Nature of the Cards - Fiends
Chromatic Dragon - used as a sure kill unit, and can be used defensively to prevent 1 hit KOs next round and to teleport back to checkpoint
Ancient Wyvern - high dmg high HP - able to weaken opponent dmg by half next round with spell - good card
Draconic Lich - High Int attack and High Csm HP, counter to angels, while ensuring one hit kill with spell - not so useful brothers in arms - quite an imbalanced card like Hell Hound
Bone Wyrm - high dmg, able to combo by restricting movement (prevent double attack) and leaping over opponent right after that
Succubus - has moderately high damage, low HP. Charm spell is effective in ensuring that Succubus marble doesn't get attacked next round by a high attack card, using the ally right behind Succubus as a sacrifice. Alternatively, able to use Brothers in Arms instead to lend attack stat to ally in front.
Hell Hound - low HP but high attack - able to reduce opponent move by one next round plus leap over it - can either choose to attack or strategically move forward while restricting opponent - imbalanced card like Titan
Tempered Gorgon - low Str attack, need to attack twice to kill an opponent - main function is it’s spell to prevent attack of enemy next round, it can also use charge - has high Wis - counter to Air Elemental and for some, would have to attack him twice to kill, other than Empyrean
Wretched Witch - 3 Int isn’t a very high attack, has to use attack twice to kill an opponent, usually. Main purpose of using skill is to trigger racial effect and summon another Demon onto a platform. The spell Confusing Gaze is to prevent the target from attacking well next round - coupled with Last Stand, the Wretched Witch may disappear back to the checkpoint, while also leaving room for her ally further back (haven’t reached the bridge or at the bridge) to mitigate damage from the opponent’s marble. In exchange for her low attack, her Wisdom stat is high - counter to Empyrean, Earth Guardian, Air Elemental, Gyro Sphinx and Water Sage (all have to exhaust 4th optional move to attack in order to kill her).
Evil Goblin - use camouflage as defence then leap over to continue progressing. Good Con attack and sufficiently moderate HP
Hill Giant - low attack, meant to be used as a defence card with high HP and reduction of damage spell - able to combine with charge - move forward with charge then use spell to reduce damage for next card
Fanged Gnoll - a situational card, can use Brothers in arms, or to reduce damage for card next round, or to use defensively against Wis attack opponents
Lizard Shaman - decent Int attack (4.5) - won’t kill 5 but will kill 4. Soul Steal will ensure a one hit kill next round while transporting back to checkpoint to defend (if your next marble attacking this opponent is an Orc) - has high Wis so a counter to Empyrean, Earth Guardian, Gyno Sphinx, Air Elemental
Nature of the Cards - Light
Planetar - meant to totally ensure a kill whether through skill or spell - in exchange, surely killed if it’s on defence
Titan - high skill damage of 6 Csm - able to KO every Fiend card other than Draconic Lich in 1 shot, also able to charge twice, plus one more additional action to use ability to charge twice, able to move 5 times in 1 round - might seem imbalanced but game mechanic is such that opponents will reach the marble and know how to counter it with appropriate races once Angel race is revealed. Low Str and Con HP means countered by Chromatic Dragon, Ancient Wyvern, Bone Wyrm and Evil Goblin
Empyrean - used as a sure kill other than 7 Wis Fanged Gnoll, Ancient Wyvern, Lizard Shaman, Wretched Witch - even with reduction in dmg, able to use spell to ensure 1 hit KO when activating racial effect - last stand to be used strategically
Deva - able to leap twice, provided opponent’s marbles are placed in the right position for the leaps to happen - also leaps can be countered by movement restriction abilities - high Csm damage as well, low Int and Str HP
Air Elemental - low dmg, high Con HP, main purpose is to push back opponent one step and to combo it with charge to change the dynamics and pace of the game
Water Sage - has high damage skill - 6 Wis per hit, in exchange, has low HP (4 Int and 4 Str, easily KO-ed) - has to position him as the one attacking, alternatively, to hide him behind one ally and lend his attack stat through Brothers-in-arms. Spell of Water Sage is used defensively to prevent one hit KOs. For example if Chromatic Dragon is drawn next round, the 12 Str attack might fail 50% of the time. Racial effect can spawn more elementals onto the platform easily. High wisdom attack is countered by Wretched Witch, Lizard Shaman, Succubus, Hill Giant, Fanged Knoll, Ancient Wyvern.
Earth Guardian = low attack, high Con HP, counter to Evil Goblin - main strategic use is to Body Slam to prevent opponent from moving forward, then leap over the opponent without worrying about next move, in time for next ally marble to come up and block the path
Fire Ifrit - low dmg, but effective in preventing defence cards from activating spell/ability, able to act defensively with Last Stand as well
Owl Bear - has decent attack - able to one hit half of the Fiends - combo of Body Slam to restrict movement next round and leaping over opponent right after that is deadly.
Gyno Sphinx - decent Wis attack (4.5) - can either lend his 3 Wis to ally in front or restrict movement/attack of opponent in front
Pegasus - low attack, high Int HP as a counter to Wretched Witch, Succubus, Lizard Shaman and Hell Hound - able to charge, able to reduce damage by 1/2 next round - extremely effective as a defence card
Forest Sprite - low attack, high Int HP - used defensively strategically, to use Last Stand to intercept and reduce damage by half next round
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