![]() Even in the most varied 1v1 matches you’re only ever expected to understand around 20-25 things at once. Some heroes may add an extra card or two to the deck as they level up in a match but that’s your lot. You can only take a 10 card deck into battle both minions and spells occupy this limit. There’s a crazy amount of stuff that can happen in any given match but Minion Masters manages to keep it all easily understandable thanks to deck size limitations and easy to understand descriptions. There are spells ranging from a hail of daggers to black holes to curses. Now the game starts to get complicated: some minions will only attack buildings, some will attack in melee, or at range, or with AoE (Area of Effect), some will even heal or transform when damaged a certain amount. ![]() The bridges provide more depth, with certain heroes’ skills requiring a specific bridge to be held, but also by providing extra experience points to level up your hero and activate their three unique skills and a fourth skill – Mana Frenzy which does exactly what it sounds like. As minions are cast from your hand onto the field they’ll progress up whatever lane you put them in towards the enemy tower and attempt to kill anything they come across on the way. The arena is then split into a top lane and bottom lane with bridges separating the left and right halves. The structure of a match is fairly simple: you have a (roughly) rectangular arena with a hero atop a tower at each end. The genre blurring of Minion Masters will be more familiar to players of free to play mobile games like Castle Crush, which largely follows the same structure, but doesn’t really have a direct comparison on PC that we’re aware of so we’ll be referencing MOBA qualities quite a bit to describe things. Does Minion Masters have the mana to keep up spell slinging, or does it fizzle out? The Trial Minion Masters has you build a deck of spells and minions, assign a hero, and then lob them into two lanes to advance on the forces of another player who’s trying to do the same to you. It’s kind of a collectible card game, but not quite. It’s kinda MOBA-ish (Multiplayer Online Battle Arena – think League Of Legends), but not quite. Good luck with it anyway.Minion Masters is a tough game to describe. Black Hole can be difficult to time and place correctly until you have had some practice with it so be aware of that. Just my personal issue though and if you are OK with them, they are within the rules so you are well within your rights to use them. I wouldn't play your version myself though because I hate the way that wildcards alter the balance of the game. I see this kind of deck often enough, its been around for some time, and it can be tough to play against. As for the rest of it, whatever you are most comfortable with is probably best. Something like Nyrvir's Breath or maybe a lucky Magma Storm will make your combo look much less threatening but a Black Hole counters that very efficiently. I agree with Vrakos regarding Black Hole. It also requires a much more specific board position (not holding any bridges) to get value from and costs 7 mana meaning that you have to wait a while for your mana surge afterwards. ![]() Last Stand isn't a bad card, necessarily, but it is a Fireball or Wheel of Doom waiting to happen if your opponent knows you have it or is prepared (for a 3 mana tempo swing rather than 1 with the regular legionnaires. Unless countered by cards like Chain Lightning or Colossus, my Elves will tend to either decimate whatever army my opponent throws in their way or take out about half his tower's health before dying. If they get slowed down by enemy minions before/at the bridge I'll add a second Elf card as long as it doesn't remove my Mana Surge. I'll play a second Guardian when the first dies or when my elves reach the bridge. As soon as my side is clear, or if my elves are threatened (say by an enemy spell), I'll put a Guardian down to protect them. Once my mana bar is full, I play either Arcanist or Archers (depending on the enemy's minions) at the back of my field, giving me 3-4 Mana Surged attackers flanking whatever the enemy sent at me. I start my combo by playing Armored Escort, letting my opponent steal tempo while I recharge my mana. I'd like to share the deck as well as ask for suggestions on how to improve it:Īrcane Ring (only in here for the glory, I almost never wind up using it) Hi, I'm a fairly new player who built this deck to use some of my highest glory cards, but the combo turned out to be surprisingly effective.
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