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What do you think of my deck


positif83

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Bonjour à tous, je m'amuse pas mal avec mon deck, mais je suis bloque sur certaines carte PVE +10 ( map feu glace ombre), au début je gère mais sans 2 ème orbe ou 3 ème orbe je ne m'en sort pas, les unités sont trop forte et dégage d'un revers de la main mais archer, j'aimerais avoir votre avis sur mon deck, ou si vous avez un deck nature ombre qui tue toutes les cartes pve +10.

Je vous remercie d'avance et remercie toutes la communauté .

Bis

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Je pense, que ce n'est pas trés mal, pas du tout. J'aimerais ecrire plus en francais, mais je oublie tout. Donc, anglais pour outres phrases. 

I think for RPvE 10 you might need stronger T1, but Windweaver/Shaman combo is already strong enough. Maybe add some melee unit, hurricane, or the healing building with the global passive (forgot the name), if you are having troubles there. 

T2 seems good, you don't need to add much there. 

At T3 you could remove at least one of the big units, as I doubt you will ever use them all. Maybe only keep the Warder or Worm, and add Swamp Drake. Not sure what other to substitute at this level though - maybe some root units/buildings? But those are not that useful for RPvE.

At T4, I cannot offer much help 😄 Maybe I would lose one XL unit and add Noxious cloud, perhaps? 

 

But in the end, you should play the game as you find the most fun. If I remember it, once I come back from work, I can show you Nature/Shadow deck. Or someone else here will.

Dallarian likes this
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1 hour ago, Hrdina_Imperia said:

But in the end, you should play the game as you find the most fun

As true as this is on the one end I'm not sure if I would go with this for this topic. If we speak about 4p maps I think a bit optimisation is just... polite.

I can't say too much about the topic, as I don't understand french. Don't know if this is about playing known maps (motm) or random, neither I know if it is 1p or 4p.

What I can say:

Pure Nature can even be challenging in very hard 9s and is very hard to play in some 10 scenarios. If you take this challenge you should be really on an expert level.

Furthermore I see 5 very non-optimal slots (Shaman, T2 Tower, 2 units too much in T3 and finally worst: Wheels). Any of this slots is a handicap on many 10 maps.

As Hrdina said the T1 needs to be extended, I would take 2-3 if that slots for this. Dryad (B) can be very helpful in 10s, mentioned Hurricane can be a pick and usually it's very helpful to play either Motk or Stranglehold. But as long as you don't have a very solid knowledge about the game mode nature is not a start that can be recomended anyways. Usually it makes sense to go with Fire as it is the teamplay option until you are very familiar with 10 starts.

Sadly 10s are a bit unbalanced in T2 and for Random maps all pure colors can struggle (if not played on very expert level) - this T2 is probably the optimal for nature.

In T3 it is very hard to say what nature can deal most optimal with early boss scenarios. Best option for T3 could be just Enlightenment instead of any units. Wheels are for sure hurting a lot here due to the harsh time limit (4players).

The T4 unit composition is imo good, but you need to keep in mind that you may still struggle here if you want/need to clear a path on your own. Nature has low-med dmg and comes to its limits very fast when you fight bigger camps. Green Peace can be a nice option to block half of a camp here.

Last thing that you can say in general: Communication before start is key to a good win rate. In 10s a (most early) Shrine of War can be very important (again the harsh time limit) and makes all other shrines obsolete.

Usually only play SoM's when really no SoW can be played. As only 2-3 Shadow orb decks, and perhaps good played Frost splashes can out-CC camps good enough to skip Inc Mo, the SoMe here should probably be replaced with Inc Mo in most groups. Nature would be just shut down when facing LS without it.

 

As last words I would recommend a more mixed color deck for 10 until you are really deep into that mode. At least Shadow and Nature have no T4 pure cards that would justify going pure here.

For the start I already pointed out that Fire would be the meta solution. Only play non fire here if you can really make sure that you do not need to rely on your fire playing mates. In many matches it is just the fire players bailing out non-fire starters to therefore delay their own progress, seen that really a hundred times.

The very last thing: Know your gamemode. 

Knowledge about map layout, spawns and what really happens is the most important thing here - and is even way more important then the cards you play. If you gather knowledge and experience on that you will see more and more what card do you need in certain deck and which not.

 

Blashyrkh likes this
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  • Dutchy changed the title to What do you think of my deck

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