sure to implement it in the final product though!
2. Yeah, I had sort of intended it as a supplement to this thread. But I didn't want beginners to get the impression that they had to play certain cards. I wanted them to acquire skills for deck building. And like I said, it's not quite for someone who is brand new, maybe more for someone who has been at it a few days or weeks and has a grasp of what's going on.

I also intend to write a metagame analysis, so players can know from the start which deck they want to get started playing around with.

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[quote='Eirias' pid='11102' dateline='1438226080']
1. I'm not sure how to do that?  Like links to certain places, right? I'll be sure to implement it in the final product though!
[/quote]

I just mean some additional Posts so you can edit them later. If someone comment under the currently Post, there will be unintended comments between your guide-posts which would lead to a little chaos in you structure. Just make some Posts with "Placeholder" or something so that other people can comment without destroying the overview of your guide.

Edit: Too late :P

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[quote='Chibiterasu' pid='11103' dateline='1438226541']
[quote='Eirias' pid='11102' dateline='1438226080']
1. I'm not sure how to do that?  Like links to certain places, right? I'll be sure to implement it in the final product though!
[/quote]

I just mean some additional Posts so you can edit them later. If someone comment under the currently Post, there will be unintended comments between your guide-posts which would lead to a little chaos in you structure. Just make some Posts with "Placeholder" or something so that other people can comment without destroying the overview of your guide.

Edit: Too late :P
[/quote]


It's not too late. He isn't able to post twice, because it will apparently bug out for him and it will delete his second post. The way he got to make 2 post after each other, was because I had made a post in between that I deleted after. So it was like Eirias-ladadoos-Eirias, and then I deleted mine so its Eirias-Eirias. That seems to work perfectly :P

I think that @Eirias will need with this issue again, so just to be clear I will edit my post there.

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[quote='Chibiterasu' pid='11103' dateline='1438226541']
[quote='Eirias' pid='11102' dateline='1438226080']
1. I'm not sure how to do that?  Like links to certain places, right? I'll be sure to implement it in the final product though!
[/quote]

I just mean some additional Posts so you can edit them later. If someone comment under the currently Post, there will be unintended comments between your guide-posts which would lead to a little chaos in you structure. Just make some Posts with "Placeholder" or something so that other people can comment without destroying the overview of your guide.

Edit: Too late :P
[/quote]

Oh! Yeah, I think I'll just add sections as I go, taking suggestions from others. I'd like that to be a thread for sort of brainstorming and editing it, and then when it's complete I'll post the whole monster as one go. I need a partner though, because I can't post consecutively. I'll need to have each post spaced out by someone else's post, and then that person can delete them all when I finish.

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