Utility buildings like Church can be far stronger than they appear, and buff buildings like Armory can be incredibly powerful as the game goes on. Knowing what should happen at the 1-4, 4-6, an 6-10 range allows you to understand what is making your deck suffer.Ĥ) Careful with buildings. If you can't maintain control throughout the game, you will not win at the higher tiers, no matter how strong your early, mid, of late-game may be.ģ) Know your timeline. Stuffing your deck with too many cheap or expensive cards can make your deck useless. New players will often be amazed at the cool spells they can use, and the combos they can make, while neglecting the fact that if they run out of units, those spells are useless.Ģ) Watch the curve. You will choose 50 cards, with no more than 3 cards of any one single card.ġ) You need units. Once chosen, you will be taken to a screen that showcases your collection of cards of your two chosen faction and the Neutral faction. When creating a deck you must choose at least 1 (at most 2) of the six factions: Vikings, Crusaders, Pirates, Warlocks, Druids and Ninjas.
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