Infinity Wars - Animated Trading Card Game

Infinity Wars - Animated Trading Card Game

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Factions Overview
By StarTrekGeek
A quick overview of the different factions of Infinity Wars
   
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Introduction
Welcome to this simple guide about the factions in Infinity Wars. This is to give you a quick overview of them in case you're new to the game. This is not designed to give you tips on how to play each faction, but instead is supposed to tell you what each factions strengths and weaknesses are.

There are eight factions within Infinity Wars: The Flame Dawn, the Cult of Verore, Warpath, Genesis Industries, the Sleepers of Avarrach, the Descendants of the Dragon, the Exiles, and the Overseers of Solace.

There are also factionless cards, which are just that. Cards with no factions, that don't have any huge strengths but don't have any huge weaknesses, and that you can add to any deck regardless of it's "declared" faction.

So let's begin.
The Flame Dawn
The Flame Dawn is the faction that the game starts out as, and it does so because it's main strength is easy to learn.

That main strength, is the low mana/resource cost of it's cards. Because the Flame Dawn has the lowest mana costs in all the game, it's able to put more cards on the battlefield more quickly than any other faction. This allows you to deal damage early on, and if you're playing against a slow opponent, you can actually end up defeating him by simply moving too fast.

The weaknesses that come with this are two fold. Flame Dawn cards (as a trade off for being so inexpensive) are typically lacking in power compared to other cards. As a consecquence of this, once your opponent has a sufficent defense up against you, the tide of the battle can easily be swayed to them as they bring out more powerful cards. As a further consecquence, as your cards are numerous but weak, they will consistently get killed, making your losing via a moral loss a significant possibility.

Bottom Line: The Flame Dawn strikes quickly and in numbers, but doesn't have any real power behind it.
The Cult of Verore
The Cult of Verore is one of the three factions on the "second tier" of factions. That is to say, one of the three factions you're able to play as direcly after finishing The Flame Dawn campaign.

The Cult of Verore's main strength is the ability of it's cards to gain power as your opponents cards are destroyed. Most Cult of Verore cards either have the ability to gain 2/2 with each destroyed opponent card, or are some sort of spell that directly destroys an opponents card. In this way, the Cult of Verore feeds off death (so to speak) with it's own cards getting stronger as you continue to destroy your opponent.

The weakness inherent with this strength is the potential to not be able to gain that strength. If a Cult of Verore player fails to draw the spell cards that they rely upon, and are facing an opponent with strong cards on the field, then their own cards won't be able to do any significant damage to their opponent. Because of that, not being able to destroy your enemy right away is a problem for the Cult of Verore, which makes them very dependent on one use spell cards before their creature cards become significant play makers.

Bottom Line: The Cult of Verore is incredibly powerfull if you can destroy a few enemy cards first, but if you can't, you're out of luck.
Warpath
The Warpath is the antithesis to the Flame Dawn, esentially taking their strengths and weaknesses and flipping them. It's another of the tier two factions (one of the three factions playable after completing the Flame Dawn campaign).

As said above, the Warpath is the antithesis to the Flame Dawn. Whereas all the Flame Dawn cards are inexpensive and fast but weak, all the Warpath cards are huge and powerful but expensive. Warpath cards are stronger than the average cards, and they're so powerful that they don't even really need to gain strength in normal games. Their strength is their size and their ability to crush anything and everything in their way.

With this strength, comes a lack of speed. To balance the stregnth of these cards, they're expensive. This expense carries the potential weakness of not being able to deploy cards fast enough early game to defend against your opponents attacks, and if your deck is stacked with high cost cards, your opponent can easily overwhelm you before you even deploy a card.

Bottom Line: Warpath is the antithesis to the Flame Dawn: Incredibly powerful but incredibly slow.
Genesis Industries
Genesis Industries is the final of the tier two factions (the factions you can play after finishing the Flame Dawn campaign) and it relies on upgrading it's cards.

Genesis Industries has creature cards that aren't powerful individually, but upgrade as there are more of them. In addition, many of the spells that the Genesis Industries has, upgrades creature cards as well. So their strength is the ability to deploy mulitple low-level, low-cost creature cards, which then get upgraded incredibly rapidly to become incredibly strong.

Essentially, this relies on good deck building and luck. If you happen to not get the right creature cards or spell cards, this deck falls apart into a few weak creatures.

Bottom Line: The Genesis Industries is like a modern day army. Weak individually, but strong in numbers.
The Sleepers of Avarrach
The Sleepers of Avarrach is one of the four high tier factions, aka one of the factions revealed later in the game after the second tier.

The Sleepers of Avarrach is themed after zombies and their play follows that theme. They don't have incredibly powerful cards, but they're able to draw power from destroying opponent cards or even their own cards, and ocassionally they can "infect" or "ressurect" cards, either taking your opponents cards and using them as if they were yours, or ressurecting your own cards from the graveyard (which is basically what zomies are). The strength inherent with this play type is obvious: The ability to continually weaken your opponent by taking away his creatures while simultaneously making you stronger by adding them to your assault zone.

The weakness inherent here is the potential to be countered. The Sleeprs of Avarrach cards have specific conditions for their abilities to work (although some of them just have to destroy an opponent), and if you're facing an opponent who is wary of those abilites and counters accordingly, you can be left out in the cold.

Bottom Line: Zombies. Infect. Brains.

The Descendants of the Dragon
The Descendants of the Dragon is a higher tier faction (revealed after tier two)

The Descendants of the Dragon cards strength is their defense. The Descendants of the Dragon are essentially a nigh impenetrable fortress, with cards that have hugely high defense scores that are incredibly difficult to beat. The strength in this is obvious. If you stack your defensive zone, your opponent can't kill you and you can either stall until you win or force your opponent to lose a moral loss.

The weakness is also obvious. It was once said the best defense is a good offense. With the Descendants of the Dragon cards focusing so much of defense, they don't really have a strong attack. With this in mind, you may have to find unorthodox alternative ways to win. Additionally, if you're not facing an opponent who attacks frequently, the defense becomes unnecessary.

Bottom Line: The Descendants of the Dragon is like a giant castle. Impossible to get in, but impossible to get out.
The Exiles
The Exiles are one of the higher tier factions. (The factions that are revealed after tier two)

The Exiles stragety and their strength is their unpradictability. The Exiles excel at being random, strange, and confusing. The strength inherent in this is the ability (and probability) to throw off your opponent. The reason ambushes work so well in warfare is that they're unexpected. With the Exiles, you can essentially constantly "ambush" your opponent by consistently doing something strange and unorthodox.

The weakness in this is, ironically, the same as it's strength. In being so unpredictable and throwing off your opponent, it's easy to end up confusing yourself as well. You may make complicated plans and end up forgetting them half way through, or you may try something that (in the end) does very little to benefit you. There's a reason the unorthodox is unorthodox: unpredicatability is a double edged sword.

Bottom Line: Confuse your opponent, and try to retain your own sanity.
The Overseers of Solace
The Overseers of Solace is one of the higher tier factions (the factions revealed after tier two)

The Overseers of Solace focus entirely on attacking the enemies base and ignoring their creatures. A majority of their creatures have flying, allowing them to bypass enemy defenses and deal damage directly. The benefit and strength to this is obvious: the ability to deal damage to your opponent without having to worry about their defenses what-so-ever.

However the weakness is born out of that strength. With a majority of the creatures having flying, you will need to use some of those creatures in your own defensive efforts. If you end up playing against an enemy who is quick enough, or strong enough, you may find your own attacks stalled or simply not strong enough.

Bottom Line: Balance attack and defense, with the knowledge that your opponent's defense is useless.
Outro
Welp, thank you for reading the guide. I hope you enjoyed it.

Feel free to leave comments and suggestions below, and please give a thumbs up if you thought it was helpful.

Thanks again.
3 Comments
d4rkm4rk Aug 2, 2016 @ 12:50am 
Thanks for the tip and you made a great guide it really helped me out. See you in game.
StarTrekGeek  [author] Aug 1, 2016 @ 4:04pm 
mrky0906: I deliberately wrote this guide trying NOT to recommend any specific faction so that way players would be able to explore which faction they played and liked best.

That being said, the easiest two to play are either the Flame Dawn or Warpath.
If "casual player" means you don't want to spend the extra time to really perfect the more complicated factions (which can be a drag), I'd go with one of those two.
d4rkm4rk Aug 1, 2016 @ 4:04am 
So which faction would you recommend to casual players?