![]() Sandra gives you the tempo to dish out more damage before your opponent is able to set up defenses, since they are now down one resource, and she also gives you a card advantage, since Sandra is two cards in one).Ħ. Dropping a Sandra grants you both tempo and card advantage. On the other and, Belladonna is great because she gives you the card advantage to establish your presence in the long term, and she is an intimidating ally with 4 attack. Cards like Fire Snake that can’t survive enough to trade one-for-one are really bad. In other words, starting a game off by hurling a Fireball at your opponent hero is usually a bad idea since, although you are dealing 4 damage, you are putting yourself at a -1 card advantage. In fact, don’t think of damage as a separate long term goal, just think of these short term goals (tempo, card advantage, and board presence) as indirect but highly effective means of working toward this long term goal. The more important goals, your short term goals, are card advantage, tempo, and board presence. Damage (So in the end you win the game by dishing out enough damage to kill your opponent nevertheless, this is your long term goal. Resource Curve (This is basically a subfield of tempo, which basically reminds you to not have too many expensive cards or too many cheap cards but to balance your deck such that you are doing something appropriate to how much resource is available to you on each turn).ĥ. Portal is a great card for facilitating Board Presence since you are able to kill enemy allies before they get a chance to attack you.)Ĥ. Board Presence (This is really important since attacking allies get first strike. Sandra Trueblade is the best example of tempo since it not only slows your opponent down but it leaves you with an ally to attack with she is a Puwen Bloodhelm and a Here Be Monsters in one card at a lower resource cost).ģ. You might think that Rain Delay falls into this category and that it makes up for the 1-for-0 card disadvantage by granting you tempo, but in reality, Rain Delay just slows you down since it takes time and resources to cast it which could have been instead allocated toward strengthening your defenses, instead of just stalling the game and putting yourself at a card disadvantage. Examples include “Here Be Monsters” which trades 1-for-1 but grants you a tempo advantage. Tempo (Sometimes cards don’t give you a card advantage but they give you some tempo, letting you outpace your opponent. Unless Bazaar is part of your long term strategy, be careful in using it since it gives you both a -1 card advantage and a loss of tempo, since your opponent gets to take advantage of the extra draw before you).Ģ. However, be careful of playing cards like Bad Santa which actually can benefit your opponent more than it benefits you, since playing it when both players have empty hands actually nets you a -1 card advantage because you both gained three cards but you paid one. Obviously, cards that let you draw give you a great advantage in that they slim down your deck and give an immediate card advantage, like Research or Blood Frenzy. If you can get a card to count for two or more, then you are on the right track. Card Advantage (Does the card trade 1-for-1 “okay” or 1-for-0 “bad” or 1-for-2 “excellent” Sandra, Belladonna and Lightning Strike are two clear examples of awesome 1-for-2 trades. ![]() This is so that other players, especially new players, will be able to get into advanced, competitive game sooner and offer the rest of us a fun challenge! Here are things I think we should all keep in mind when building strategy into our deck and when tactically dealing with situations mid game:ġ. I had this information scattered around, and I decided to post it here, in one straightforward, condensed location. ![]() ![]() If your opponent can still draw cards on their turn, they will do so, and will attack you until your Hero has been defeated.Shadow Era Building a Competitive PvP Deck Guide by Narziss If you run out of cards in your Deck, you will have to end your turn. Be on the lookout for cards that deal automatic damage to enemy Allies or the enemy’s Hero, as they can be played instantly, without waiting until your next turn. Battles end when a Hero’s health reaches zero points (the health is represented by a blood drop in the lower right corner of your Hero’s card). Your Hero will remain inactive through most of play, until you have equipped him/her with a weapon in the Items portion of the game board (as you cast cards, they are played either to Items or Allies, depending on their type). If you have a higher attack rating (represented by a sword in the bottom left of the card) than the enemy’s health, it will be defeated and sent to the Graveyard, where all used cards remain for the rest of play. If you attack an Ally, there is a chance it could defend and strike back. ![]()
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