There's nothing wrong with ending your turn with leftover mana if it means the enemy doesn't have that mana available to use on their turn. In a way, denying your opponent the extra mana is just as important as being able to effectively use it. You can potentially use these tiles to snowball from an early lead, but more often than not you'll be using them to summon small bodies that can be cleared out by the enemy general. And while you should definitely try to use them quickly and to your advantage, you won't lose the game simply by missing one extra mana. Mana tiles are important, but don't get greedyįundamentally, the mana tiles at the center of the board are there to make players move toward each other. What's more, the bodies they produce can't be underestimated in a game about positioning. And if your opponent plays a giant minion you can't kill, just use Repulsor Beast to move it to the opposite end of the map until you have a better answer. Buffs are fairly common in Duelyst, making a cheap, neutral Dispel incredibly useful. And what Repulsor Beast and Ephemeral Shroud lack in stats, they make up for in effect. While the latter two don't have very good bodies-the difference between 2-health and 3-health in Duelyst is massive, as the enemy general always has at least 2-attack-playing a Healing Mystic on turn one just to apply pressure isn't a bad decision if there's no better option. Healing Mystic, Repulsor Beast, and Ephemeral Shroud are all low-cost creatures that offer great utility, and they're available to you right away. At least, not when you're starting out and don't have many other options. I'm seriously not kidding on this one, you could put three of each of these minions into every one of your decks and it wouldn't be a bad idea. These three neutral minions are your best friends And you'll need them, as there's no extra limit on having legendary cards in your deck.īut even if you don't pull any legendary cards, there are great basic options. As you'd expect, not all the legendary and epic cards are amazing and powerful, but you'll get to the ones that are quicker. Epics are twice that, showing up an average of once every two packs. Compared to Hearthstone's legendaries, which drop once in every 20 packs on average, Duelyst's legendaries show up about five times as often, with one in every four packs. Or at least "rarer," as all the drop rates are scaled up. What's more, those cards are likely going to be better. A Spirit Orb still costs 100 gold for 5 cards, so you're genuinely just getting cards faster. You also get 15 gold every two wins, compared to Hearthstone's 10 gold every three. You get two quests per day, and there are no quests to "win x games with a particular class"-only play games with a specific faction, the outcome doesn't matter. If you are coming from Hearthstone, you'll be very happy to hear about how much quicker your card collection will grow in Duelyst. Gold comes quickly and rarer cards drop often You won't know these subtleties unless you actually take control of the faction, and you'll also eventually learn which style fits you best.Īnd if grinding all the way to level 11 for a free pack seems rough, I have good news. Meanwhile Songhai prefers to deal burst damage from afar and will often keep their general back. Vanar's Infiltrate keyword makes them very aggressive, always preferring to be on the opponent's side of the board. Because they all have a unique keyword, different factions can end up playing very differently. And that doesn't even include the other bonuses you'll get for completing quests along the way, like the first time you get a faction to level 10.Īpart from the packs and gold, this is the best way to become familiar with the styles of each faction. Each orb has five cards in it, one of which is guaranteed to be a rare or better, and getting six packs for free this way is a welcome influx of deck-building options. But going one level further and getting them to level 11 earns you a free Spirit Orb, Duelyst's equivalent of a card pack. You don't unlock all of a faction's basic cards until you get them to level 10, a task which doesn't take a huge amount of time.
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