Barring other funky card stuff, this game is won by holding more flux wells than your opponent for 10 turns.
Due to salvage and sturdiness of most buildings (more so if youre a dwarf) its somewhat troublesome to dislodge an occupied flux well.
All that taken into account you want as many buildings on as many flux wells, being built as soon as possible (and have them survive to grow into a real building
.
A very simple, basic tactic which dictates how the rest of the game evolves.
(c'mon lets face it: building, scoutcreature, move within sight of central flux...90% of games)
To do that you need:
A) Vision to all those flux points
B) Flux to cast the darn buildings
C) Stall tactics (what some people also call creature control)
Early creature advantage is very important, so lets see what we have available:
flux cost followed by name:
Dwarves)1Dwarf warrior,
2craig scout,
3Prospectors(my favorite, also if lucky to stumble upon hills, best for this type of tactic)
Sylvan)1valedune, 1 archer, 1sapling(cast even more forward! in a forest),
2 scout (cruise missile but 1/1 so its ok),
3falcon, 3treeherd(again pop-up freak AND 1/3! +seedling), 3windreader(1/1 but vision:), 3fairy(odd)
DL)2crypt doc(great special), 2red imp, 2zombie(not even a corpse.... jeez, blah),
3hellcat(the real cruise missile), 3hypnotic, 3leper(takes you with him),
Elementals) 1Flamekin(use your 4turns wisely... also pray you manage to take smth out),
2sleet mogi (pathetic stats, 1/1 2vision), 2dew mogi(rare)
(non offensive)
1Stone mason, 3plasma, 3wind mogi, 1water weird(pointless other than for some trick-stuff)
THE SOLUTION for the much desired balance:Somebody must have noticed that i yell "nerf Sylvan" in the lobby all the time, and have even started playing with them to prove my point.
That is all complete nonsense
Other factions are way more broken. (caveat- only if you have the necessary cards, the poor dwarves especially gimped in this manner).
Its just they dont get to use their stuff because by then the sylvan player has 14glory and just keeps dropping salvage buildings). And the reason: they lost the early land grab, because they lacked enough cheap creatures.
Just give all the factions more darn weenies... at least 2 per faction that are 1/1 spd3/vision3 for 1flux and special, and 2 that are 1/2 for 2flux.
Elementals in particular really need any help in this department they can get, having only 2 usable creatures. And by far the worst vision of all the factions.
The new weenies is probably best done with a new set of cards.
Right now Sylvan can dependably cast 3 creatures in their first turn and gang up, eliminating 1/2's while waiting for the buildings. Even the odds and that will nerf sylvan enough (to the point they will require some new stuff themselves)
*caveat:
i didnt bother with other stuff that also matters (Hill giant contractors, entangle, fear, gather spirits!)
or the buildings themselves (every faction has cheap buildings (ie. elementals have the worst cheap one, mogi nest... but also arguably the best one(if limited), chambered reef), dwarves pwn with their buildings and iron gate.
And yes i am way more interested in elementals than pansy elves, but theyre literally unplayable competitively.
And if youre still scared of Sylvan, try using trainings and armor, or just play dark legion... It seems theres a strong rock/scissors/paper among the factions Dwarf>DL>Sylvan>Dwarf. And yes elementals just loose to all of them