The Third Perk makes your Master immune to any damage a slong as you control at least one bridge. Thus you should engage fights on the bridge, make sure to spawn minions in time, with appropriate placement, so that they will have the buff when they engage an enemy minion. The Second Perk adds +25 damage to every friendly minion on the bridge. You can dodge Fireballs and even chain lightnings if you have a fast reaction speed. Once your Minion has reached a bridge, swap, and you shall have the other as well. ![]() But it can also be used to take both bridges with one unit. This can be used when minions are fighting on the bridge, to give you an advantage. The First Perk gives you a 0 Mana Spell that swaps every minion on the bridges, stunning the opponent ones. King Puff is expensive, a bit more challenging to play, but can be very strong in able hands. Similarly to the first perk, this should give you more options and more tempo. The Third Perk gives you a 4 Mana card for 0 Mana. If you have already placed your Cleaver, and the opponent has dropped one before, which reached your side of the bridge, drop the Shield Totem in front of your Cleaver, so their Cleaver hits the totem, while your Cleaver gets in the first attack. As soon as they start attacking, drop the Shield Totem and some minions of your own to deal with the threat without losing any HP.Īdvanced: You can also use the totem to block incoming attack in front fo your minion. If you don't have a good counter to your opponent's minions, let them through and attack your master. ![]() The Second Perk gives you a 0 Mana Shield Totem that can be palced to render your Master immune for a while. Bur be warned, the card you receive is random and can be somewhat of a blank at times. Furthermore this will give you access to a card that isn't basic. This will allow you to gain additional tempo, by getting an extra card in your opponent needs to deal with or it gives you an additional option to counter certain cards. The first Perk gives you a 2 Mana card for 0 Mana. Leads to an XP advantage, which in turn generates to a Tempo advantage.Īpep is affordable, a bit random, but has a safety net. using the Master to tank and deal damage also generates Tempo(You spend HP to destroy a Minion which is worth mana, without using Mana yourself).īridge Control - Is often a result of a Tempo lead and occurs when you control both bridges(and it's usually implied that they are in firm grasp, indicating that your opponent can't easily steal them away, as in, you have Mana to answer his potential minions trying to take the bridge from you). Tempo is thus generally generated by making value-trades(Your minion/spell cost less or survives the fight). If your opponent plays a Succubus and you play a Boomer, both minions will die but you paid 2 Mana for the trade and your opponent paid 5, so you gained a Tempo advantage of 3 Mana. ![]() Tempo - Gaining Tempo means to get a Mana advantage over your opponent(Combination of what is currently available to you and what you have on the board). Dragon Nest is relatively easy to beat(lost 1 game because Fireball was the last card in the deck). In fact I played against several replicas at the last day of playing(people apparently found a lot of success with he deck).ĭemon Warrior Spam(3 losses) & C2A(2 losses) are your worst matchups, essentially you can not win unless they severely misplay. Platinum to Diamond - 58-7 (89.2% Win Rate)ĭiamond to Top 20 - 67-8 (89.3% Win Rate)Ĭonincidentally, there is another person with only basics in the top 20, but he was top 20 with a different deck before and changed to mine after he lost a game against me. I post this at the beginning rather at the end so that you can see where this guide can lead you before you are bored halfway through. If you are sceptical I will give you a short breakdown of my own experience with this deck in the next paragraph(Note: There is also 3 videos of the first 25 games I played at the bottom of the guide). In this guide I will introduce you to a deck that I created with nothing but basic cards(You need to be level 12 to have obtained all of them though!) and I made it into the leaderboard(Top 20) in around 5 hours of total playtime. The objective is to get your opponents Master to 0 HP by dealing dealing enough damage with either your Minions or your spells. I am sure you already know the basics of Minion Masters.
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