![]() As a bonus, you can attack with it for 1. With this single staff, he will gain enough cards to keep pumping his ressources and preparing the Tidal Wave that will shift the game to the end game part, where Priests shine. Jericho‘s best friend since he can draw an extra card every turn (or even 2 when you play a second one to replace the first) for a nearly neglectible cost. Not only you will get rid of anything regardless of its strenght, but you will also inflict some damage to the opposing hero and maybe even, reduce the durability of his items (and of his moral)… This card only makes the Elementals decks still viable and deserves the 7th position. The elemental’s signature move is right now the best single anti-ally card of the game… by far. And because of her incredible capacity, she gives you a huge presence on the board mid and end game. Because of her good fighting stats, she’s the best turn 3 you can do on human side. No other allie in the game is always welcome all game long. Right now, we can assume that more than 95% of the decks are based on allies, so it means that this card is the solution to whatever will be played by your opponent. The only perfect and flawless board wipe available in the game. On the 4th turn, a key turn in the game, nothing can survive an attack of your allies and a Lightning Bolt. ![]() And you can choose between card advantage, or damage advantage when you play it. This is a ratio that not all cards in the game can be proud of. Here is my subjective and imperfect opinion of what the best cards are in this current metagame (1.27).
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