Card Hunter

Card Hunter

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Exanthos Nov 24, 2015 @ 7:05pm
Favorite group layout?
What's your favorite party-combo and why?

Mine is the human warrior so he can move into choke points quick enough, and hold the tides back, dwarf mage because you really don't need to move around when you have choke points and 6+ range spells, and elf cleric because a mobile healer is the best healer.
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Showing 1-6 of 6 comments
Flameraiser Nov 25, 2015 @ 6:10am 
Currently only using humans while playing through the campaign. Saw so many complaints about RNG in the reviews that the racial ability to filter your cards sounded like a must-have.
JediMage Nov 28, 2015 @ 12:52pm 
Mine is dwarf warrior so he can take more damage while blocking off enemies, human priest for balance of mobility and extra supportive cards and elf wizard so i could kite in and out with fire spells.
Last edited by JediMage; Nov 28, 2015 @ 12:52pm
armsracer Nov 28, 2015 @ 4:07pm 
I use a human warrior so he can get into combat and stay in there as long as nessisary, an elf wizard so i can get the angles that I need to hit multiple enemies with my linear spells, and a dwarf priest because I like my healer be tanky so she can take the heat off my other guys.
Last edited by armsracer; Nov 28, 2015 @ 4:12pm
Sentient_Toaster Nov 30, 2015 @ 4:01pm 
In campaign?

First go through, human priest + human warrior + dwarf wizard.

For farming campaign missions, three dwarf wizard or two dwarf wizard + one dwarf or human priest can be very effective.


For PvP? Experimented a bit, but by far my most viable trio has been a hyperconventional two elf warrior + one human priest build.
Exanthos Nov 30, 2015 @ 5:29pm 
Originally posted by Sentient_Toaster:

For PvP? Experimented a bit, but by far my most viable trio has been a hyperconventional two elf warrior + one human priest build.
I'll have to try this, and see if it gets higher than a 6 win streak from my group.
Sentient_Toaster Nov 30, 2015 @ 9:14pm 
Originally posted by Exanthos:
Originally posted by Sentient_Toaster:

For PvP? Experimented a bit, but by far my most viable trio has been a hyperconventional two elf warrior + one human priest build.
I'll have to try this, and see if it gets higher than a 6 win streak from my group.

For the elves, something like -

- bejeweled shortsword (very consistently good/high damage, some mobility from Vicious Thrusts... and common, so it can be bought from the stores for 5 gold)
- another BJSS or other double-major weapon, preferably one with step attacks. Vibrant Pain is nice, but legendary
- a tokenless weapon (Strongarm rocks if you have it, Carved Club is probably the best low-cost tokenless warrior weapon)

leaves you four minor tokens. "Cautious Mobility" is tokenless and gives you two copies of Elven Manuevers (which works very well with step attacks -- you can draw them, as they count as move cards) and "Scouting Run" can be handy if you're sittting on an "All Out Attack" and want to know if your prospective victim has any Block cards.

One for Tough Leather Cap gives you a "Dash, Team!" card and an "All Out Attack"; one for Diamond Moccassins gives you "Quick Run" (a 3-move cantrip, lets you move and then Powerful Hack somebody), "Sparkling Cloth Armor" for reactive mobility, "Brutal Charge" for unblockable damage or just a 5-tile linear move. Another token for "Savvy Attacker" -- gets you good cycling with two benign traits, plus a "Team Walk" card. Last token can go on shield or armor; "Buckler of Protection", "Parrying Buckler", "Jaguar Buckler" are some notable very good minor token shields. A popular tokenless armor is usually Perilous Ringmail assuming that you don't have Xander's Mail.

There are certainly interesting variations like "Shielding Warp Boots" (only way to get any Force Field without using a major token) or substituting a major/minor weapon for a double-major (say, Double-Edged Sword, a Crazy Sal's Halberd, or a Slice and Dice) and devoting a major token to something like a bubble helmet -- two force fields on that one -- or to the Softener, 3x cushioning armor for a major.

BJSS x2 + Rageblood Dagger is a classic build; costs two more minor tokens, adds even more vicious thrusts and a Blind Rage to boost them. Raging Strike can backfire badly (especially against mages before your Elven Manuevers has arrived, and you can only have two EM cards per deck, and it also makes Perilous Ringmail's Traveling Curse downside harsher) and having *too* many step attacks can also be dangerous. Any Halt effect will prevent you from using step attacks even if the opponent is next to you, notably -- whether entangling, or because radiation threw a Trip at you. It's doable, just forces you to compromise more on non-weapon slots.


The human priest can spend a major token on Perfect Command (a "Dash, Team!" and a "Run, Team!" plus a "Flanking Move"), another major on an Aegis of the Defender. As for the rest... you want some Purge to counter force fields, nimbuses, etc (Ritual Straps is a tokenless way to get Purging Burst plus a Lifesaving Block). Shielding Tokens pack two Impenetrable Nimbus for a minor; opponents will hate you for spamming nimbus, but it's effective given that most players don't pack a lot of Purge. Mass Frenzy and Unholy Wellspring will also help to boost your warriors' damage, especially helpful if you pick a lower-damage weapon like Vibrant Pain (which you might, for the extreme mobility -- much easier to make multiple unblockable attacks if one warrior can fly behind the victim).

Overall, your warriors built this way have a solid health disadvantage vs. dwarves and could be built for more damage... but you have enough mobility between the base move of Dash, all the team moves, step attacks, reactive move from sparkling cloth armor, and the likelihood that cautious mobility gives you a step attack to make it easier to threaten any less-mobile opponent with the possibility of suddenly double-teaming one of his characters and hacking them to death.
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Date Posted: Nov 24, 2015 @ 7:05pm
Posts: 6