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https://www.reddit.com/r/MinionMasters/comments/1054k68/new_player_decksguides/?rdt=50369
Some tips:
- A deck is always built for a specific master and mode, eg. Stormbringer wants ranged minions while Milloween wants spell cards (to benefit their perks)
- Try to have at least 2 tank cards (eg. warrior and whirly scrat) to protect fragile ranged minions
- Try to have at least 2 ranged cards to destroy enemy air minions
- Try to have 1 offensive spell card for situations (eg, Fireball)
- Card rarity implies the card's complexity, not power (eg. Legendary = very complex to use, Common = easy to use)
- Horde cards can counter big heavy hitters such as Cleaver and Zappinator (unless they have swipe/area damage like Colossus)
- If opponents control bridges for too long (past perk 3) they get "mana frenzy" and you'll probably lose the match
I like team mode the most because it's very flexible and you can pretty much build any deck.
So that would be: Warrior, Jade Flingers, Wild Stonebjorn, Spear Throwers, Drone Buzzers, Crystal sentry, Cleaver. To this you need to add a dmg spell, aka fireball or scrattillery, last 2 cards is up to you.
Master is mainly valorian, but many other can be used. (do not use stormbringer, ratbo, milloween or ravager)
In its original version i have used the deck in rank 9-7 2v2 random so deck is not bad. It is no "i win" button, but it works just fine if you know how to counterplay.
I would not recommend Wheel of Doom to ANY player as it is one of few card capable of friendly fire. It in general causes more problems then solutions in random 2v2.
Noobs have to learn the game before making grandmaster lolz
Morellia has 5 different activated abilities, all of which have to deal with board state, & 1 even ties into deck construction.... Idk how you could think she is simpler than the other masters lmao. She is by far one of the most complex... Stormbringer as an example has 0 activated abilities..
Setsu doesn't have to be hyper aggro. Noobs play around rank 10-15 anyway. So using Setsu to learn the game (not make grand master), gives them experience with using delayed spells (her drop in). Since spells tend to be one of the hardest thing for new players to learn. & because Setsu's only activated ability is the drop in, it makes her simple to learn the basics of the game without being overwhelmed. & As a bonus they will be encouraged to use spells more, to gain stun bullets, leading to a better understand of spells in general. R3kt is good for that as well. But since his activated ability has to do with board state & position, it's just a tad more complex.
Wild cards should just be removed from the game for one, & are only used in 2v2 rnds anyway. But the main point is that noobs should learn to use various cards by playing different cards. & when they do use wild cards it tends to be trash, like double colossus, or annihilator. It will also screw up your deck's cycle & balance.
Like you're using future, demon warrior, & trying to cycle spells for milloween. Having 2x wildcards (that can't even cap both bridges or answer things you're weak against) is heavily delaying, or flat out negating all future value & potentially demon warrior as well. That's at least 4 extra mana per cycle when you need 4 cycles of both of those cards to start to gain value. That's at minimum a 20 mana delay from you gaining value from future & demon warrior... just to have 3 elite swarmers.....
your deck should (usually) cost around 3.5-4.5 mana. (keep in mind those are guidelines, not LAWS)
you dont want to have more than 4 cards >/= 5 mana. it can freeze your hand and make your rotation hard.
you want stuff that can take the bridges. either both at once, or cheap on one side.
you need counters for air, groups, high health minions, and backline ranged dps units.
spells are handy, use them. a daggerfall or a fireball kind of fit/ suit every deck. daggerfall is cheap and good against groups, deals 50 dmg to master tower. that can sometimes safe a lot of time/ secure the win. fireball is more expensive for 5 mana but clears most ranged carrys. especially the 5 cost ones. (scrattillary is an alternative)
decks without any spell work, but you will miss having them quite often. for example in a close game where the enemy is already at 100 hp. (fireball does 100 mastertower dmg), or when you struggle to clear a backline.
pick a master according to your deck.
morellia/ tronveir and stormbringer are masters that kind of can use every deck. read their perks, try them out. its not to hard to understand.
use all resources you have. the biggest is mana for sure. but hp is one as well. think about what master you have.
as an example: you are morellia, the enemy played 2 plasmamarines for 3 mana to cap both bridges at the start. you have bridge buddies in your hand. what happens if you play that 2 mana card? - you delay the capping of both bridges for like 2 seconds, marines win the fight, cap the bridge and walk to you. you basically wasted 2 mana.
instead you let the marines walk to your tower and play your bridge buddies then. now you have both bridges for 2 mana. your enemey is down 1 mana at that point. but he had the bridges 2 seconds longer and dealt tiny dmg to your master.
like this it goes back and forth. using your mana better and gaining more xp is the main way to win.
especially the first minute is important. theres not much mana in the game in that time. small msitakes can lead to a defeat in that stage.