The Tanking Strategy
Posted: Mon Nov 25, 2013 2:07 pm
If you have ever played an MMO like World of Warcraft, when you engage in larger battles as a group you usually use five people:
A tank, who takes all the damage (and is usually the highest armored). A healer to keep that tank alive. Then three damage-dealing characters to help burn the bad guy down.
My most successful deck follows this philosophy, but you get six cards instead of just five, so it gives you a little flexibility. So here is a typical setup of cards:
1) The tank. Most often, this is The Gargoyle. It starts off with low hit points (attracting hits from the cards that focus on the weakest card) but a ton of armor, which increases with each round.
2) The heal card. Keeps the tank alive, and anybody else who might get hit.
3) A high-damage card or spell card. I often choose spell cards because they can't get attacked, so I don't have to worry about healing them. This can be meteor. This could be Princess Mia with a Striking trigger card. Bllizzard. Poison rain. Whatever you like.
4) Either a buff for myself, or a debuff for my enemy. Something to either make me stronger or the enemy weaker. A shield? A damage multiplier? A trigger card to make so the enemy's cards don't activate (Overpower, pit trap). The possibilites are many.
So, that is four roles between six slots. Often, if somebody comes out swinging really hard, one Gargoyle isn't going to survive a full round of hits. So I've been using two of them lately. If one dies, it gets a higher concentration of heals, which is good.
For damage, Chain Lightening is a fun one. Even flinging two or three meteors can be DEADLY, especially after upgrading it a few levels.
As for heals, one or two is ideal. A second heal is good in case the first is stopped by an overpower (then it is almost game over).
The goal is this: Keep your tank alive and slowly whittle the enemy down.
-Pr0digy
A tank, who takes all the damage (and is usually the highest armored). A healer to keep that tank alive. Then three damage-dealing characters to help burn the bad guy down.
My most successful deck follows this philosophy, but you get six cards instead of just five, so it gives you a little flexibility. So here is a typical setup of cards:
1) The tank. Most often, this is The Gargoyle. It starts off with low hit points (attracting hits from the cards that focus on the weakest card) but a ton of armor, which increases with each round.
2) The heal card. Keeps the tank alive, and anybody else who might get hit.
3) A high-damage card or spell card. I often choose spell cards because they can't get attacked, so I don't have to worry about healing them. This can be meteor. This could be Princess Mia with a Striking trigger card. Bllizzard. Poison rain. Whatever you like.
4) Either a buff for myself, or a debuff for my enemy. Something to either make me stronger or the enemy weaker. A shield? A damage multiplier? A trigger card to make so the enemy's cards don't activate (Overpower, pit trap). The possibilites are many.
So, that is four roles between six slots. Often, if somebody comes out swinging really hard, one Gargoyle isn't going to survive a full round of hits. So I've been using two of them lately. If one dies, it gets a higher concentration of heals, which is good.
For damage, Chain Lightening is a fun one. Even flinging two or three meteors can be DEADLY, especially after upgrading it a few levels.
As for heals, one or two is ideal. A second heal is good in case the first is stopped by an overpower (then it is almost game over).
The goal is this: Keep your tank alive and slowly whittle the enemy down.
-Pr0digy