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Αναφορά προβλήματος μετάφρασης
By the way, type in "Animal" in the collection screen and it should show them all. Same works for "Undead" showing all the Skeletons, Spirits, Vampires, etc.
https://www.legends-decks.com/ ?
pretty cool, i obviously did not know, thanks.
nope, my internet is so bad it takes me 5 minutes to just even open the damn page^^, not even speaking about updloading^^
i can put steam screenies here though, and will if you care to look at them(later in the day though)
so you'd better take lessons or know your red-purple cards really well.
apologies, it should be readable still as roots are often shared, but yup, it sucks.
ask if you need to.
nonetheless:
http://steamcommunity.com/sharedfiles/filedetails/?id=1211424679
for early game, it's pretty straight forward: use any creature under 5 magicka cost to bash enemy stuff while ramping, its your only goal, you have good body and enough to hold an aggro back(don t hesitate to use cards just for the body, even the 4/4 guard that costs 4 without its guard ability)
just trade, if you get board control(which can happen oddly enough) break a rune, its always nice to have a guy at 21 and your opponent normally dies with a near full hand anyways.
the fun starts at 6 magicka.
http://steamcommunity.com/sharedfiles/filedetails/?id=1211424328
normally, at that point you have a cemetary pile, most likely with a treeminder(the 1/1 ramp lizard).
don't stop ramping! use any soul tear on treeminders if you have no ramp dragon in hand, remember, your low cards have good body for low cost, so you can continue on playing some, they still do well, and your late game is all about getting free cards, so the soul tears shine more used very early, to ramp.
i chose those low cost cards specifically to keep being useful middle to late game while not hindering my later costlier drops.
for late game, understand anything after YOUR 6 magicka threshold, its a nightmare for your opponent. as any of your cards can be a killer with unstoppable rage and you have enough magicka to play both the creature and the spell on the same turn...and that often is turn 7 for your opponent.
furthermore, dropping an early gravesinger(the purple 10 cost 6/6 that summons dead creatures) is always awesome, it will either add extra ramp(ramp dragons) or just win you the game if you have a dead bloodlord.
usually gravesingers are rather bad as their effect leaves a lot of time for removal or silence, but since you pumped up like mad, your opponent will have wasted his removals/silence on dragons, bloodlords, hricine dude, etc(and you actually want your OP cards dead^^)
aggros decks may be just about to finish you off but they won't be able to, ramp decks only start to really be effective and take more time than your own(see my opinion about skelly dragons, great but require a bit of time to shine, too much), midrange just begin dropping real stuff one at a time.
and you either have enough magicka to combo unstoppbale rage, or have even better: the dirty gravesinger cycle of death.
note rthat the deck is pretty new and i clearly master my green one way better, so all i say is general ideas that have proven to work. It will take me a few more days to really understand eveything about it^^
you can clearly make the deck better(a second bloodlord if you have one), think of better things to put in it.
but maybe it works really well just because it's not carrying specific supports or cards to combo, it just generally, whatever hand you get, works well.
Gortworg gro-nagorm was crafted/included last night and hasn t been tested yet, it takes the place of a hircine thingie(same cost, red furry thing that multipe strikes)
the vampires, i dunno, for now they are cool to get some hps back, when they come back with charge, they are pretty nice, but maybe they can be ditched for something better.
but the whole deck is about giving charge to late dead creatures...so
i often end up having an unstoppable rage and other cards in my hand when i win: the deck goes SO fast that i win with multiple options.
hope it works for you or gives you ideas, maybe it will fail if you don t use the same pattern as I, on paper it is not impressive, it works for me because i got the right timing i believe, that and because it has the best pleasant fluid curve i made so far.
for example, it lacks card draws, but it relies on you losing two runes and on having enough body to force your foe into going body/removal play rather than his usual complex hocus pokus.
you don t really need card draws, its...an aggro ramp!
exile(the 3 cost unsummon) is mandatory, both for your own sake and for...ramping!
i do not hesitate to use it on weak creatures early to control and save HPs.
apart from a second blood lord, all other cards number are on purpose, when i have only 2 its because i want only 2.
not sure i want a second bloodlord, but i will try when i can.
lucien is a 4 cost with a conditional immediate effect and would probably kinda orient my tempo.
Worth a try definitely, but for now i m trying to master said tempo, as it is.
lucien could very well make the deck better i agree
it could take the place of a kill the mighty(kill a creature over 4 strength, cost4, red), i may have one too many, as in all new decks, the removal balance is something i find finicky.
yup...probably a good idea.
yet, i'm not so hyped by such cards, if i have one, i can get greedy, with that deck i feel all the efforts are to be made to make it a super steroid ramp in order to vomit multiple 6, 7 8 costs cards at a time, along with the necro that doubles the swarm.
but lucien is an odd cookie, he can remove anything by himself, thats a good plus.
I'll try him.
yup, damn, the more i write the more i see how it fits, and maybe it doesn t impact negatively anything.
as for the token generator, nope, i feel it has no place though i could be wrong, don t have any anyway.
and reviving tokens is not something i want^^, i want treeminders.
I also thinked of that ramp on slay 1/4 lethal fellow, he can take place of 1 histgrove, cause he ramps, pressures in midgame and a creature. What do you think?
For me it's a gimmick card like mundus stone, it slows you down and makes you win games you were already winning.
but again, I'm a poor judge on gimmick cards as i myself get very stubborn on cards that most consider " fun", on a good day.
i will try it eventualy but meeh is my first opinion.
Lucien comes first.
as for replacing a histgrove, nope, that is suicide^^.
the lizard girl is ok but needs to slay and only gives you temporary magicka i believe.
you could put 2 as a complementary ramp, just like the 2/2 lizard that costs 2, but having prophecy 3/2 walls or 2+X/3 bodies that cost 2 denies early board control more effectively.
it costs 4, hist is 3, that makes you ramp at best 2 turns later.
it does combo with Unstoppable rage, but frankly i never needed to clean the board defensively, when i go unstoppbale rage i usually draw 4 cards instead.
for token decks, i have the red dragons that do just fine.
having good body early is key, it forces your opponent into building up one or two creatures or wasting magicka on removals instead of spamming little creatures that get one shot, so you rarely see a wide board early game, nor middle game, it only happens late game when he goes all in.
you can take the deck towards a more poisony feeling, you can put fun legendaries for sure.
you just have to be careful, each card you add takes the place of one that works.
this deck already has variety in its cards, often only fielding two not three copies to make room for others, so it's fragile, if you remove/add a bit too eagerly then it will quickly water down.
it has a solid backbone of must have cards(not shiny like the guy who silences, the ramp part, the unsummons, removals, necessary guards etc), that actually leaves few cards to be played with(mostly the endgame, a bit low cost critters)
i see unstoppable rage as a cheery on top, not a card i count on, so personally i would not add things to work with it, at worse it s a one lane icestorm damage and relative magicka wise, and that is all i need.
there is no valid reason for you not to try stuff and achieve at concepts i disregarded or overlooked.
if decks were made of 60 cards, i would probably include all your ideas.
https://www.legends-decks.com/deck/26721/necromancy-ramp-warrior
and did some testing at legendary ranked.
The result is fine, despite quite tough luck i managed to have some growth in ranks.
Wanna make some determined testing in duel mode sometimes later?
conclusions: he cost me 2 defeats(had i had the card it replaced i would have won), was useful in one victory but not crucial(he did give the +2 that killed but i could live through an extra turn as i had total board control and 20some hps left).
the rest of the time i won with him iddle in my hand or in my deck.
he goes out, he's a great card but doesn't fit, he doesn't respect the tempo.
i made the deck without him in mind and though the synergies work on paper, he never finds the right timing, its awkward in the deck.
he works better in your version, thats prety sure.
i did some other testing and replaced the 2 blackworm necromancers(see screenie 2, the card the cursor is on) by 2 5/2 purple 4 cost skelletons that give you 5 health on last gasp.
the deck is obviously better that way, its safer as the extra hps help and a 5/2 body for 4 trades great, and never sits in my hand because the conditions aren t right for him.
i now have a second bloodlord and am happy with him, but now my deck is 51 cards, i can't kick a card out, 51 will have to do.
it looks more classical for a ramp, pretty sure it works nicely still but i m curious about the early game.
my deck has the particularity to get board control early if i use my specters as 4-5 drops and i sometimes win before turn 6, i do not see this being possible with an academic ramp.
you would have to rely exclusively on late game and that can put you in competition angainst other ramps.
from experience, when i reach my late game, my opponent often has 20hps and gets killed in one or two turns, im not sure my deck would perform as well if it had 30hps to take out instead of 20.
what also can happen to you is that your opponent has not used his removals when you drop the big toys, that can be a classical ramp issue