You get a pack every time you beat a dungeon. All in all, it worked out better than I had originally thought.Īlso, are the packs you get for beating a dungeon, one time rewards? I'd imagine that they are, but was just wondering. I had some some rejiggering around with my deck as well, putting in some kills, repels, and some 1/1 lethal shin'hares, to help with removal. But instead, she just kept using it for the shard resource, and with no cards to actually use the resource with. So it was like 5/3 with crush, and if she attacked with it, I would have probably had to block with all 3 of my monsters, to kill it, and it would have killed all 3 of them. Though the victory was a bit hollow, for the most part, the reason why I won as that she used her hero power on the coyotle that when exhausted gives 1 resource? (shard? still working on the terminology, essentially mana). I ended up with a zero health card I couldn't keep out of my hand that did two damage to me at the start of every turn. But when necrophets die they immediately return to your hand so when the game checked my hand the next turn it was still there and I took two damage. The AI hero reduced the necrophet's health to zero. In this case infernal professor pulled a necrophet out which I played. Infernal professor pulls a non resource card out of your deck and you have to play it before the start of your next turn or your take two damage. I have an arena blood deck with infernal professor and 2 necrophets in it. I really like how tokens also go to the crypt, not just vanish like in mtg. If they revert it first and then return it, it'll be the original card again. If the player returns it to the board it'll still be a 0/0 and die again instantly. You can transform a troop into a phantom and give it - 1/-1 to send it to a crypt. It does things that would be rather difficult to manage in real life with actual cards. think the card even stays modified if it's sent off the battlefield somehow.īut anyway, I really appreciate how HEX takes advantage of the fact that it's a card game played on a computer. I keep forgetting that when a Quick Basic Action (or, as I like to call them, the not!Instant) says something like "Target Troops get +3/+3 and Crush" that's for the entire length of the match unless the card specifically states "until end of turn", which most of them don't. Their racial spell is probably the best and the +3 life helps so much. However, despite my claims that Shin'hare are the worst race and Mages are the worst class, I don't think my Shin'hare Mage is the worst race/class combo. And what were they thinking with the 1 SP when playing a Mage talent? Warriors get a whole charge (a SP is worth 2/3 of a charge) and Clerics get Lifedrain!!! Especially for the races where Telekinesis is mostly redundant (Humans and Shin'hare). I also think that Mages are the worst class at the moment, because three spells isn't nearly enough. A lot of the Cleric ones are dependent on drawing a Blessing. I think the advantage of Warriors over Clerics is that their abilities are pretty much always on. Pretty helpful to figure out which class/race to start with. It doesn't show the card rarity matrix last I looked, but it does show the race & class talents and the class talent trees. There's a pretty good talent calculator here : Curious about the mage talents as well but I haven't figured out a way to see the tree without doing the tutorial dungeon and that's a fair bit of work just to sate my curiosity. Maybe better for really fast aggro decks but those aren't my cup of tea. I played a bunny Warrior far enough to see their talent tree and I wasn't impressed when I compared it to the cleric trees.
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