SilverBride wrote: »Yea I've noticed that we will be neck to neck, or me a bit ahead, and they come at me the last round or 2 and POW! BOOM! I lose. That must be what they are doing.
It's all about just knowing how each card can interact with one another and which ones are the "meta" cards that decide entire games. Then you stack those cards and you win. That's essentially what it comes down to. You gotta hoard as many of those as you can and deny the opponent as many as you can.
Wait till you fight people with Orgnum patron. What a disaster of balance for the patron ability. Absolutely the most unfun thing I've seen lol. The strat with him is to make sure you've got the OP cards and there are none on the board. Even if its the 2nd round, as long as you have that slight advantage. Then you spam the ever loving hell out of orgnums patron ability. Unless the opponenet gets real lucky, its a win. The opponenet is forced to constantly use the same patron (orgnum) too because if they let you use it more than once, it crease a HUGE advantage that keeps stacking. Imagine getting a guaranteed archers volley every round lol. That is essentially what it turns into.
But yeah that's how it works. Learn what the OP/meta crap is. Spam that. Stop the enemy from spamming it. Sometimes you can, sometimes you can't. That's the RNG.
It's all about just knowing how each card can interact with one another and which ones are the "meta" cards that decide entire games. Then you stack those cards and you win. That's essentially what it comes down to. You gotta hoard as many of those as you can and deny the opponent as many as you can.
Wait till you fight people with Orgnum patron. What a disaster of balance for the patron ability. Absolutely the most unfun thing I've seen lol. The strat with him is to make sure you've got the OP cards and there are none on the board. Even if its the 2nd round, as long as you have that slight advantage. Then you spam the ever loving hell out of orgnums patron ability. Unless the opponenet gets real lucky, its a win. The opponenet is forced to constantly use the same patron (orgnum) too because if they let you use it more than once, it crease a HUGE advantage that keeps stacking. Imagine getting a guaranteed archers volley every round lol. That is essentially what it turns into.
But yeah that's how it works. Learn what the OP/meta crap is. Spam that. Stop the enemy from spamming it. Sometimes you can, sometimes you can't. That's the RNG.
Yeh, Orgnum probably needs some tweaking, it really seems somewhat broken atm.
SilverBride wrote: »Strategy is what I would like to learn
SilverBride wrote: »Strategy is what I would like to learn
Hlaalu - More of a support deck. Lets you generate a lot of gold and give you free tavern draws with some of the cards. Their best card is probably the currency exchange, letting them get two patron turns if combo'd. I've won a few games by doing this. If oyu get luck you can get a lithe in the tavern pile too. So that's 3 patron dials in one turn. You can also sacrifice cards to give you power. Good to do when you're behind and you need to burn extra cards. Or all those hlaalu cards become useless if you've built out a deck (no longer need as much gold). So you sacrifice them to make room for the power generators.
Celarus - Decent gold generation. But major thing is deck/tavern manipulation. You can remove decks from the tavern pile and remove cards from your draw pile. Allowing you to bypass junk cards (Coins, bewilderment, etc). Similar vein to ansei's use, just a different pile. See a rally in tavern you know you wont get? Use celarus to remove it to deny it to the enemy. Best card is probably the dreaming cave. Patron is interesting/risky. It requires an enemy to place down an agent. Which means your opponent controls patron wins.
But yeah there's the basics. Now you just have to pray for good luck and not get trash tavern pulls.
@moonsister Agents+Hand+Cooldown+Draw+Played(Unsure about contract cards)
A few general principles:
-Better to waste one turn than setback the entire game. Bad hands happens, bad tavern setups happen, etc., and likewise, throwing away six gold is better than putting a card in your deck that winds up just getting in the way later, but you didn't want the gold "wasted."