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About â—�Kefkaâ—�

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    Sacramento, California, United States
  1. Just started school full time, and AGOT won out in the hobby category, so now I'm putting up my cards for sale on ebay. Here's the URL if you guys are interested. http://www.ebay.com/itm/320765392752?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649 Good luck with the game, guys. Hopefully it has a long and wonderful life. As as much flak as this community gets, there was some really good discussion on here. It was fun debating and ranting with you all. See ya!
  2. Well, now that Haunted City is banned and we're all friends again, what deck do you guys think is going to take its place? I've been a big fan of Kairos builds recently. I never thought I'd use Burn it Down as my main source of support destruction, but with the synergy of Savage Gors and Kairos it's a pretty good fit. Not to mention that the Sorceror and new 2 cost character do a good job of sniping without taking up valuable tactic space. Every game I've played, the turn Kairos comes out he's burned a zone every time. What do you guys think? What's going on in your playgroup?
  3. I find the Dwarf and Orc starters to be a lot easier to play than the other two. You think that might be your issue? It should even out as you play, but Dwarf and Orc out of the box (mainly Orc) have access to a lot more useful cards than the other two factions. As far as the state of the game, there are a few dominant decktypes, but I feel like you can have a fighting chance with any of them right now, Empire being the strongest and High Elf probably being the weakest. Of course that requires buying more cards.
  4. I just cannot figure out the point of these cards, and they always seem to come up in the developers posts. To me, as units they are too weak, and as developments they seem too expensive to switch. I mean, I guess you could flip them to developments as damage is being assigned to melt some of it off, but that's not really even all that cool. What am I missing, guys?
  5. Thanks very much you guys. What's up with photobucket these days? I can barely see the images. What are you guys using for image hosting nowadays?
  6. Teclis and the HE epic tactic together might be kind of cute. Kairos is where it's at though, that's a game-winning ability.
  7. Can someone clarify this one for me? Judgement of Loec Attachment Cost: 1HHH Attach to target unit or development. The attached card is considered to have a blank text box, it loses all its power and it becomes a development. Should this be target unit or support? If so, Christmas just came early.
  8. Hi Reinn! Welcome to the forums! ...and to the DE faction! Before you do anything else, I suggest you take everyone's advice with a grain of salt (including my own). This forum is notorious for labeling decktypes (though they may be really good) as unbeatable and broken, (while making 30 threads about it... in every subforum... including off-topic...) Don't let it change your deckbuilding, because chances are, by the time you really know how to play the faction, it will be gone anyway and there will be a new flavor of the month. I would say, your gameplan for DE is to disrupt your opponent's hand and field early, and then destroy them in the midgame. In a way you're trying to rush, but you're rushing to put them in a better position for you later. My playstyle differs from some, in that I don't use slave cards at all. The only good one IMO was Soul Stealer, and because of the restricted list, you don't want to lose your innovation or warpstone to play a 4 cost attachment. I also don't use Offering to Hekarti in mono DE, though amazing, it's too slow for DE's usual gameplan, and mono DE can't deal with some of the other faction's midgame options if they are left untouched. ~~~~~~~~~~~~~~~~~~~~~~ Cost 1 units - the preists come to play without a power unless with developments in a section, this wouldn't mean anything at the start of the game; thus makes this unit only for later use? ~ I'm with you, I find those guys to be pretty weak because of this. I wouldn't even run them personally. If you really want to, you can use dwarf slaves to get 2 developments somewhere turn 1, but ehhh. Cost 2 units - the cards with a Scout feature, they are too weak to survive the combat to enable their card discarding ability. Any better use to utilize this feature? ~Shades are actually pretty good, the best scout IMO. You want to hit a empty zone with them. They can make life pretty difficult for your opponent in the early game. Cost 4 units - the card with reduced cost if enemy has more corrupted units; but I can hardly find any card with ability to corrupt enemies. So this would mean to combine with the Chaos faction? ~Yeah, pretty much. DE has chillwind to corrupt, but it's not enough. Cost 5 units - this would mean the heros: I get one hero to reduce enemy hit points based on the numbers of development in this section. I reckon this is the best of all "big fellas". For a deck of 50, how many cards of this would you include? 2? 3? to maximize the possibility to draw it at an early turn? ~For a deck like DE, I would only run about 3, yeah. But IMO, all in-house DE at 5 cost are pretty bad. As has been previously mentioned though, Wight Lord is an awesome fit in DE because you can slave pen them at will. Look into these guys. ~~~~~~~~~~~~~~~ Here are some of my favorites: Early game: Hate: Screw their first turn. We need your blood: Nice surprise for spider riders, lobber crew (take care you don't have units already out though, or they'll just kill them in response), any quest zone only guys....etc. It's especially nice used on your opponents 1st turn after you hate Shades: If you start second and can play one of these guys, you might pull something key, not to mention keeping their hand down. 2 or more in the first few turns is a threat your opponent needs to deal with, which is nice for you! Withering Hex: Apply liberally to their quest zone to help your shades. If you can get them drawing 1 card a turn, you may have already won. Vile Sorceress: Old reliable. Empire hates this card. Slave Pens: Too good. A trick is to play guys to your kingdom, count gold, and then feed them to one of these in quest before you draw cards. Mid Game: Wight Lord: Best in DE, as others have already mentioned. Naggaroth Spearmen: If you've got gold, you can burn a zone in 1 turn with just this unit. (Provided your opponent has no ways to mess with it, which is why you hit them early on with your shades and stuff.) Seasoned Corsairs: Love it. Boring, but does exactly what it is supposed to do, and has some staying power with its 3 HP. Late Game: (Don't let this happen!)
  9. Dam said: â—?Kefkaâ—? said: And then there's Charge of the Silver Helms, probably the most efficient hammer boost of any race. It's +3P for one unit. Totem of Gork is pretty much always at least +4P total (and Orcs have Waaagh! which makes CotSH look absolutely pathetic), Grudge Thrower nets way more than +3P and you can fuel that more than once, Empire gets ridiculous boosts with Griffon Standard/Greatswords. Chaos and DElves don't have as good a boosters, but at least the former doesn't really need it, their damage output just from units goes through the roof (Winged Furies are regularly 5+ Hammers each with all the corruption you put out). Totem of Gork is a 3 resource support that you have to put in your battlefield. Good luck rushing with that. Waaagh is incredible, but you're missing my point that CothSH is the most efficient booster in the game. It costs 1, has little loyalty requirements, no lasting damage penalty, and is playable to quest or kingdom when you're lacking the resources in that area. Though Griffon Standard, Greatswords, and Winged Furies CAN give great bonuses, they're dependent on other factors and horrible by themselves, (AKA not great), especially when they cost more that 3 gold to play. ~~ If you're arguing that empire and chaos have more potential for high damage bonuses, I'd agree wholeheartedly with you. But I took from the post that the OP is looking for a competitive breakdown, so I only count cards that I feel would actually make it into competitive decks.
  10. ...Well, they also have Dreamer of Dragons, which can almost destroy an entire zone by themselves backed up with Dragonmage Ascension. And then there's Charge of the Silver Helms, probably the most efficient hammer boost of any race.
  11. I'd say the drawback is the cost, not the ability. You don't need to destroy a 5+ gold character to mess up your opponent, just disrupt it for a turn or two. If your opponent can bring Hemmler out in the first 3 turns like you say. That's going to be the center of his gameplan, and that's a huge risk for him to take. If you can even just corrupt, or return the character to hand, that's a pretty heavy blow to your opponent. Kill the character and your opponent has to make up all the resources he missed playing by bringing Hemler out early, which is usually a game ender. What makes rush effective is the idea that you're creating more threats than your opponent can deal with. Hemmler is a single threat, which is much less effective.
  12. Yeah, innovation is still seeming pretty good. I'm curious to see if the development effects will really deter me from stacking the kingdom with developments. I don't think Empire needs WE at all because they'll still be ahead of the curve with Derricksburg Forge.
  13. I like this idea, and I think the list is pretty good. Soul Stealer is gonna crash and burn because of this though, since it was fragile enough to begin with.
  14. What about fast decks? I haven't played the decktype yet, but most cards you listed are mid to late game cards. Also, how does pistoliers fit into it?
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