De Eredan.
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====Caste: WitchBlade==== | ====Caste: WitchBlade==== | ||
- | + | WitchBlades are mage multi-classed characters of the Noz, mixing spells and physical attacks for devastating results. Like the Knights, they have their own blades, which have special abilities of their own. The main strength behind WitchBlades are their ability to chain using their caste-specific spells. | |
''Core Cards:'' Blade of the Witch, Ice Shield, Ice Coffin. | ''Core Cards:'' Blade of the Witch, Ice Shield, Ice Coffin. |
Version du 23 mars 2011 à 14:13
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The Zil Warriors
Introduction
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.
Strong Points:
- Good Attack stat.
- Good Defense stat.
- Marauders.
Weak Points:
- Quite average in Spirit stat.
- Less Health points than the Kotoba and the Noz' Dingard Envoys.
Constructing a Zil Warrior Deck
Basic Deck
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like "Do you feel lucky punk?" and "Test of strength", this will bring you a good Attack bonus.
Cards unique to Zil Warriors enables you to surprise your opponent with sudden burst of Attack. Be sure to utilize their strength!
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.
Caste: Circus
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.
Core Cards: Panic, Look Away, Treacherous, Theft, Anathematize.
Caste: The Pack
The saying goes "Live together, Die together", and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.
Core Cards: Bestial, Fly off the Handle, Blood Ties, Dances with Volk.
Game advice
Be cunning! The Zil warriors are the game's "bad guys" and have at their disposal, a lot of effects that will annoy your opponents. Play "Assassination", "Do you feel lucky punk?" and then go seek their attention with "Hungry Void". You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like "Diversion" (goes well with "assassination") or "Treacherous", this is quite effective against Mage characters and Priests.
The Kotoba
Introduction
Kotoba is the main Warrior guild of Eredan. They are granted the guild-specific equipments that allows them to hit hard while their natural Defense are formidable.
Strong Points:
- Better Base Attack, Defense and Health than Zil warriors and the Noz' Dingard Envoys.
- Synergistic characters.
- Warriors.
Weak Points:
- Very weak in Spirit.
- Few Mages in their ranks.
- No Priests in their ranks.
Constructing a Kotoba Deck
Basic Deck
Most of your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much spirit, select a character with 1 or 2 Spirit.
Cards unique to Kotoba are very efficient. Arm your warriors with items like "Katana", "Wakisashi"... and finish your opponents with "Blast off"!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. "Weapon Master" will ensure the last alpha strike against remaining opponents once you have weapons equipped.
Similar to Zil, some characters are complementary to each other: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro.
Caste: Trackers
The Trackers mix quick, hard hits with the staple Kotoba weapons and armors, resulting in a strong blend of Attack, Spirit and Defense between unlikely blend of Marauder and Mage classes. Using "Close Shave" at the right moment can render dagger-wielding characters useless.
Core Cards: Shuriken, Tracker's Emblem, Tracker's Mask, Art of Iron Fist.
Caste: Crow
Coming soon...
Caste: Tsoutai
The Tsoutai, much like the trackers, are a mix of marauders and mages, but focus less on items and more on spells and hard hitting permanent actions.
Game Advice
Go for it!!! The Kotoba characters have high defense and good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Using actions like "In the Nick of Time" or "Keep Your Guard Up!" to activate your item instantaneously and you will be unstoppable. If you have trouble against mages, "Randori" will solve your weakness in Spirit amicably.
The Noz'Dingard Envoys
Introduction
The Noz' Dingard Envoys are slightly different from the other guilds thanks to their magical mechanics:
Strong Points:
- Good Defense stat.
- Best Spirit stat.
- Mages.
Weak Points:
- They are weaker in Health than the other guilds.
- Weak Attack stat.
- No Priests.
Constructing a Noz' Dingard envoys deck
Basic Deck
There are many great characters to choose from, but you will highly depend on great mages and their spells. You can also add a supportive character like Kounok or Bomzar that have good Health points or attack. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne.
It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like "Fireball", "Smoked Arrow", "Lighting bolt" or be more defensive with "Fog", "Ice Barrier", "Earth Armor".
Their main specialty is using Draconian Spells as most of them are Dragon Guelemite. Having average Attack stats, it is essential for them to use "Magic Attack". "Pen is mightier..." and "...Than the Sword" allows them to further boost their attack, especially Aliskh.
Cards unique to Noz' Dingard are very useful. "Dragon's Wit" will enable your non Mage characters to cast spells. "Dragon's Armor" guarantees good defense for your mages, additional 1 Spirit when it upgrades. Finally, the combo "The pen is mightier".... "than the sword" on any mage turns them into physical attackers.
Caste: Dragon Knight
Dragon Knights are the warriors of the Noz. Their swords allow them to share their attack bonuses, while they are able to use Draconic spells to wreak havoc on enemies. Most of their items and caste action heal their health, allowing them to survive the battle longer.
It is also known that this caste utilises Dragon's Wit the most in order to access different variety of spells or theurgies to supplement their attack capabilities.
Core Cards: Draconian Swords, Dragon Armor, Magic Attack, Dragon Fangs.
Caste: WitchBlade
WitchBlades are mage multi-classed characters of the Noz, mixing spells and physical attacks for devastating results. Like the Knights, they have their own blades, which have special abilities of their own. The main strength behind WitchBlades are their ability to chain using their caste-specific spells.
Core Cards: Blade of the Witch, Ice Shield, Ice Coffin.
Caste: Compendium
Compendium are the mysterious Mage Order within Noz, that specialises in magical destruction upon their foe. This caste is bestowed with cards to boost their Spirit.
Core Cards: Crystal Storm, Armor Invocation, Draconic Sceptre.
Game Advice
You really need to be cautious when it comes to the spirit of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards, especially when the deck is build to maximise the chaining of spell combos. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!
The Desert Nomads
Introduction
Desert Nomads are the guild with the most Priests. They have the most access to guild-specific Theurgies while still retaining their ability to attack. Most of the characters are synergistic with one another; granting bonuses to each other until the end of the game.
Strong Points:
- High Health, especially Solarians.
- High synergy between characters.
- Priests.
Weak Points:
- Very low or 0 Defense stat.
- No mages.
Constructing a Desert Nomad Deck
Basic Deck
The selection of characters is the key of building a successful Desert Nomad deck as their bonus(es) last for the entire game. Preferably, the selected characters are synergistic with one another. For example, having Kararine, Sphinx and Malika will boost each others' Attack while Ahlem, Iolmarek and Djamena will boost each others' Health and Spirit.
In terms of physical attacks, the key combo in most Desert Nomad strategies is "Obesity"+"Solaris" that allows them to reduce opponent's defense while healing them. "Under the Sun" forces all opponent's characters' defense to Desert Nomad's level while "Desert Scimitar" item boost the Nomad's attack and heals them by 1 health.
If you wishes to build a priest deck, cards such as "Aura of Faith" will convert your priests into offensive mode at the cost of their Spirit while "Sacred Nova" either spectacularly destroys your opponents or fizzles miserably (depending on the God of Randomness). "Team Spirit" allow the Nomads to spread their damage in order to give the priests some chance to heal using "Divine Light". "Spiritual Duel" ensures a nasty surprise against low spirit warriors.
Caste: Eclipse
Eclipse caste is the mage assassination squad of the Desert Nomad Guild. Each of the Eclipse characters will gain Attack bonus from each other, while Eclipse Kararine specifically targets mages. "Expiation" allows you to overcome your deck's lack of Spirit against mages (when Eclipse Iolmarek is part of the character selection). "Sacred Nova"+"Solar's Anger" combo on the other hand is used to maximum efficiency by your Eclipse priests. By focusing on "Obesity" + "Solaris" combo, your Eclipse characters are able to punch through defensive characters whilst able to survive to hit the next round due to their high Attack stats.
Core Cards: Obesity, Solaris, Solar's Anger, Sacred Nova, Expiation
Caste: Temple Guardians
The Temple Guardians tend to work themselves into frenzy when attacking their opponents, ignoring their loss of health and defense. "This Tomb..." + "... Will be Your Grave!" combo works remarkably well with Amhid during his turn bonus while having Ahlem/Djamena allows some healing when the going gets rough. Sphinx works very well when he manage to chain "Fury Potion"s while providing Attack bonus to remaining Temple Guardians.
Core Cards: This Tomb..., ... Will be Your Grave!, Temple Sword, Under the Sun, Obesity, Solaris.
Game advice
Playing style of Desert Nomad is very dependant on which route you take; Priests or Offensive Warrior/Marauder combination. Regardless, the main weakness of a Desert Nomad deck has always been their low/0 defense. Therefore, if you strike, strike hard and never look back. And if you are healing, always consider "Protective Spirit" for that essential defense bonus while allowing you to chain into another Theurgy such as "Divine Light".
The Sap Hearts
Introduction
Sap Heart Guild is mother-nature incarnate. This guild typically consists of 3 major races: Elfine, Hom'Chai and Dais. In the heart of the guild itself, The World-Tree caste serves either as support characters or as an offensive force themselves.
Strong Points:
- Good Defense on Warriors, good Spirit on Mages.
- "Status" based Nature spells.
- Additional physical attack based on low Attack score on Elfine race.
Weak Points:
- Average Attack stats.
- No Priests.
Constructing a Sap Heart Deck
Basic Deck
Typically, the deck offensive capability are based around the Elfine or Hom'Chai race with support from the World-Tree caste. The Elfines benefit from additional physical attack based on their low Attack score. Therefore, it is essential for you to add cards such as "Hypnotic Melody" or "Up Your Ass!" to reduce opponent's Defense for inflicting the maximum amount of damage. "Quickdraw" is admittedly the core card for this strategy. Supplement the Elfine with Nature spells such as "Root" or "Magic Poison" to further disrupt your opponent's strategy.
Hom'Chai on the other hand relies on discarding different items to fuel "Items have a Soul" while maintaining their Defense through "Scouting the Area". This particular strategy is easily countered by "Anathematise". Therefore, some players are more cautious about the items they discard, relying on equipping the items first before playing "Items have a Soul".
Caste: World-Tree
World-Tree caste allows their members to either choose the Warrior or Mage path. The Warrior path tends to serve as a support character for other Sap Heart deck strategies.
Their Mage path creates a rival mage deck versus Noz'Dingard Envoys. By using "Root", they can limit the speed and chain capability of opposition characters whilst maintaining the tempo of their gameplay. "Wood Protection" boost their spell damage while reducing the damage received.
Core Cards: Root, Wood Protection, Splinter of the World Tree.
Game advice
Overall, Sap Heart Guild is quite effective versus most deck, especially when it comes to Elfine "Quickdraw" deck. Most of the time, it will result in one-shot kill of an opposition character. However, they are inefficient versus high-defense deck and therefore consideration is needed to balance out the character line-up with a World-Tree mage for offensive magic. Hom'Chai more often than not destroy any decks without "Anathematise".
However, currently the Efline and Hom'Chai decks are very reliant on a particular card/strategy, rendering the deck useless when the key cards are countered. The World-Tree caste is there to address such issue by allowing a different win condition.
The Pirates
Introduction
Coming soon...
Strong Points:
Weak Points:
Constructing a Pirates Deck
Basic Deck
Coming soon...
Caste: Mechanist
Coming soon...
Game advice
Coming soon...
The Mercenaries
Introduction
Mercenaries are characters that can join any type of Guild without restriction. Unless you are willing to play Mercenaries only, you will lose the benefits of the affiliated cards on the Mercenaries.
Strong Points:
- Versatility.
- Good spread of Classes.
Weak Points:
- Average stats.
Constructing a Mercenary deck
Basic Deck
You have a good choice of characters among the mercenaries, some are Warriors, Mages, Priests or Marauders. They will complete your Decks without taking into account of your Deck's Guild composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Aez reinforces the ranks for the Noz' Dingards as he is a strong warrior and Hares serves the Kotoba.
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to mix the Classes too much. Think of this deck as a "theme". For example, you can construct a deck focused on Priests, you could put Lady Jane, The Apostle of Destiny and a characters that has loads of Health like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. Always let your deck card selected be driven by the majority of your deck's Character Classes.
Pure Mercenary deck is normally quite rare due to their limited Mercenary-only card pool. However, the Tempus Caste reinforce this particular Guild to its full potential.
Caste: Tempus
This mysterious Tempus has glimpse the potential possibilities of the future. The main tactic behind this particular caste is to stall the game while waiting for the Turn Counter to increase. Their major cards will grow more powerful with each Turn and will 'overkill' their opponents once the Turn counter hits 5 or more.
Core Cards: Time Leap, Celerity, Area Control, Aging.
Game advice
Versatility of the Mercenaries is it's strongest point. Add the fact that you can have Priests not limited to a specific Guild in battle, you can be sure to have a good deck composition at your disposal. More often than not, the Mercenaries are used to support the weakness of other Guilds.
Special Caste: Courtesans
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Introduction
Coming soon...
Strong Points:
Weak Points:
Constructing a Courtesan Deck
Coming soon...
Choice of characters:
Basic Deck
Coming soon...
Game advice
Coming soon...