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 Post subject: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Mon Apr 25, 2011 4:21 am 
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I'm going to be listing a few decks here that new players can use. These will be made completely of default cards...I will explain why i chose each card, and how one should play the deck in order to win. Im listing one deck for now but will eventually list more

Edit- second and third deck is up

1) Dark Dwarves
Creatures 23 (Alot but a beginner cant have too many)
1 Domain 8
2 Craig Scout (great scout and cheaper than hell cats; Mountain Stride)
2 Dwarven Warrior (Just a Cheap critter 1 flux and works for a 1 drop)
1 Lawn Gargoyle (great for 3 flux and 4 health; good against sylvan)
2 Crypt Doctors (good for keeping ur bigger guys alive using their ability)
1 Leprous Shambles (good ability;never hurts to have one in)
2 Domain 11
2 Shield Warriors (2 of these side by side are very good)
1 Carrion Feeder (your only flying in deck so very needed)
1 Blunderbuss Squad (range so also good against flying)
2 Soul Broker (good ability;drop them when your creatures are dying near your base)
1 Clay Ram (solid tank vs small critters)
1 Stone Mauler (good for slaughtering buildings; good against fear)
2 Axe Captain (just all around creature but cheaper than mediums)
1 Medium of the Third Circle (ok ability and nice speed)
3 Domain 4
1 Epic Veteran (great for killing anything; 6 attack)
1 Journeyman Necromancer (cool ability if you have lots of flux)
1 Skull Catapult (good for building demolition)
1 Volcanic Phoenix (awesome ability)
Spells 6
1 Manipulation (good for keeping first turn critters alive or good with epic vet)
2 Lysis (take out opponents big guys easily)
1 Disenchant (some form of disenchant is always good to have)
2 Gather Spirits (more flux you have the faster your deck will be
Enchantments 4
1 Legs of Baba Yaga (good for putting up ur middle well building)
1 Death Mark (turn a small creature into a big creature)
1 Iron Gate (good defensive card; 1 is enough in this deck)
1 Mountain Blessing (good on epic vet; or if u rather put it on a cheaper creature go for ram)
Buildings 7
1 Dwarven Hall (domain)
1 Graveyard (domain)
1 Foul Obelisk (cheap cost and attacks)
2 Earthworks (attacks)
1 Walled Outposts (great hp)
1 Ord Stone (great first turn drop; more flux u have the faster your deck will be)
Total - 40

first changes to deck.
-1 axe capntain +1 lysis
-1 mountain blessing + 1 disenchant
-1 axe captain + 1 possession
-1 soul broker +1 ix
-1 dwarven warrior +1 astridian diplomat
Total - 5 changes to get you started.

The best way to play this deck
Get a first turn creature out or cast ord stone to begin the game. Good first turns creatures are Scouts and Gargoyle. You will usually wanna start this deck off casting a dwarven hall. its designed to start with those creatures.
be sure you cast ur opening building to the right of the flux well so u can reach middle well with 2 Earthworks). If you have the Walled outpost early on u can cast it as a site on the well furthest from ur enemy but only if you can protect it.otherwise its best to
go ahead and cast a second domain. If your enemy casts a building to take a well. you will want to do the same thing and in the meantime try to destroy his site. but never make unecessary moves at the expense of your creatures. gather spirits will help speed ur deck up as you kill
creatures. use manipulation to get in extra attacks and lysis for creature control. good for taking out a creature protecting
a site or for taking out very large creatures. iron gate on ord stone can be good. especially when its about to die cause they will have already wasted 2 attacks on it and its up to
7 health. use 2 earthworks to reach middle well or earthworks and obelisk.
Good tips
1. wait for your enemy to move first when u dont know where he is
2. dont cast a site you cant protect
3 dont cast things u dont need its better to cycle the card.
4. mulligan if u have a bad opening hand such as no starters but never mulligan below 5 cards.
5. cast soul brokers when creatures are dying near your base. catches the enemy off guard
6. stone maulers are immune to fear and so are gargoyles also range is as well such as blunderbuss
7. if your enemy takes a second well you will want to do so quickly and or you will probably lose. Also try to destroy their site or second well
be sure you get your second well before they hit 10 Glory.

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Last edited by Monyx on Sat Apr 30, 2011 6:14 am, edited 6 times in total.

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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Mon Apr 25, 2011 8:19 am 
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2) Dark Elves
Creatures 23 (Alot but a beginner cant have too many)
1 Domain 11
2 Tenderfoot Archer (range and good speed; cheap cost)
2 Elven Scout (great scout and cheaper than hell cats; Fast speed)
2 Thistle Falcons (Cheap cost and flying)
1 Treeherd (good for rushing enemy;good health for 3 flux)
2 Crypt Doctors (good for keeping ur bigger guys alive using their ability)
1 Sapling (good for casting in forest near enemy base to rush base)
1 Leprous Shambles (good ability)
2 Domain 8
2 Mosslight Slor (2 of these to heal each other and other creatures; 2 together are nice)
1 Carrion Feeder (flying and can get very large)
1 The Coldstream Guard (range so also good against flying)
2 Soul Broker (good ability;drop them when your creatures are dying near your base)
1 Stone Mauler (good for slaughtering buildings; good against fear)
1 Medium of the Third Circle (ok ability and nice speed)
3 Domain 4
1 Barkskin Dragon (great for killing anything; range and flying)
1 Journeyman Necromancer (cool ability if you have lots of flux)
1 Skull Catapult (good for building demolition)
1 Volcanic Phoenix(Awesome Ability)
Spells 7
1 Ascent (good to protect against an early site or get rid of big guys)
2 Lysis (take out opponents big guys easily)
1 Bindweed Poultice (heal your bigger creatures for 4 health)
2 Gather Spirits (more flux you have the faster your deck will be
1 Teleport (move a 2 hp critter on water to kill it or move your mauler beside enemy base)
Enchantments 4
1 Legs of Baba Yaga (good for putting up ur middle well building)
1 Death Mark (turn a small creature into a big creature)
2 Entangle(good creature control best to use on big guys)
Buildings 6
1 Grove (domain)
1 Graveyard (domain)
1 Foul Obelisk (cheap cost and attacks)
1 Dank Pit (cheap building for taking a well; always cast as a site)
1 Ivory Tower (great hp)
1 Bamboo Watchtower (good as a site or good for helping obelisk reach middle well also good to help tower reach both other wells when positioned right)
Total - 40

first changes to deck.
-1 soul broker +1 lysis
-1 leprous shambles +1 ix
-1crypt doctor +1 astridian diplomat
Total - 3 changes


In This deck the elven stuff will basically just replace the dwarven stuff. There are less 2 mid creatures or 2 domain creatures and more smaller 1 domain creatures. This will
give the deck more of a rush effect. This deck you will wanna drop as many of your smaller 1 domain creatures as early as possible to rush the opponent or to set up a bamboo site.
you can use ascent with ur small guys to get rid of any troublesome creatures coming at your site. cast treeherd and sapling near enemy base or near site to give an even more rush
effect. Use soul broker and Mauler the same as in the other deck. Barkskin replaces Vet in this deck giving you more flying.
Use your thistle falcons very cautiously and never attack first. wait for the opponent to move then attack so they cant hit you back.
Most the spells are the same minus the bindweed which is best used on big creatures.Also note that if positioned correctly you can take 3 wells with ivory tower.
Here is how to do it. First cast your grove to the right of the well if you are on the left side of map. then cast watchtower to the right of it. then all the way to right in the area
of control you will cast ur tower..Itll be positioned to take all three wells. very nice indeed. Mostly play this deck the same as described on the other one
except u can cast a few more smaller creatures early in the game for more rush. try to set your wells up the same as i described in the others. be sure to take second well before the enemy
gets 10 glory

Tips
1,Dont use ascent on small creatures unless protecting a site
2 barkskin can use its range to attack and can never be hit by ground creatures
3. if your opponent has an ascent you think...dont eat all the corpses with your feeder
4 entangle on bigger guys is best
5 keep mosslights and creatures near each other so they can be healed
6 wait until enemy moves to attack with thistle falcon. otherwise dont attack.
7 never pass all...you might miss an opportunity
8 check out tips and execution under the dark dwarves deck.

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Last edited by Monyx on Sat Apr 30, 2011 6:17 am, edited 6 times in total.

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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Mon Apr 25, 2011 9:19 pm 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
1)Dwarves of the Forest
Creatures 22 (Alot but a beginner cant have too many)
1 Domain 6
2 Craig Scout (great scout and cheaper than hell cats; Mountain Stride)
2 Dwarven Warrior (Just a Cheap critter 1 flux and works for a 1 drop)
1 Lawn Gargoyle (great for 3 flux and 4 health; good against sylvan)
1 Galom's Prospectos (good ability;use it early in game to set up your second well)
2 Domain 12
2 Shield Warriors (2 of these side by side are very good)
1 Alearwyn Barque (water creature which cant be attacked by land creatures; range)
1 Blunderbuss Squad (range so also good against flying)
2 Mosslight Slor (good ability;use for healing)
1 Clay Ram (solid tank vs small critters)
1 Stone Mauler (good for slaughtering buildings; good against fear)
2 Axe Captain (just all around creature but cheaper than mediums)
1 Dellenari Beastmaster (ok ability and nice speed)
1 The Coldstream Guard (nice range)
3 Domain 4
1 Epic Veteran (great for killing anything; 6 attack)
1 Spaf's Greatbow (Very nice Range)
1 Barkskin Dragon (Flying and range attacks)
1 Volcanic Phoenix (good ability)
Spells 6
1 Bindweed Poultice (heal your bigger creatures)
2 Ascent (use on bigger creatures or when protecting a site)
1 Disenchant (some form of disenchant is always good to have)
1 Telport (good control;move 2 hp critter to water to kill it; move your blunderbuss around since its slow)
Enchantmentsh 6
1 Sparrow Scouts (speeds up your slow dwaves giving 1 extra speed)
1 Camouflage (use on a weenie to have a scout that cant be attacked unless you attack first)
1 Iron Gate (good defensive card; 1 is enough in this deck)
1 Mountain Blessing (good on epic vet; or if u rather put it on a cheaper creature go for ram)
2 Entangle (cheap creature control; best on big creatures)
Buildings 7
1 Dwarven Hall (domain)
1 Grove (domain)
1 Ivory Tower (can take 3 wells; large area of control)
2 Earthworks (attacks)
1 Walled Outposts (great hp)
1 Ord Stone (great first turn drop; more flux u have the faster your deck will be)
Total - 40

Changes.
-1 axe captain +1 bindweed poultice
-1 mountain blessing +1 disenchant
-1 barque +1 entangle
-1 axe captain +1 ord stone
Total - 4 changes to get u started

The best way to play this deck
Get a first turn creature out or cast ord stone to begin the game. Good first turns creatures are Scouts and Gargoyle. You will usually wanna start this deck off casting a dwarven hall. its designed to start with those creatures.
be sure you cast ur opening building to the right of the flux well so u can reach middle well with 2 Earthworks or so u can setup tower to take 3 wells). If you have the Walled outpost early on u can cast it as a site on the well furthest from ur enemy but only if you can protect it.otherwise its best to
go ahead and cast a second domain. If your enemy casts a building to take a well. you will want to do the same thing and in the meantime try to destroy his site. but never make unecessary moves at the expense of your creatures. gather spirits will help speed ur deck up as you kill
creatures. use entangles for creature control and protecting sites and also ascent. good for taking out a creature protecting
a site or for taking out very large creatures. iron gate on ord stone can be good. especially when its about to die cause they will have already wasted 2 attacks on it and its up to
7 health. use 2 earthworks to reach middle well. read the dark elves section to learn how to setup tower to take 3 wells you dont have watchtower to use with tower so youll have to use earthworks. iron gate is best on ivory tower.
Good tips
1. wait for your enemy to move first when u dont know where he is
2. dont cast a site you cant protect
3 dont cast things u dont need its better to cycle the card.
4. mulligan if u have a bad opening hand such as no starters but never mulligan below 5 cards.
5. cast soul brokers when creatures are dying near your base. catches the enemy off guard
6. stone maulers are immune to fear and so are gargoyles also range is as well such as blunderbuss
7. if your enemy takes a second well you will want to do so quickly and or you will probably lose. Also try to destroy their site or second well
be sure you get your second well before they hit 10 flux.
8. keep your mosslight slors and shield warriors in groups so they cant attack each other and so they can heal each other..then surround
them with other creatures. this will give your opponent much trouble
9. if your epic vet is getting slaughtered by weenies use camouflage on it to protect it and go slaughter enemy buildings

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Last edited by Monyx on Sat Apr 30, 2011 6:21 am, edited 2 times in total.

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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Wed Apr 27, 2011 12:27 pm 
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Joined: Sun Apr 10, 2011 6:03 am
Posts: 70
Location: Long Island, USA
Good idea.

I'd like it if it also numbered the number of 1-3 domain creatures.


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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Wed Apr 27, 2011 11:02 pm 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
Wrekx wrote:
Good idea.

I'd like it if it also numbered the number of 1-3 domain creatures.


Done.

-Edit.

I decided to start making changes to cards in this section. I have posted a few cards you can begin to take out and a few cards to start putting in to make your deck a bit more solid.
Check beneath each deck for changes to be made.

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Last edited by Monyx on Sat Apr 30, 2011 6:23 am, edited 1 time in total.

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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Fri Apr 29, 2011 1:03 pm 
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Joined: Fri Mar 27, 2009 8:01 pm
Posts: 526
If may, I'd suggest - move it to wiki after a while, as it won't be up here forever (unless you keep bumping it). It would also help to promote wiki - thing which it really needs (promotion)..

(Feel free to delete this post after reading it)


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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Sat Apr 30, 2011 6:32 am 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
Ive began making changes to decks. These are small changes that players can make to decks to make them a bit faster or more efficient. Check beneath the decks for beginning changes to decks. GL. Always remember you can use any phantoms you see fit or simply want to try out. I would make changes slowly until you find the right balance you like. There will be more changes to come in future.

Also yes Uraxor i agree that would be a good idea. If anyone wants to do it feel free to use the info ive provided here. I'll do it if i find time. Until then anyone who wants to go for it.

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 Post subject: Re: Monyx's Default Deck Armies (For Beginners.)
 Post Posted: Mon Jun 20, 2011 4:04 am 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
bump

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