Hoaxmetal
Arcane
- Joined
- Jul 19, 2009
- Messages
- 9,161
http://na.alienwarearena.com/giveaways/might-magic-duel-of-champions-starter-box
Basically free The Box for new accounts.
Basically free The Box for new accounts.
That's really good value.http://na.alienwarearena.com/giveaways/might-magic-duel-of-champions-starter-box
Basically free The Box for new accounts.
In other news, they also nerfed Ammar and Strength of the Sea
Thanks. Also on the subject of deck building, I've read people referring to deck construction in terms of X/X/X values, I assume those to be Might/Magic/Destiny, correct? When for example someone mentions a 4/4/2 deck, do they mean that they'll only be going up to 4 Might/4 Magic/2 Destiny throughout the course of a match, yes?
The only board wiping spell (kinda) I have right now for this deck is one that requires 6 Magic - Curse of the Netherworld. Is it worth keeping it?
You must have 200 cards from an expansion to unlock it at the altar, so you'll have to get those anyway.When is buying the expansion(s) single boosters worth it?
As someone who plays magic frequently, the lack of instants ALWAYS bothers me. But I see why they don't have them in the game, I just wish there were some more tools to hate on control decks(more magic immune creatures, or ones that gave you stuff when they took spell damage or such).
Imo all sets have playable undead creatures(same goes for all the other castles). Doesn't mean you drew them though
I'm more bothered by the way a choice of a hero limits your deck building capabilities. As I see it, there are about two good decks for each faction and it's usually a creature deck vs non-creature deck. This will obviously change as the new expansions are released, but then it will be much harder to have a decent collection with the current f2p model.
I'm getting close to 1000 now and I'm having a lot of problems with board clearing shit like Tsunami, etc. There are far too many instant aoe spells in the game that you apparently can do nothing about. Any tips for a Necro deck using the default Hero (Water and Dark spells)?
Play more Paos and Shadow Images to push those last points of damage and maybe try to keep a backup creature in hand, dunno.I'm getting close to 1000 now and I'm having a lot of problems with board clearing shit like Tsunami, etc. There are far too many instant aoe spells in the game that you apparently can do nothing about. Any tips for a Necro deck using the default Hero (Water and Dark spells)?
Sandalphon is bearable, Ishuma seems to be the hardest matchup to me.You can play average spell/creature necro decks to around the 1300 range, but after that point you'll get beaten down by stalldecks and things like Sandalphon.
They upped cost and magic requirement by one.Keep in mind I haven't played since the Strength of Sea nerf someone mentioned, so if someone else coudl pipe in with the details of that change, that'd be great.