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Queen Switch - Targets opponent's cards. Switches the targeted card's suit to the other color. Poison - Targets opponent's Hero. Inflicts poison, which causes them to take 1 damage every turn (which includes turns during the card drawing phase). King Pierce - Targets your red suited cards. Adds piercing effect to target card, allowing it to go through armor. Useful if your opponent likes to stack armor! Absorb - Targets opponent's red suited cards. If the targeted card is played during war phase, the effect is nullified and you gain mana equal to the what the card played was worth. Ace Possess - Targets opponent's black suited cards. If the targeted card is played, the armor is instead granted to you. Leach - Targets opponent's Hero. Absorb a little bit of their health! Joker Immune - Targets any of your suite cards. Protects the targeted card from face card effects. Reflect - Targets opponent's red suited cards. If the targeted card is played, the damage is instead directed at your opponent.
This is just one of many examples of knowing how to play around your Hero's ability, so study up before deciding on one! Each Hero is suited for different playstyles, so play around until you settle on a favorite. Don't forget to look at their base stats as well. For example, the Psychic has 1 less starting health than the Iron Knight, but has an impressive mana cap of 27 and starts the match with 10 mana. This isn't even mentioning the Psychic's special ability which lets him start the match with 7 redraws! Before you commit to any kind of card decision, always take a quick glance at your opponent's hand and think of the possible actions they can take during that turn. Did they draw nothing but black suited cards? Maybe you safely pass that turn to conserve mana without the fear of an attack. Did they draw a face card while you drew a big attack card? They may try to pull funny business on you, so time to think of a backup plan. Those are just a few possible examples of mini strategies that are constantly going around. You'll need to think on the fly to be able to counter your opponent correctly. Remember that you have 30 seconds per turn, so while it's not a lot of time, it's enough time to devise up some new strategies.
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