Hm, I run my mage characters resource light since I have +1 starting hand size.Patch up your PC or mollify your Mac with simple fixes to some League of Legends ™ and Riot Games are trademarks or registered. Worldly Knowledge: If you have 4 actions in crypt, when you play an action void them and gain 2* Self Knowledge: +1 starting card and hand size Secret Knowledge: One card in the top 5 of your deck gets cost -2 X3 Orders from High Command (chest + trinket) piranhas/ army of myth) I waltz through all dungeons: Outside of the few specialty fights (i.e. Knowledge is Power: You start with a Knowledge is Power in your deck. 1 cost target action in your hand gets, when you play this, copy it. İlk olarak Dinotropia tarafından gönderildi:The shuffler in the game is a true shuffler - that is to say, it randomly orders the cards. Fact of the matter is, we humans are *terrible* at understanding randomness. What you are observing is actually evidence for this. The more you play, the more your resource draws should approach the standard draw for your deck. Are you using a multi-shard deck? How many different colors do you have in your list? Some players have resource issues because they don't put the right balance of shards for their thresholds. If that happens, you can have trouble playing things even with a large number of shards in your deck. My resource issues are right from the deal, they arent threshold issues just getting only 1 land which is a constant with the mage. The deck with 25 land and 60 cards my mage uses constantly has problems. Only difference is the deck that never gets screwed right off the shuffle for land has 2 less land? Its built EXACTLY the same as the deck i use with my cleric which is 23 lands and 60 cards, since they are both elves. Was chalking it up to coincidence and randomness, til about the 20th + battle with my mage where i had to reshuffle nearly every game multiple times. My cleric was first guy i made and i never had to mulligan past 2 shuffles in all of his 30+ battles and only game i ever lost was vs those pirahna which seems you are meant to lose at lvl 2. With mage i have conceded about 4x just because i reshuffled 3-4x times and still didnt get more than 1 land, makes no sense. With 25 land that is almost 50% land, odds are pretty high against getting 1 land 3 shuffles in a row but happens all the time. Giving up and just going to go 26 land 61 cards, and hope that fixes it. There is no difference between classes in terms of your resource:nonresource ratio. Random is random, and even 30-ish hands is insignificant in the long run.Ģ6 resources/61 cards is likely overcompensating a bit, though it's certainly not showstopping, especially if you are playing more high-costed cards. One thing that might be throwing you off that I can think of, is that if you draw something like Spell Sprites in an opening hand, you may be considering that "not a resource" when it's potentially one, at about a 40% chance.Īnd there are other ways to ensure consistent resources without adding more resource cards. Ramp like Howling Brave or Lithe Lyricist, card cycling like Arcane Focus, resource creators like Shardcall or Immortal Tears.Īlso, keeping a risky low-shard hand in PVE isn't the worst thing. Maybe you'll draw all the shards you need. And the worst case, you don't and take a loss. Restarting a fight in the adventure zone map isn't the worst thing in the world, there's no one keeping track of how perfect your PVE character's record is. And you have three dungeon lives for a reason.So for those struggling with the Adventure Zone/Campaign, I thought I might as well post the deck I've been using. Now, First off, let me say while this deck IS very powerful, it is not perfect. There are a few fights that you will need to either swtich out entierly, or change things around. However, for alot of the harder fights, is very useful and can easliy take you to end game.Īlso would like to note that while this one is something I tweaked around, the IDEA of the deck is not mine. Your Key cards in this deck are going to be your, and. The Idea is to biuld up a Strong defence with your Lifedrain Clerics, and buffing up your Hunger and Paladin (It is not uncommon to see a 15/15+ Card by turn 4-5). Now, this deck does have some Weakness you should watch out for. First off, there is very little defence against Flying troops.
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