Wizard is great with sorceress/witch (double dmg). Anyway, wizard ability will take more dmg in the beginning, getting people to warrior range faster. Wizard: at this point Im just blabing, I gotta do an online final for my gf / i know. Paladin is one of my favorite cards, but priest just worked the best. and every turn I could focus on making s#1t collide. The forth card was a lot of try and error but I found that people just ignored the priest and it got to heal. So sentinel is firing at everyone, therefore their hp is somewhat evenly decreasing and will be in range of warrior soon. Go it alone or team up with others to explore beautiful and historic Britain. I used in a tournament yeti, warrior, sentinel, and priest. Dynamic seasons change everything at the worlds greatest automotive festival. I put the same Olympic WaterGuard (water-based) that I had left over from previous years and it did little to nothing. 2) a light brown Barefoot brand pressure-treated lower deck/pergola, that is a bleached looking light brown. Try witch/sorceress + banshee + idol guy + sentinel. Needless to say, I’m not impressed with water-based clear sealant. Idol thunder guy: a freaking beast, it has amazing synergy with witch and probably the strongest and pushing. There is a down side, sentinel cant move. Banshee: are we going for more collision? I have seen banshee in this deck. Yeti: increase collision (also not random, easier to learn tho) Learn how sentinel laser pattern works, hard to explain but pay attention to it and you will start to notice (it is not random, thats my take lol) But if they can remove it with their own enchant, then be a bit more careful since witch/sorceress is a bit fragile. If the opponent or arena cant remove the enchant, you can be a bit reckless. The empty string is the special case where the sequence has length zero, so there are no symbols in the string. Position witch/sorceress at the end of the turn to ensure you can enchant asap the opponent. Formally, a string is a finite, ordered sequence of characters such as letters, digits or spaces. Giant = You can aim and plan a position for extra damage done.Īlso, giant and golem are great at pushing sentinel and have relatively good hp if they stop nerfing golem ffs leave the guy alone) Sentinel = more attacks received, golem = a guaranteed attack at the end of the turn. Sorceress/which will increase the damage taken by each attack received. Sentinel, sorceress/witch, + golem/giant/druid/ice queen is good and here is why: I blabbed a lot but I think there is some insightful info below, anyway try a lot of friendly battles or the 10gem challenge until you are more confident.ĭefinitely reply with the cards you like the most and I will give you some good synergy for those cards. You got some bad tips here imo, tell me which cards you like to use and I will give you some tips.
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