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Post by bolony on Mar 6, 2016 20:09:13 GMT
There's 3 popular deck variations right now that I know of.
1 - Golem deck as seen earlier in this thread
2 - Swap deck. You'll need to farm or combine to get the 4 beasts with swap skills (gryphon, manticore, etc). Limit break them once so they cost 0. At 6*, they reduce all beasts and matching element type by 5 mana if you set them as leader. Build the rest of your deck out with low cost limit broken beasts or matching elements. Experiment with magic/equips and see what works best in your build. There is a hard cap of 20 cards per round. With this deck, most cards are 0 mana cost and you can easily play 20 cards a round if you build it right. Use limit broken monsters with the lucky rune to draw additional cards.
3- Magic deck. You'll need to evolve the Book monster (magic cards cost x) to 6*. You can farm the wind golem stage while also farming for the wind book. It's leader skill makes all magic cards cost 1 or 0 if limit broken. You'll also need to evolve the magic arrow to 6* for damage. Use bloodlust or throw a golem with a rune of mana in for extra damage. Do not use blackhole. It doesn't work on bosses. This deck requires a lot of gold and farming to build, because you'll need to limit break each card to lvl4 for the 60% chance of drawing more cards when played. You can throw swap beasts in too if you don't have a good variety of magic cards.
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Post by bolony on Apr 7, 2016 0:08:06 GMT
There's 3 popular deck variations right now that I know of. 1 - Golem deck as seen earlier in this thread 2 - Swap deck. You'll need to farm or combine to get the 4 beasts with swap skills (gryphon, manticore, etc). Limit break them once so they cost 0. At 6*, they reduce all beasts and matching element type by 5 mana if you set them as leader. Build the rest of your deck out with low cost limit broken beasts or matching elements. Experiment with magic/equips and see what works best in your build. There is a hard cap of 20 cards per round. With this deck, most cards are 0 mana cost and you can easily play 20 cards a round if you build it right. Use limit broken monsters with the lucky rune to draw additional cards. 3- Magic deck. You'll need to evolve the Book monster (magic cards cost x) to 6*. You can farm the wind golem stage while also farming for the wind book. It's leader skill makes all magic cards cost 1 or 0 if limit broken. You'll also need to evolve the magic arrow to 6* for damage. Use bloodlust or throw a golem with a rune of mana in for extra damage. Do not use blackhole. It doesn't work on bosses. This deck requires a lot of gold and farming to build, because you'll need to limit break each card to lvl4 for the 60% chance of drawing more cards when played. You can throw swap beasts in too if you don't have a good variety of magic cards.Magic deck is no longer that great since all magic cards cost 3 now with the update. It can still work, but you'll need to limit break all the cards to bring the mana cost down. Here's another deck to build for. This isn't an entry level deck though. 4 - Gear deck. Use one of the 6* leaders with either reduce gear cost by 4 or attack X2 if 2+ gear cards used. Fill your deck with low cost gear cards (try to keep it 5 or under w/ limit breaks). You do not need any magic cards, but I like to throw one in there depending on the boss/raid/dungeon. Add several swappers (vampiric rune) or mana replenishing creatures with lucky rune. With this build I can solo a 500k health dragon in one attempt.
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yangchi
Junior Bard
ID: yangchi#1000
Posts: 26
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Post by yangchi on Apr 7, 2016 3:04:31 GMT
I would also not recommend the magic deck. I have my book 6*ed and tried making a deck to try it out, however, it is extremely inefficient due to the mechanic of the game with limit breaking. For example, if you have New Card (the swapper card) and get it to 6* and limit break it 2x (pretty sure), the cost becomes 0. This card is almost staple to most decks imo and if you have the book as leader it actually INCREASES the cards cost if they are below 3 mana. So this swapper card that is at 0 mana cost now becomes 3. This is applied to anything that is able to get below 3 mana (like terrain cards that are 6*ed and limit broken etc.) so with the nerf on the book it is no longer a viable deck due to its efficiency.
Of course this is just my opinion and you can probably make it work but I wouldn't bother. The extra HP% stat given from other leaders are really valuable and if you don't have swappers at 0 mana cost then you are wasting mana trying to get the right cards to wittle down the boss. Other decks currently have more sustain early few turns that can output damage with a large combo to compensate while the magic deck cannot do that.
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