De Eredan.

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The Zil Warriors

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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
  • Good defense
  • Marauders

Weak points:

  • Quite average in spirit
  • Less Health points than the Kotoba and the Noz' Dingard Envoys.

Constructing a Zil Warrior Deck

Basic Decks

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 paralyse your opponent. 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

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Introduction

Strong Points:

  • Better Base Attack than Zil warriors and the Noz' Dingard Envoys
  • Better Base Defense than the Zil warriors and Noz'dingard Envoys.
  • Better Health points than the Zil warriors and Noz'Dingard Envoys.
  • 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. Add to this "Do you feel lucky punk?" and you will have a good Kotoba deck.

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 Kotoba staple of weapon and armor usage in a strong blend of attack, spirit, and defense between unlikely characters in the marauder and mage classes.

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 defence 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 Up Your Guard" to activate your item instantaneously and you will be unstoppable.

The Noz'Dingard Envoys

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Introduction

The Noz' Dingard envoys are slightly different from the other guilds thanks to their magical mechanics. Here are their strong points and their weak points.

Strong Points:

  • Good defense
  • Best Spirit
  • Mages

Weak points:

  • They are weaker in health than the other guilds
  • Weak attack
  • Few Marauders
  • 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".

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.

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

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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:

  • Priests.
  • High health.
  • High synergy between characters.

Weak points:

  • Very low or 0 defense.
  • No mages.

Constructing a Desert Nomad Deck

Basic Deck

The selection of characters are 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 defence while healing them. "Under the Sun" forces all opponent's characters' defence 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 defence. "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 defence. Therefore, if you strike, strike hard and never look back. And if you are healing, always consider "Protective Spirit" for that essential defence bonus while allowing you to chain into another Theurgy such as "Divine Light".

The Sap Hearts

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Introduction

Coming soon...

Strong points:

Weak points:

Constructing a Sap Heart Deck

Basic Deck

Coming soon...

Caste: World-Tree

Coming soon...

Caste II

Coming soon...

Game advice

Coming soon...

The Pirates

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Introduction

Coming soon...

Strong points:

Weak points:

Constructing a Pirates Deck

Basic Deck

Coming soon...

Caste: Mechanist

Coming soon...

Caste II

Coming soon...

Game advice

Coming soon...

The Mercenaries

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Introduction

Mercenaries are characters that can join any type of guild and compensate their weak points. Unless you are willing to play Mercenaries only, you will lose the benefits of the affiliated cards on the Mercenaries. The mercenaries do not have any particular strong or weak points as most of the characters are average in their 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...



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