Minion Masters

Minion Masters

387 beoordelingen
Starter Guide: All You Need To Know (Basics, Strategies, Tips and Tricks!)
Door Pinco™
Few info and tips on how to start building a deck and start playing.
4
2
2
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Basics - Resources and Shop
I remember when I started playing this game that was not easy to get into it, because there is a lot of stuff to do and you might not get it all at first so you might end up missing something important.

Let's start with the resources:

  • Gold: gold is very important since it's your primary source of shards and cards. Spend this in the shop on good offers (especially to boost the cards you use) or to get power tokens (we'll see later why).


  • Shards: shards are extremely important since with this you can craft cards. You shouldn't haste in spending shards since they are not easy to come by, spend them only to craft cards you really need, and start upgrading cards only when you are sure you don't need any other card.
    You should NOT spend shards on season cards until you reach tier 99 or you will just spend 3 times more!!!

  • Rubies: rubies are the most precious resource you have, you can rarely obtain it as a reward, and they can be bought for real money. With rubies you can buy stuff that with time can be obtained anyway. So how to get rubies is a personal choice based on if you have more time or money available. Just remember that even if you can buy enough rubies to get all the cards and masters (spending them wisely it can be done with about 200€), this won't give you any advantage in the game, in fact the more stuff you have at the beginning, the more will be complicated for you to make a decent deck since you'll have too many options and not enough knowledge of the game to make a good choice.

    Remember to always keep 1,500 rubies available for the battle pass. That's one of the best ways to spend rubies since the rewards are usually VERY good!

Shop and Deals

To better understand the prices in the shop, you need to know the currency conversion:
1k gold = 80 rubies = 125 shards

Also remember that you get 1 card from 1 token which cost 1k gold. So if you see for example 25 common cards for 5k gold, it is actually a nice deal since you'll have to get 25 tokens to get the same amount of cards.
Just remember that a token gives you a card AND shards and the shop offers only give you the cards (you get shards only if you get beyond 400 glory for a specific card), so going back to the previous example, if you get 25 tokens and you get 25 common cards you also get 75 shards, so it's still a very good deal.

In general, if you see a single card for sell for less than 1k, is always a good deal.

However, this is only if we speak about gold, if we speak about rubies, things are a bit different, since they are harder to come by, so you should only spend them for something that is really good...

If you have any doubt about if a shop offer is worth buying, do not hesitate to ask in general chat, there always is some veteran player that can help you with that.

if I want to spend real money, how do I spend it?

If you have some cash, the first thing to do is: DO NOT start spending it in rubies!
In fact, it's best if you spend in the following order:
  1. Premium Upgrade: this is a must have if you want to get the most from the game. It provides:
    • +50% Gold for every victory forever (DOES NOT stacks with the level up gold bonus).
    • +20% XP for every victory forever
    • 2,500 x Rrubies
    • 500 x Shards
    • 5 x Power Tokens
    • 6 Extra Deck Slots (very precious since you can only find the shop offer rarely)

  2. All Masters Upgrade: this upgrade unlocks all the current and future masters, so it's VERY good. It also provides you with a REFUND for all the masters you already have!
    Buy all masters with shards first so you can get a lot of rubies.

  3. Voidborne Onslaught: this is a cards pack that can be very useful when you have few cards.

  4. Accursed Army Pack: this is a cards pack that can be very useful when you have few cards.

  5. Rubies: if you already have all the upgrades, you can buy rubies to be used wisely in the shop offers. If you buy cards (or upgrade them), with 20k Rubies you'll be able to buy around 50k Shards value of cards.
    If you plan to upgrade all cards to 400 spending real money, don't do it, because it will requires around 2.500€ worth of rubies and at least a couple of months to get all the shop offers.
    The shop offers that provides the most values are:
    • 3+ Legendary Card (NOT RANDOM) + 750+ Shards + Power Tokens. Legendaries are VERY expensive to upgrade with shards, and this offers (usually around 2800 Rubies), are the best way to upgrade them to 400 glory. In fact 10 copies of a legendary are all that you need.
    • 5+ Supreme Card (NOT RANDOM) + Other Cards OR Shards + Power Tokens. Supreme cards are the second most expensive cards to upgrade, so this kind of offers are usually good.
    • Skins, Avatars, Emoji, Arenas: this are nice to have, but they should be your last priority.

    DON'T spend Rubies on random cards! Usually those are HIGHLY overpriced and never worth the cost. The same goes for single legendary cards or 2-3 copies of a supreme card.

    DON'T spend Rubies on Power Tokens, because you'll never get their value back!

    DON'T spend Rubies on Battle Pass Tiers or Season Tokens! Battle pass tiers are easy to get, you can buy them with gold if you are at the last day of the season and really desperate to get to 100, but it's usually a waste. Season Tokens are overpriced power tokens, so NEVER buy them! You can get the same cards with normal Power Tokens when the season ends at 1/3 of the price.

What do I do with Shards/Gold?

The main objective you must have is to have all the cards with max glory, so you can progress in the battle pass faster and you can give substantial contributes to the guild pass.
In order to do so you should follow this priority list:
  1. When you have 5k Gold, buy 5 Power Tokens or a good shop offers that upgrade your cards (any card, as long as it is not random).

  2. Make sure your deck and possibly the conquest deck is at least with all bronze cards. If not try to upgrade as many cards as you can to bronze so you'll have a decent amount of glory.

  3. When you have all your cards to bronze, start upgrading the one you use most to silver, even gold if you can! Just remember that having all the cards to bronze should be your first priority.

  4. At this point you can spend shards to boost supreme and legendary cards to gold. Why? because when you have supreme and gold maxed out, and you find a duplicate by using a token, you'll get a lot of shards. Since supreme and legendaries are rare, you'll be able to boost common and rare easily by using tokens.

  5. Once all your supreme and legendaries are gold, you can now boost rare cards, and only for last the common ones (which are far easier to boost).

  6. Now you can spend resources in Skins/Avatars/Arenas/Emoji/etc...

If you need a simple way to sort your cards by the shard cost, you can use this spreadsheet[docs.google.com]. just save it in your computer/google drive and fill the current glory value for your cards.
Basics - Power Tokens
The cards drop rates when using a power token are one of the most asked question about this game, so here is the answer:

  • Common (GREEN): 50%
  • Rare (BLUE): 40%
  • Supreme (PURPLE): 8%
  • Legendary (GOLD): 2%

As said before: remember that tokens are for SHARDS, so DO NOT obsess over tokens trying to get the card you want or you'll end up selling you're house before you find what you're looking for...

Season Tokens turn into normal tokens at the end of the season so you have 2 options:

  • Use them all and upgrade all you're season cards before the season end. If you level up enough in the season, you'll have 90% of the season cards at least at 200+ glory, you can even get 1-2 of them to 400 glory too if you're lucky enough!

  • Keep all the season tokens and open them AFTER the season end. Several people like to do this, mostly because they don't like (or don't need) the season cards, and they'd rather spin normal tokens instead. If you still need most of the NON-SEASONAL cards, this can be a good method to find them.

Personally I use all the season tokens so I can level up as much as possible the season cards, then I spend gold to buy normal tokens/good shop offers to level up the other cards. I also spend the shards to bring to 400 glory the card I use.
Basics - Main Menu
So here is a picture of the main menu where you can see the 3 most important parts:


  1. This is your profile, and in here you can find the quests and the achievements. This part is VERY important, and you should check it every day to make sure what you have to do and, most important of all, to collect the rewards.

    The daily quests can be re-rolled once a day by clicking the round arrow on the right of it, and you should do that to find the "Win 10 games" quest, since it's the one that pay the greater amount of gold of all. Obviously if you get a quest for 1.600 gold is good too, so don't re-roll it or you'll risk to get a 1.000 gold one.

    In this section you can also find the replay of all the game you play.

  2. The power tower is where you spin your tokens, and you should check this daily since you get a free token every day!
    • Free tokens provide gold or rubies so make sure to spin it every day to get the all the free resources as possible. Every 5 days you get a better reward (rare minimum), which in the worst case is 500 gold.

    • Season tokens can be found by playing the season battle pass, and these tokens are the only way to obtain the newest cards. These cards can be crafted (like every other card), but they cost 3 times more (until you reach tier 99 in the battle pass), so using these tokens is the best thing to do to get and upgrade them.

    • Power tokens are the best way to spend the excess of gold. Using these tokens provides you new cards (or upgrade for duplicates), but most important of all shards. When you play power tokens always remember to do it for the shards and DO NOT obsess trying to get a specific card or you'll just end up disappointed.

      Like the daily free token, this tokens provide a guaranteed better reward every 5 of them.

    Season and power tokens rewards you with shards based on the type of card you get:
    Common: 15 shards (+25 if the card is already at 400 glory)
    Rare: 30 shards (+50 if the card is already at 400 glory)
    Supreme: 75 shards (+125 if the card is already at 400 glory)
    Legendary: 300 shards (+500 if the card is already at 400 glory)

    If you reach 400 glory on a card and you find that card again while using a token or by buying a bundle in the shop, you will receive a generous amount of extra shards.

  3. The contest area is very important since it can provide you with some powerful reward.
    Usually the contest has a series of keys to obtain, you'll get one randomly while playing a specific master or, while watching a streamer, everytime he gets a key you also get a key. The keys awarded by the twitch drops will be available on the next login.
    Completing a section gives you the final reward, but getting all the keys is still worth it since you'll get shards from them, and even if 10 shards looks a small amount, when you get them all you will have many more (sometimes even 600!!!)
Basics - Chat Commands
This are the most useful commands to be used in chat, there are others, but you won't use them that often (if you'll ever use them at all).

  • /w <name> : to send a private message to <name>
  • /r : to reply to a private message
  • /me <message> : to send a chat message as emote
  • /deck : post your deck in chat
  • /msgdeck <name> : to post your deck as private message to <name>
  • /stealdeck : replace your current deck with the one you are looking. WARNING: there will be no confirmation, if you type that command your current deck will be replaced at once and there is no way back.
  • /cud : copy your current deck as text (to be used in forums, discord, etc...)
  • /sud : set a string deck as your current deck. WARNING: there will be no confirmation, if you type that command your current deck will be replaced at once and there is no way back.
  • /cid : copy your deck as integer deck.
  • /sid <deck ids> : set an integer deck as your current deck. WARNING: there will be no confirmation, if you type that command your current deck will be replaced at once and there is no way back.
  • /showtimestamps : enable the time stamp in every chat message
  • /hidetimestamps : disable the time stamp in every chat message
  • /setchatbackground <0/1> : use 0 or 1 to enable/disable the chat background
  • /setchatfontsize <n> : change <n> with the font size you want
  • /resetchat : reset the chat to default settings (requires the game to restart)
  • /join <channelName> : to join/create a chat channel
  • /leave <channelName> : to leave a chat channel

The chat also support a series of emojis, to use them just type :<command>:
Where <command> is one of the following:
  • happy
  • hi
  • sad
  • wow
  • angry
  • wp
  • glhf
  • gg
  • twitch
  • kp1
  • gm
  • mean
  • facepalm
  • cool
  • greet
  • peace
  • sleep
  • wink
  • austria
  • belgium
  • denmark
  • estonia
  • finland
  • norway
  • switzerland
Basics - Streamers
Watching the most popular streamers is also a good way to earn resources!
In fact the BetaDwarf provides them giveaway packages to be given away, and the more viewer they have, the bigger the packages will be, so be sure you don't miss your chance in their raffle (especially if you are a new player)!

While viewing a stream on twitch, there are several commands that you can use to interact with the game by changing your puff style or by throwing stuff in the arena. All the commands available can be found here: http://minionmastersthegame.com/streamerboost/

Also by watching the streamers, you will receive drops when they win! Drops grant you 50 gold (and eventually a key of the tri-team event).
The drops can be collected on login.
Basics - Freebies
In addition to the giveaways that you can get from the streamers, there are also few other free cards and stuff that you can get. Here it is a list of all the current active freebies:


REMEMBER: all the codes that you get MUST be redeemed from the in-game shop NOT steam/discord!
Basics - Rewards (Level up and Ranks)
Here is the complete list of the level rewards:

  • LVL 1 - Tutorial
  • LVL 2 - (Common Card) Cleaver
  • LVL 3 - (Rare Card) Stun Lancers
  • LVL 4 - (Common Card) Dragon Whelp
  • LVL 5 - (Common Card) Sniper Scrat
  • LVL 6 - 1 Power Token
  • LVL 7 - Unlock Team Battle, Unlock Shop, 1000 Gold
  • LVL 8 - Unlock Daily Quests, (Common Card) Crossbow Dudes
  • LVL 9 - Unlock Battle Pass, (Common Card) Swarmers x16
  • LVL 10 - (Common Card) Daggerfall x3, +50% Win Bonus Gold For 3 Days
  • LVL 11 - Unlock Expeditions, (Rare Card) Crossbow Guild x3
  • LVL 12 - Unlock Draft, Daft Ticket
  • LVL 13 - (Common Card) Beam of DOOM! x6
  • LVL 14 - Unlock Mayhem, 1000 Gold
  • LVL 15 - 350 Rubies
  • LVL 16 - Stun Lancers Avatar, 1000 Gold
  • LVL 17 - (Rare Card) Annihilator x6
  • LVL 18 - 1000 Gold
  • LVL 19 - 1000 Gold
  • LVL 20 - Three Extra Deck Slots
  • LVL 21 - 1000 Gold
  • LVL 22 - Draft Ticket x2
  • LVL 23 - 1000 Gold
  • LVL 24 - 1000 Gold
  • LVL 25 - (Rare Card) Last Stand x6
  • LVL 26 - Scrat Pack Avatar, 1000 Gold
  • LVL 27 - 100 Shards
  • LVL 28 - 1000 Gold
  • LVL 29 - 1000 Gold
  • LVL 30 - (Arena) Tranquil Estate
  • LvL 31 - 1000 Gold
  • LVL 32 - 1000 Gold
  • LVL 33 - 100 Shards
  • LVL 34 - 1000 Gold
  • LVL 35 - 250 Rubies
  • LVL 36 - Legionnaires Avatar, 1000 Gold
  • LVL 37 - 1000 Gold
  • LVL 38 - +50% win bonus gold for 7 days
  • LVL 39 - 1000 Gold
  • LVL 40 - Three Extra Deck Slots
  • LVL 41 - 1000 Gold
  • LVL 42 - 1000 Gold
  • LVL 43 - Draft Ticket x2
  • LVL 44 - 1000 Gold
  • LVL 45 - 500 Rubies
  • LVL 46 - Spirit Vessel Avatar, 1000 Gold
  • LVL 47 - 1000 Gold
  • LVL 48 - 100 Shards
  • LVL 49 - 1000 Gold
  • LVL 50 - (Arena) Crashsite

From 51 and above, the rewards repeats itself every 10 levels as follows:
  1. 1000 Gold
  2. 1000 Gold
  3. +50% win bonus gold for 3 days
  4. 1000 Gold
  5. 200 Rubies
  6. 1000 Gold
  7. 1000 Gold
  8. 2 Power Tokens
  9. 1000 Gold
  10. 350 Rubies

Here is the list of the rank rewards (this rewards can be obtained multiple times by ranking up in multiple game modes!):



Wood: Nothing






Stone: 50 Shards






Bronze: 75 Rubies






Silver: 1000 Gold






Gold: 75 Shards







Platinum: 1200 Gold







Diamond: 100 Rubies







Master: 1500 Gold








Grandmaster: 150 Rubies




The first day of every month the ranks resets and you can get the rewards all over again, plus an additional reward based on your previous month rank. The monthly reward is equal to all the rewards from wood to your NEW rank. Here is a table of what you're rank will be when the ranks reset:
  • Wood: Wood
  • Stone: Wood
  • Bronze: Stone
  • Silver: Stone
  • Gold: Bronze
  • Platinum: Bronze
  • Diamond: Silver
  • Master: Silver
  • Grandmaster: Silver
To get the highest rewards each month, you need to get to grandmaster in solo, team battle and premade team battle. This way you will get more than 1k rubies every month!
Basics - Interaction with Others
One last basic concept that you should know is that while you can quit the game at any time, and you can even choose to do so during a 1 vs 1 game to "resign", you should NEVER do that on a team battle game, no matter what.
Always remember that in a team battle everything can happen, and sometimes even if it looks like you are losing, your teammate could have an ace in the sleeve that will save the game. Personally I've won games with less than 20hp left, because sometimes it's just a matter of luck too!
Remember that leaving a team battle will prevent you from playing another game for several minutes, while leaving at the beginning of a team battle is a bannable offense.

Also NEVER queue for a team match and go away from the computer, that's why it says "ESTIMATED" time, because you could get it in 1 second or more than the timer says, and you'll might end up ruining someone game.

Last info I want to say about this, is how to report a player. While you can report people in chat by clicking their name and press "Report", if you find cheaters (rare but it could happen), people who go away during a team match, or people who quit at the start of a team match, you can report them by sending an email to support@betadwarf.com explaining what happen and by attaching the replay(s) to the message.

To interact more with the community you can also use the official Minion Masters discord channel[discordapp.com]. The discord channel provides the same service of the steam forum, but it works more like a real-time chat than a forum.
Basics - Replays
In your profile, you can find the "Match Replay" section where you can find all the replays of the latest games you played.
If you want to share a replay press the button: "Local Replay Folder" and share the ".rp" file of the game you want to share.
To view shared replays, just drop the replay file in the same folder mentioned above, and restart the game.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
The Game Purpose - Introduction
To begin let me just give you a couple of info on what's the goal of the game and what you should expect.

In this game, the main goal is raising your rank in one (or more) modes. So first of all, you need to determine what type of game mode you like most.

There are 3 main game modes:
  • Battle (1vs1): this is basically a duel, and the chance of raising the rank depends totally on your skills.

  • Premade Team Battle (2vs2 with a friend): this is a team battle with one of your friend as teammate, so climbing the ranks in this mode requires that you and your friend work together to build a winning strategy, while is harder than the 1vs1, is surely more satisfiying.

  • Team Battle (2vs2): this is a team battle with a RANDOM teammate, which means that your chance of raising the rank depends on your skill and on your luck of getting a good teammate who knows what to do and with a deck compatible with your own. This is by far the hardest mode and it requires more time and skill (yes, luck is also a skill!) to climb the ranks.

NOTE: the team battle mode is not available until level 7!
The Game Purpose - Ranks
The ranks are:
Wood > Stone > Bronze > Silver > Gold > Platinum > Diamond > Master > Grand Master

Everytime you win you gain points to get to the next rank, losing however decrease your points and eventually your rank (once you reach Grand Master, you won't be demoted anymore). Winning more times on a row, also grants bonus points!

Raising your rank provides you with increasing rewards, but beware! Ranks reset at the end of every month and the reset rewards you based on how high you got.

Very often people ask what's a good rank, the answer is: before platinum is just a warm-up, from platinum you start to play seriously, so don't get too cocky if at the beginning you never lose...
The Game Purpose - Draft
To play draft you have to pay 750 gold (or 55 rubies), and while more complicated and more subject to luck, this mode rewards you based on the amount of victories you achieve. In this mode you get to pick a random master and to build a random deck with limited choices, so don't rush and think before you pick a card or you might end up regretting it.
This mode always rewards you with 1 or more cards, if you achieve 8 or more victories there is also a good chance that the card you get is legendary. BUT remember that you can lose only 3 times, after that you have to start all over again!
In order to gain enough gold to cover the fee, you need to win 8+ times so make sure you have a high understanding of the game before you waste all your money with this mode...

Little Guide

After experimenting and getting some pointers from Thoughtcast, here is a little guide on how to build a functional draft deck:
  • Do not take buildings:
    1. Zap Shrine can be very useful against Rammers and Cleavers.
    2. Wall can be a decent defensive option.
    3. Consider only attack building if the other cards are bad.
    4. Do not take spawners (except Crossbow Guild).
    5. Bridge Shrine is also a viable building (especially if you are using Diona), since it will speed up your way to Mana Frenzy.
  • Prioritize ranged units over melee (if they are of similar strength). If you don't have ranged you will lose against air units.
  • Take at least 1 card that cost 6+ mana if you have the chance. If you are using Mordar as master, you can afford more. This cards are hard to take down and you're opponent may struggle against them. The Dragons Pack is a very good card since many players playing draft may not have spells or the proper minions to counter them.
  • Take max 2 strong attack spells (Like Fireball, Magma Storm, Chain Lightning, etc..). Ignore utility spells like Black Hole, Healing Fireball, etc.. because those are rarely of any use if you can't plan the deck.
    Future Present/Past, are always good choices.
    Shock Rock and Gambler's Ball can be taken if you use Settsu (to trigger the Combat Reload).
  • Any card below 3 mana is only good to take the bridges or to stop a cleaver, so don't take too many of those. Crossbow Dudes is bad anti-air so it enters in this category.
    If you have one of this cards at start, make sure to use them to capture the bridge, because your opponent may not have anything like that and this will give you a big XP advantage early on.
  • Make sure you always have a big tank with a lot of HP, even if it's just Tranquil Shi-Hou.
  • Do not take Trobadour or Living Statue, or any other mana expensive card that works only against buildings because you won't be able to use them properly without being able to plan your deck.

Masters:
  • Mordar is probably the best master for draft
  • Settsu is a really good master for draft.
  • Apep is another good master since the 2 extra cards allows you to better manage the mana, and the totem allows you to prevent some critical damage to your tower.
  • Ravager is a good choice, but be prepare to make your big push with Brutus.
  • Diona works well if you can use the traps properly, if you don't have experience with her go for another master. Diona is probably the best defensive hero if used properly.
  • King Puff is a decent choice, just remember to get a solid tank and 4-5 mana spells to use him properly.
  • Stormbringer is another decent choice, but be sure to have enough ranged units to use his Aereodynamics perk.
  • Ratbo, Volco and Milloween are masters that requires some deck planing and you can't use them effectively without knowing what cards you are going to use. If you have no other choice, make sure you know how to use them properly or you're just going to waste money.

Rewards

The draft rewards are based on the amount of victories that you achieve (up to 12), here is a list of what you will get:
  • 0 Wins: ~50 Gold, 1 Common Chest
  • 1 Wins: ~75 Gold, 1 Resource Chest, 1 Common Chest
  • 2 Wins: ~100 Gold, 1 Resource Chest, 1 Common Chest
  • 3 Wins: ~150 Gold, 1 Resource Chest, 1 Common Chest
  • 4 Wins: ~250 Gold, 1 Resource Chest, 1 Common Chest
  • 5 Wins: ~300 Gold, 1 Resource Chest, 1 Common Chest
  • 6 Wins: ~400 Gold, 1 Resource Chest, 1 Rare Chest
  • 7 Wins: ~760 Gold, 1 Resource Chest, 1 Rare Chest
  • 8 Wins: ~775 Gold, 1 Resource Chest, 1 Rare Chest
  • 9 Wins: ~800 Gold, 2 Resource Chest, 1 Rare Chest
  • 10 Wins: ~825 Gold, 2 Resource Chest, 1 Supreme Chest
  • 11 Wins: ~850 Gold, 2 Resource Chest, 1 Supreme Chest
  • 12 Wins: ~875 Gold, 2 Resource Chest, 1 Legendary Chest

Here is the list of what a chest can contain:
  • Resource: 70 - 130 Gold OR Shards 7 - 13
  • Common: 1 Common Card
  • Rare: 1 Rare Card
  • Supreme: 2 Power Tokens OR 1000 - 1500 Gold OR 1 Supreme Card
  • Legendary: 3 Power Tokens OR 1600 - 2000 Gold OR 1 Legendary Card
The Game Purpose - Mayhem
Like for the draft, the mayhem mode cost 750 gold to play and rewards you based on how many victories you achieve. The main difference is that you have to build the deck BEFORE starting (once you started you can't change the deck anymore), and every mayhem has a different condition that makes it very fun to play, but often is also more complicated than normal. Also, the Mayhem mode is available only once a week for 3 days.
In any case, while the draft can only be played in solo, the mayhem can also be played with a friend making it more interesting, and the rewards are fixed and quite appetible if you can achieve 12 victories.

Types of Mayhems

Each mayhem has a different condition that makes the battle more complicated, here is the list of all the possible conditions:



The lower bridge is always on fire, but experience points are generated at double speed (every 2 seconds).

Tips:
  • In this mayhem the match will be played mostly on the bridge that is not on fire, while you need to use spawners or 1 mana minions to keep the bottom bridge under your control.
  • Scrat Tank, Divine Warrior and Tranquil Shi-Hou are able to cross the bridge without taking damage (or not too much for the Tranquil Shi-Hou). Use them to pressure your enemy into defend the bottom bridge and send minions to die in the fire.




All minions are summoned with Turncoat.

Tips:
  • Plan carefully and avoid the use of big minions (uless you have a plan to counter them) because when they turn against you, they might be your doom.




Summoning a minion also summons a Blood Imp.

Tips:
  • The Heal Puff is a very good card to have since you are going to take some damage from all the imps that gets summoned automatically.
  • Using big minions is also a wise choice, since they will deal enough damage without forcing you to spam cards (which means less imps around). Also big minions cause huge overkill damage to the imps, and since imps reflect the damage they take to their master, it means you'll take down your opponent pretty fast...
  • Have a strong spell to clear big waves of imps (that will help in taking down your opponent).




When a minion dies, it explodes causing 50 damage to the surrounding minions and buildings (INCLUDING FRIENDLY MINIONS!!!).

Tips:
  • Try to get some value from siege units, since they'll go straight to the enemy tower and when they die, they will deal extra damage to it.
  • Use Taunt minions to prevent enemy minions from reaching your tower.




Make two of the cheapest cards in the deck cost 0 mana when the match starts.
If there are multiple cards with the same mana cost, it will be picked randomly which one will get the discount.

Tips:
  • Having cards 4+ mana in the deck is a wise choice since 2 of them will be free to play.
  • Having 3 copies of the cheapest card, give you the chance to choose which card will be free to play (2 copies of that card will be free to play.




After using a spell, a random minion with the same mana cost will be summoned in front of your tower.

Tips:
  • Since you get free minions for every spell you play, having only spells in your deck is the best thing you can do!




Every 30 seconds summons 2 Legionnaires, then another 2 after 1.5 seconds, then another 2 after 1.5 seconds, then after 1.5 seconds summons 2 Crossbow Dudes and after 1.5 seconds 2 more Crossbow Dudes. For a total of 6 Leggionaires and 4 Crossbow Dudes.

Tips:
  • Chain Lightning is your best friend for this mayhem, since it can clear up the entire pack of minions that is summoned every 30s.




Every minion has Frenzy at all time.

Tips:
  • Since all minions have +50% attack and movement speed, you can use either a swarm tactic to melt your opponent with lots of small and incredibly fast minions, or you can choose to include some big minions for heavy damage at high speed.
  • Frenzy doesn't stack! so if you pick ravager, do it for Brutus, not for frenzy.


Third for Free

If you use 2 minion cards within 5 seconds, summons a random minion with the average cost between the 2 cards you used (rounded down).
Using more than 2 cards within 5 seconds triggers the effect ONLY ONCE.




When you get a card in hand, there is a 20% chance that changes its basic mana cost from +2 and -2. The change is permanent through the game and it can stack multiple times.

Tips:
  • This mayhem is all about luck, so pick a deck that works for you and hope for the best.
  • Cards cannot cost more than 10 mana, so if you pick a 10 mana card it will either stay at 10 mana or get cheaper!




Every 30 seconds summons 2 Crystal Sentry and after 1.5 seconds summons 2 Crystal Arcanists.

Tips:
  • The free minion pack every 30 seconds is going to be very annoying if you don't stop them quickly, so try to use either Magma Storm or an Incubus to deal with the threat.
  • Remember that a Crystal minion attacks at double speed if you have 6 or more mana. Use it at your advantage to melt your enemy.
  • Try to protect the free minions from spells with a Bannerman, so they can help with your push towards your opponent.

Rewards

The rewards for the mayhem are fixed, except for the cards that changes every time.
Here is the list:
  • 2 Wins: 21k Battle Pass Glory
  • 4 Wins: 1 Power Token
  • 6 Wins: 55 Rubies
  • 8 Wins: 1500 Gold
  • 10 Wins: 2 x Supreme Card
  • 12 Wins: 1 x Legendary Card

In addition to all that, you get extra Battle Pass Glory (the season XP), based on how many victories you achieve (with 12 wins you get about 95k). While the rewards above are a one time only (per mayhem) deal, the Battle Pass Glory can be acquired everytime (even after you finish the mayhem).
The Game Purpose - Expeditions
The expeditions are a secondary game mode available once a week for 3 days, where you have to win multiple battles with special conditions to earn points. Those points will give you extra mana and experience while facing the bosses. Defeat all the 3 bosses to get a reward.

While the rewards looks cheap, the expedition is always worth doing, since you'll do what you usually do and you get an extra reward for it!
The Game Purpose - Season (Battle Pass)
The other objective of this game is to progress in the current season. Why? because the battle pass provides you with a lot of currency, skins, cards and tokens for the new cards!
To do that, you just need to increase the glory of your deck (the glory is indicated by the number in the big star near your deck). Leveling up cards doesn't give you any advantage in game, but increase the card glory, and the total glory is exactly how many points you get when you win a battle as progress through the season.
During the season you earn gold stars (up to 4 at tier 54), and each gold star will turn a card with the lowest glory to 400 (400 is the max glory that a card can have). Duplicate cards count as 0 glory so be careful!
The maximum amount of glory you can have on a deck (given that you have all the season bonus), is 4,600 points (4,550 during mini seasons).
Each day you also get 3 battle chests which will count as 10 times your deck glory each, and when you earn all 3 (by winning 3 times), all that glory will be added to your total progress, which means that you will gain several tiers (up to 3 with max glory). So if you don't have much time to play, 3 victories at day with an high glory deck is the way to go!
NOTE: The last day of the battle pass, you can complete 3 battle chests and get 3 new one for the new season as soon as it starts, so don't keep 2 and think you can make the third when the season starts because you will just lose them...

Buying the battle pass for the season is always good since the rewards are really great (if you can afford it). If you buy the battle pass you'll receive all the rewards for the tiers already reached and all the future one till the end of the season (you obviously have to re-buy the battle pass the next season).

Buying tiers for rubies is NOT worth it, since you have enough time to complete the season even with 1 month left (the seasons usually starts with 65 days), and the rewards beyond tier 100 are not really good, so don't feel the need to hurry!

The curent season (Bones and Bravery) from level 1 to level 100 (with battle pass) provides:
  • 19k Gold
  • 500 Shards
  • 450 Rubies
  • 9m Account Experience
  • 71 Season tokens
  • 2 Skins
  • 6 Avatars
  • 4 Emotes
  • Cards: 3 x Haunting Hugger, 5 x Wolf Among Sheep, 3 x Spirit Vessel, 5 x Crystal Construct, 3 x Armored Escort, 5 x Spirit Infusion, 10 x Crystal Archers, 10 x Ghost Turret, 4 x Spiritmancer

After level 100 you get the same rewards every 8 levels as follows:
  • 150 Gold (only with Battle Pass)
  • 150 Gold (only with Battle Pass)
  • 150 Gold (only with Battle Pass)
  • 500k Account Experience (1M with Battle Pass)
  • 150 Gold (only with Battle Pass)
  • 150 Gold (only with Battle Pass)
  • 150 Gold (only with Battle Pass)
  • 1 Season Token (+150 Gold with Battle pass)

Here is the cost of upgrading the cards from 0 to 400 glory:
  • Common: 800 shards for bronze, 1.2k shards for silver, 2k shards for gold = 4k shards total (80 copies of the card).
  • Rare: 1k shards for bronze, 1.5k shards for silver, 2.5k shards for gold = 5k shards total (40 copies of the card).
  • Supreme: 2k shards for bronze, 3k shards for silver, 5k shards for gold = 10k shards total (20 copies of the card).
  • Legendary: 4k shards for bronze, 6k shards for silver, 10k shards for gold = 20k shards total (10 copies of the card).
If you need a way to calculate how many shards you need for your cards, you can copy this spreadsheed in your excel/google drive and fill the "Current Glory" column, the rest will update itself. Here is the link[docs.google.com]
The Game Purpose - Guild Pass
The guild pass is basically a community driven season, where you and you're guild contribute every cycle to increase the glory and gain tiers.

The guild pass lasts 30 days and it's made by 3 days cycle (10 cycles total). Every 3 days every guild member can contribuite (you need to enable the conquest mode in the guild screen), by winning games to increase the total guild glory. Each member can have up to 6 victories in conquest mode each cycle, and they can lose up to 3 times. Once you win 6 times or lose 3, you cannot contribute anymore until the next cycle.

Every guild has a set of "Conquest Cards" available (the number increase while the guild progress in the guild pass), and those cards provides bonus glory to the conquest battles and as bonus, those cards are available for every guild member (even if they don't have those cards in their collection). The bonus glory from the conquest cards DOES NOT apply to wild cards (so you get the bonus only for the first copy of the card, not the second one).

How to contribute

In order to contribute in the guild pass, you need to use a deck with a high amount of glory, and possibly to use the conquest cards. Each conquest card in your deck provides extra 400 glory for the guild pass.
NOTE: every guild has a different set of conquest cards.

To contribute, just enable the conquest mode from the guild screen, then you can play in any mode (excluding draft, mayhem and expeditions) and your victories will count towards the guild pass. If your conquest mode is active, the guild emblem will be visible near the usual "Battle" button to start a game.

The total glory you'll receive after each victory is:
( <Conquest Card Glory> + <Your Deck Glory> + <Season Bonus Glory> ) x <Rank Multiplier>

The ranks mutipliers are the following:

The multiplier for the formula above is ( xx% / 100 ) + 1. Example for GM is 3.5.

Your total contribution for the cycle is visible in the guild screen, and the guild roster shows your total contribution for the season.

All the glory earned by the TOP 20 GUILD MEMBERS will be added to the guild pass at the end of every cycle, all the rest won't count at all.

NOTE: remember that once you have lost 3 times there is no way to try again (is not like drafts or mayhem where you can buy a new ticket and try again), so if you are having a lose streak, remember to pause the conquest and to resume at better times.

NOTE 2: if you start the conquest in one guild, and then join another guild, you won't be able to give any contribution until the next cycle.

NOTE 3: don't try to complete your conquest at the last minute! In fact if the cycle changes while you are playing, the points will be count for the next cycle and the previous contribution will be lost.

NOTE 4: when you are in conquest, you will never be put against your own guild members.

Rewards

The guild pass provides rewards for all the guild members, in addition to extra conquest cards, each member also earn skins, avatars, a frame border for your avatar and cards pack (like 5 or more copies of a single card) of an increasing rarity, up to 3 legendaries at tier 20.

NOTE: New guild members won't be able to collect previous cycles rewards, only the rewards obtained from the cycle he became part of the guild onwards.

In addition to all that, the number one guild also receive additional 5 legendaries for all its members at the end of the season.

Is pointless to say that all this rewards are a great incentive for anyone to be part of a guild, and to work together in order to reach the top tier before the end of the season.

Here is the list of rewards:
  1. 5 x Conquest Card slot
  2. 1 x Conquest Card slot
  3. 10 x Common Card
  4. 1 x Conquest Card slot
  5. 5 x Rare Card
  6. 500k Account XP
  7. 1 x Conquest Card slot
  8. 15 x Common Card
  9. +50 Season bonus Glory
  10. Settsu Avatar
  11. 750k Account XP
  12. 1 x Conquest Card slot
  13. 7 x Supreme Card
  14. 1 x Conquest Card slot
  15. Pink Settsu Skin
  16. 750k Account XP
  17. 10 x Rare Card
  18. 20 x Common Card
  19. Guild Frame
  20. 3 x Legendary Card

After tier 20 the rewards repeats as follow:
  1. 3 x Common Card
  2. 500 x Gold
  3. 3 x Common Card
  4. 250k Account XP
  5. 1 x Power Token

Glory Table

Here is the amount of glory required for each tier:

Tier
Mini Season Glory
Normal Season Glory
1
---
---
2
145k
150k
3
155k
160k
4
165k
180k
5
175k
190k
6
185k
200k
7
195k
210k
8
205k
220k
9
215k
235k
10
230k
245k
11
240k
260k
12
255k
275k
13
265k
290k
14
280k
305k
15
300k
325k
16
315k
340k
17
330k
360k
18
350k
380k
19
370k
400k
20
390k
420k
21
410k
445k
22
435k
470k
23
455k
495k
24
480k
520k
25+
605k
655k
The Game Purpose - Optimize the Rewards
So if you want to gain the most from the game, you'll need to reach at least tier 100 in the season and possibly reach Grand Master rank in all the game modes each month. This way you'll earn the highest amount of rewards possible and with that you'll have rubies to spare for the next season (possibly even spare rubies for good shop offers!).

Also check the shop daily offers, because very often there is free stuff or great deals!
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Deck Building - Basics
First of all, there are few things that you need to keep in mind:
  • You can't use the same deck that you use in 1 vs 1 for team battle.

  • You can't expect to always win. Like in life, sooner or later you'll find someone smarter or luckier than you. Just remember that losing is part of the game, the most important thing is that you must win more times than you lose (so your rank will grow), otherwise it means that your deck doesn't work.

    Also remember that when you step into a new rank, your deck might not work as well as before, so don't be afraid to improve it!

  • Always check the patch notes! It might seems a waste of time, but it's very important to know what's changed, especially because sometime cards change their cost and you might end up with a broken deck.

  • Don't be fooled by the card rarities, a legendary card is not better than a common one, is just harder to get. The only thing that counts is how a card works and how you use a card.
Deck Building - Basic Rules
That said, there is no website or golden deck that makes you win like crazy. If you want to progress in this game you need to work on your strategies and to learn from your mistakes.

There are few rules I can give you to increase your chances of success and avoid some rookies mistakes:
  1. Have a plan!
    While it seems obvious, for many people is not. When you are building a deck you need to have a plan of attack, from the simplest: "let's spawn minions until the enemy can't handle them anymore", to more complicate strategies based on 1 or more specific cards.
    The important thing is: DO NOT make a deck with random cards and hope for the best, because you'll end up losing over and over again, also don't copy decks that you find around if you don't know the strategy behind it.

  2. Don't panic!
    Sometimes things may get out of hand and everything may look bad like you are going to lose. In this case don't panic, think what you can do, and do it! It may not look like a winning move at the time, but sometimes if you prevent even just 50 damage at the right moment you may get a chance to turn the table in your favor and even win!

  3. Use your own side of the battlefield:
    Throwing your minions at the base of the bridge is the worst thing you can do, because you'll make those minions an easy target, easy to kill. Use your side of the battlefield to build your push, and your defense so you can cut your opponent's minions from behind and stop them more easily.

  4. Mana cost:
    The average mana cost is a VERY important factor of your deck. I know that big fat minions deal huge amount of damage, but what's the point if you lose before you can drop them?
    The golden rule here is to keep the mana cost around 3.5, you can get to 3.8, 4 top, but beyond that your deck is just trash (there are few exception here, but unless you are a VERY experienced player, stick with this rule).

    Why is so important to keep the mana cost low?
    While there are many strategies around, we can take them all and categorize them in 2 groups:
    Big minions push or swarming.
    We'll see the details about those strategies later, but the point is that if your opponent is swarming you, you need to spawn your minions fast enough to stop those hordes (and if you have only big cards you can't), also if your opponent is throwing at you some big minions, you need to be able to have backups to take him down before it reaches your tower.

    So in general you should have something very small (to capture bridges), something small, something medium and maybe something big to kill the enemy tower.

  5. Field Pressure:
    They key to win is to keep your opponent under pressure, so that he has to use all his mana to defend. Basically if you manage to keep your opponent busy defending all the time, even if you are not damaging his tower, you're going to win because you're going to reach mana frenzy before him and at that point he will not be able to stop you anymore.

    Sometimes using a big scary minion can increase the pressure over your opponent, because he could panic and waste more mana that is required to kill it, giving you an opening for a strong push.

    Just remember: defense always comes first, pushing comes later.

  6. Spells:
    While spells are good and all, too many of those will make you lose. The max amount of spells to use is 2-3 (4 top if you are using Milloween), beyond that you will become too vulnerable to be able to win.

  7. Counters:
    Countering the most common minions is necessary no matter what!

    The most important thing about countering is the mana ratio of what you use to counter vs what you are countering. For example if you use a Fireball (4 mana) to counter Stun Lancers + Annihilator (9 mana total), you gained 5 mana over your opponent, while if you use Fireball (4 mana) to counter a Scrat Pack (1 mana), you lose 3 mana over your opponent.
    As long as your mana ratio is 0 or positive, you are ok, but if you start to lose mana while countering, there is a high change that you are going to lose the game.

    So you must always be prepare to stop the following minions (or risk losing):
    • Rammers, brutes, colossus and co.: this minions are VERY common and quite distruptive, so try to stop them with minions like stun lancers or a simple wall. The divine warrior is also very good to soak their damage in case of emergency (excluding the rammers).

    • Minion packs: if your opponent is trying to swarm you, you must be ready with at least 1 minion that cause AOE damage (like the fire imp), or at least a spell like daggerfall.

    • Ranged and Flying minions: everyone has a flying minion, and you need to have something to take them down, or they can deal serious damage to your tower. Anti-aircraft units (ranged in general) are required especially for masters like Volco since he can't attack flying units on his own.

      You should also have at least 1 flying unit since it will give you a good advantage against many minions that can only attack on the ground (like the colossus).

      Also certain spells like daggerfall or chain lightning are very effective against ranged units (like plasma marines) and certain flying units (like bats and buzzers).

  8. Tanks:
    While the concept is obvious, I'd like to remind you that having at least 2 tanks in a deck is vital.
    You should always have a strong tank (like divine warrior or even the colossus) to stop the strong enemy pushes and soak damage while your minions clear the field and a medium tank to support your pushes toward the enemy tower.

    Is always a good idea to place a tank in front of your ranged units to protect them and allow them to deal damage safely (since most ranged units have very few hp).

  9. Supports and healers:
    While in this game is not required for you to have support units, for some strategies is necessary.
    For example if you plan to use a sniper, always take the bannerman to protect it from spell damages or it will be destroyed in 1 shot.
    If you use big minions like colossus or blue golem, is always a good tactic to put a priestess to keep them healthy behind them.
    If you have an harbinger is always wise to pair him with a healing shrine or a priestess.

    The healing ball and the healing puff are also very useful if you learn to use them wisely.

  10. Mana flow:
    The amount of mana you regenerate will grow over time, but you can increase it by using mana puffs and by reaching mana frenzy before your opponent.

    This table shows how much mana you get at which minute of the game:

    Time
    Mana Per Minute
    Seconds to generate 1 mana
    0:00 - 0:59
    20
    3.0
    1:00 - 1:59
    24
    2.5
    2:00 - 2:59
    28
    2.1
    3:00 - 3:59
    32
    1.9
    4:00 - 4:59
    36
    1.7
    5:00+
    40
    1.5

    Remember that in order to get to mana frenzy quickly, you need to keep the bridges under your control or your opponent will beat you to it!

    Also, don't forget to kill your opponent's mana puff as soon as possible or he's going to swarm you very fast!

  11. Team support:
    If your teammate plays an expensive minion, try to support it how you can so it won't be wasted!
    In order to win in a team battle, the cooperation is the key, so help each other and the victory will be yours.

  12. Team Golden Rule:
    Try to give to your teammate the time to see what do you want to do by showing the preview of the unit and where you want to put it, so that he can support you. If you don't do that, the game will end badly, because you will end up playing the same card at the same time wasting it.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Deck Building - Masters - EASY
This is the list of masters that can be used by new players and requires no special skills to be played:

  • Stormbringer (EASY)

    PERKS:
    • Long Shot: Stormbringer can shot everywhere in the map.
    • Aereodynamics: all the ranged units you summon gains +2 range (Marksmanship)
    • Lightning Reflexes: Stormbringer attack speed is doubled

    Basic Attack: Deal 35 damage every 4 seconds to the closest unit (or the enemy tower if there are no minions to attack from perk 1).

    Tactics:
    This is the first master you get, and has a great sinergy with ranged minions since it increase the maximum range of all the ranged units you play.
    Try to use this to your advantage by either swarming your enemy with small ranged minions or by playing strong ranged units that can breach the enemy tower from a safe distance.

    Team Synergies:
    Stormbringer in team with another Stormbringer can keep your opponent under pressure, since your opponent will be forced to constantly maintain a tank to soak the damage or take 70 damage every 4 seconds (2 seconds if you reach perk 3).
    Aereodynamics is also shared with your teammate, so Stormbringer can also be paired with any other master as long as your teammate has ranged units that can use Marksmanship.

    PRO:
    • Easy to use, no special skills required.
    • Good long range damage.
    • Boost range on ranged units for the entire team.

    CONS:
    • Too slow to defend the tower by himself.

  • Ravager (EASY)

    PERKS:
    • Best Buds: Automatically summon Brutus (only once when you gain the perk), a powerful minion that heals himself on hit!
    • Feeding Frenzy: all your minions gain Frenzy (+50% attack and movement speed) when they have less than 50% hp.
    • Terror Brutus!: Automatically summon Terror Brutus (only once when you gain the perk), a powerful minion that heals himself on hit and with a HUGE hp pool!

    NOTE: Brutus is considered a Slither minion.

    Basic Attack: Deal 10 damage every 0.3 seconds to all the enemy minions in melee range with the tower (flying minions included).

    Tactics:
    Ravager is quite a simple master to use. The core feature of ravager are 2: the free big minion that spawns at level 1 and 3, and the fact that all your minions will goes to frenzy when below 50% hp (which means +50% movement and attack speed).
    There are several possible strategies involving the ravager capabilities, from using the free minions to lead a big deadly push, to using medium minions like the succubus (or even the colossus) empowered by enrage to cause huge damage thanks to the frenzy bonus. Just remember that NOT all the minions are affected by frenzy.

    Team Synergies:
    Ravager can be paired in team with another Ravager to create a very strong attack force with 2 Brutus, but you'll need to be careful because your tower won't have any defense against ranged units (unless you spawn some minions to do it).
    Feeding Frenzy is shared with your teammate, so you can plan a strategy to get the most out of it.
    If you are paired with Volco or Mordar, your tower defense will be really weak, so make sure to bring strong minions to defend.
    Mordar's tombstones can resurrect Brutus, and at perk 3 it will be even stronger when resurrected (since it will also gain frenzy without losing 50% hp).

    PRO:
    • Easy to use, no special skills required.
    • Grants 2 free strong tanks at perk 1 and 3.
    • Frenzy for every unit below 50% hp.

    CONS:
    • Incapable of defending himself against ranged units.
    • Most of the strategies relies on the free tanks and failing to use them properly result in a game loss.
Deck Building - Masters - MEDIUM
This is the list of masters that requires some skill to be used propely making them of "MEDIUM" difficulty to play:

  • SETTSU (MEDIUM)

    PERKS:
    • Blast Entry: adds a card that allows you to send Settsu in the battlefield.
    • Combat Reload: everytime you play a spell card, Settsu instantly reloads the gun.
    • High Powered Laser: after reloading, Settsu shoots a piercing round that deals double damage and stuns all the enemies in the line for 3 seconds.

    Basic Attack: Deal 40 damage every seconds at a range of half the size of your side of the battlefield. After 5 shots, she will pause for 5 seconds to reload.

    Tactics:
    Settsu is a master that requires some skill and tactics to be mastered. The core feature is the ability to go into the field causing 50 damage in the landing zone and then either use her as tank to lead a push, or to surgically strike an enemy (like the Harbinger) or the enemy tower itself.
    The ability to use a spell to instant recharge her rifle and to stun the enemies (with perk 3), is probably the hardest thing to master while using Settsu.
    Plan your deck accordigly making sure you have at least 1 fast spell to use for fast reloading her gun while she's on the battlefield, and enough minions to keep your opponent busy.

    Team Synergies:
    Settsu can synergize well with any master since she's a hero that works indipendently with a good deck, and can really save the day if your teammate is not really strong.
    Settsu can take advantage of the Aereodynamics perk from Stormbringer and Feeding Frenzy from Ravager, both giving you a solid advantage while using Blast Entry.

    PRO:
    • Extremely versatile master.
    • Used properly allows a strong defense (especially with the free stun with perk 3).
    • Can enter the field and fight wherever you want.

    CONS:
    • Moving the master in the field at the wrong moment leaves the tower defenseless.
    • Requires a proper timing when using spells to recharge the rifle.
    • Long recharge time before perk 2.
Deck Building - Masters - HARD (Part 1)
This is the list of masters that requires some advanced skills to be used, making them "HARD" to play:

  • Apep (HARD)

    PERKS:
    • Gift of the Serpent God: adds to your deck a 2 mana card that you can play for free.
    • Shield Totem: adds to your deck the totem building card. This card is free and while the totem is active you're tower becomes immune to damage (except Blood Imps).
    • Greater Gift of the Serpent God: adds to your deck a 4 mana card that you can play for free.

    Basic Attack: Deal 30 damage every 2.5 seconds at a range of half the size of your side of the battlefield. For each card of 5+ mana you have in hand the attack speed increases by 35%.

    Tactics:
    This master requires 2 main skills:
    • Knowing when to play the totem to protect your tower.
    • Knowing how to use the free cards to make your deck more mana efficient.

    The totem should always be used to soak major damage or when your tower is overrun so that you could Magma Storm the area safely.

    The free cards however, should always be used while you need to regenerate mana for something good, so you can regenerate mana and keep applying pressure in the battlefield at the same time.

    A common tactic is to have 2 Future Present cards in hand, so at the beginning of the game (when the mana regenerate slowly), Apep shoots fast against anything that comes against you. The Future Present cards can be used safely at late game (when the mana regenerates faster), so you can get some powerful minion at discounted mana cost to finish your enemy.
    NOTE: trying to use Future Present at the beginning of a game is almost always a suicide move, so DON'T do it (unless things are going insanely well).

    Team Synergies:
    Apep works well with any master, but having another Apep or King Puff as teammate , can provide extra shielding for the tower making your team really hard to beat when you reach perk 3.

    PRO:
    • Decent self-defense with the right cards in hand.
    • The Shield Totem provides invulnerability on demand.
    • The free cards allow a great mana management.

    CONS:
    • Requires an advanced skill in mana management in order to be used properly.
    • Misplacing th Shield Totem or using it at the wrong time cause more harm than good.
    • The free cards completely rely on luck.

  • Diona (HARD)

    PERKS:
    • Art of the Hunt: adds a random trap card in your deck (Decoy or Crossbow Trap).
    • Fetch!: every 10 seconds, your dog runs to a dead enemy minion to fetch a prize (2 mana, 3XP or 250 hp for your tower).
    • Thrill of the Hunt: adds another random trap card in your deck (Decoy or Crossbow Trap).

    NOTE: all the traps are considered Empyrian buildings.

    Basic Attack: Deal 20 damage every second at a range of half the size of your side of the battlefield. Also place a bear trap in your side of the battlefield (in a random place), that cause 50 damage and roots the first minion that walks over it for 4 seconds.

    Tactics:
    Diona is a master well suited for both support and attack decks. The basic toolkit of this master provides several traps (2 of which can be placed anywhere in the map), that helps to taunt and root the enemies, while if you protect the dog when it goes to fetch the potions, it will provide you with extra mana and free healing.
    This master sinergize well with a support deck team oriented (with guardian + priestess for example), but it also has a nice aggressive sinergy with big minions, since you can use the taunt trap to allow them to reach the enemy tower unchallenged.
    The main difficulty is in the timing and placement of the traps which takes some practice to master. If you fail to place a trap means that you will lose it almost instantly, so be careful!

    NOTE: you can use the traps to capture bridges (just spawn a trap on an empty bridge).

    Team Synergies:
    Diona is very versatile so she works well with any master, however, having another Diona as teammate will double the traps giving your team more defense and bridge control.

    PRO:
    • Good self-defense.
    • Free bear traps capable of stopping even the stronger minions.
    • Cheap traps allows to taunt or damage anything or anyone on demand.
    • Can capture bridges with the traps.
    • Free mana or healing if the dog manage to get the potion home.

    CONS:
    • Using the traps requires a certain skill and practice.
    • The dog is vulnerable to anything and when the enemies dies on your opponent side of the battlefield, it will never return home (especially if Mordar is one of your opponents).

  • King Puff (HARD)

    PERKS:
    • Trick Swap: swaps the location of ALL minions on both bridges, and stun the enemy minions for 4 seconds.
    • King Buff: all 4 and 5 mana cards in your deck gains either Shield or Rage (the effect randomizes everytime you have the card in hand).
    • Bridge Shield: while you control the marked bridge (the one marked with the crown), you're tower is immune to damage. Using Trick Swap also changes the marker location.

    Basic Attack: Deal 75 damage every 2.5 seconds at a range of less than half size of your side of the battlefield.

    Tactics:
    King Puff is a peculiar master to play. The core feature is that all the minions of 4 and 5 mana will get randomly either rage or a shield, and you can swap the minions between brideges (stunning the enemy ones in the process). Also at level 3, as long as you keep control of the bridge with the crown symbol, your tower will be completely invulnerable.
    A good strategy for this master, is to have some key minions of 4 and 5 mana (DO NOT put only 4-5 mana minions!!!), use this empowered minions to strike deadly damage to your opponent tower, while you use a solid tank with other small minions to keep control of the marked bridge to ensure your invulnerability.

    NOTE: Knowing how to use efficiently Trick Swap makes the difference between winning and losing.

    Team Synergies:
    Since King Puff decks tent to be slow, it requires a teammate capable of helping you defend for a couple of minutes until the mana regeneration is a bit faster. The Bridge Shield mark is shared with your teammate, making it easier to manage it.
    King Buff is NOT shared with your teammate, so if he's not using another King Puff he won't get any advantage from it.
    If you team up with Apep your team becomes really strong, since the Shield Totem can be used to protect your tower from damage while you try to get the Bridge Shield back.

    PRO:
    • Free Rage/Shield on perk 2.
    • Can switch bridges and stun the opponents for free.
    • As long as you control the crown bridge you're tower is invulnerable (from perk 3).

    CONS:
    • While he can deal a great amount of damage, he's attack speed is quite slow and unreliable to defend on his own.
    • Requires many 4-5 mana cards, forcing you to have a slow deck.
    • Trick Swap requires a certain skill to be used at the proper time.
    • The main strength of this master is available from perk 2.
Deck Building - Masters - HARD (Part 2)
  • Mordar (HARD)

    PERKS:
    • Tombstone: adds a free Tombstone card to your deck. A Tombstone after 10 seconds of charging, resurrects the first friendly minion that dies.
    • Another Tombstone: adds another free Tombstone card to your deck.
    • Vengeful Dead: every minion resurrected by a Tombstone, gains Frenzy (+50% attack and movement speed).

    NOTE: the Tombstones are considered Accursed buildings.

    Basic Attack: Deal 10 damage to every enemy in your side of the battlefield every 4 seconds, each time it deals damage it gets faster and faster (up to once per second). The attack speed resets if Mordar stops attacking.

    Tactics:
    Mordar is a master that requires some planning. The core feature of Mordar are the tombstones, that after 10s from the placement, will resurrect the first minion that dies.
    This feature gives you several possible strategies, from the most raw like using the tombstones to soak the enemies damage (like the walls), to more complex ones like having big minion (like a colossus or a harbinger) to push, die, come back to life up until your opponent is swarmed by huge minions that cannot be stopped.
    It's basically all about the timing from when you place the tombstone to when the minon dies, and to make sure the right minion get resurrected.

    Team Synergies:
    Mordar can be used in team with another Mordar to double the amount of tombstones and become really oppressive for your opponent if he can't destroy them.
    Mordar can also work with any other master except Ratbo (never pair Mordar and Ratbo unless you want to waste all tombstones on scrats), as long as they can provide a good tower defense (since Mordar damage is very low).
    Tombstones are shared with your opponent, so if your teammate minion dies before yours, that is the one which is going to be resurrected. If you are in team with Ratbo, your tombstones will be quite useless since they will be wasted on scrats.

    PRO:
    • Can resurrect minions and empower them with Frenzy (at perk 3).

    CONS:
    • Using the tombstones requires a certain level of skill and practice.
    • The basic attacks deal a really low damage and it's completely incapable of defending the tower against medium-strong units.

  • Ratbo (HARD)

    PERKS:
    • Scrats!: summon a scrat everytime you play a MINION card.
    • More Dakka!: shoots at the nearest enemy causing 40 damage per friendly minion in the field.
    • Scrats! Scrats!: summon a second scrat everytime you play a MINION card.

    Basic Attack: Deal 5 damage every 0.3 seconds at a range of half the size of your side of the battlefield.

    Tactics:
    This master requires some experience in swarming in order to use it properly. In fact the core feature of ratbo is the ability of spawn scrats everytime you play a minion card, and his second perk ability deal damage based on how many minions you have alive in that moment.
    The best (and probably only) strategy to use ratbo properly, is to use small and medium cards to swarm your opponent, and to use the "More Dakka!" ability when you have alot of minions around to deal devastating damage to big enemy minions (or the opponent tower).

    Team Synergies:
    Ratbo can work well with another Ratbo, since that will double the amount of scrats around making More Dakka! even more effective. Any other master (except Mordar) can also work with Ratbo, better if they have hordes in their deck to boost your More Dakka! damage when needed.

    PRO:
    • Good self-defense.
    • Get 1-2 free scrat everytime you use a card.
    • More Dakka! can potentially deal a HUGE amount of damage and potentially instantly destroy the enemy tower.

    CONS:
    • More Dakka! is extremely hard to be used properly, and it will take lot of practice before you can actually manage to hit what you want.
    • You need to learn when to spam units and when to stop or risk to lose them all.

  • Volco (HARD)

    PERKS:
    • Afterburner: while you control the marked bridge (marked with a hammer), every card you play makes Volco shoots a fireball to the enemy tower causing 60 damage.
    • Burn the Bridges: adds a free spell to your deck that allows you to set the bridges on fire damaging all the enemy minions that are walking over it. The fire causes 40 damage per second.
    • Tempers Flaring: every friendly MELEE minion gains rage.

    Basic Attack: Deal 40 area damage every 2.5 seconds, at a range of half the size of your side of the battlefield.
    NOTE: Volco can damage only GROUND minions, so keep some minion ready to deal with air units.

    Tactics:
    This is a tricky one to master. The core strength of Volco is the first perk that allows you to deal 60 damage to the enemy tower everytime you play a card, as long as you keep control of the bridge marked with the hammer.
    This means that the best tactics is to have a lot of small cards that you can spam in order to deal damage to the enemy tower very fast, but also you need to have a solid strategy to maintain the control of the marked bridge all the time (by using a solid tank like the colossus for example).

    Another solid tactic is to plan a way to survive until you reach the third perk and then cause massive damage with melee units (since all melee units gets free rage).

    Team Synergies:
    Volco can work well with another Volco since the Afterburner mark is shared (allowing your team to deal a lot of damage by simply playing a card), but it's also very dangerous if you don't have a solid air defense to protect the tower.
    Tempers Flaring is shared with your teammate, so if you are teamed up with someone that has a lot of melee units is very good. Ravager Brutus is also affected by Tempers Flaring, and paired with Feeding Frenzy, it can make your units VERY strong (as long as you can reach perk 3 safely).

    PRO:
    • Can damage the enemy tower passively.
    • Can set the bridges on fire and kill most of the units that are crossing it.
    • Free rage for every melee unit at perk 3.

    CONS:
    • Completely defenseless against air units.
    • It requires a certain skill to control the marked bridge and damage your opponent.
    • Setting the bridges on fire requires a good timing and strategy.
Deck Building - Masters - HARD (Part 3)
  • MIlloween (VERY HARD)

    PERKS:
    • Arcane Golem: adds the Arcane Golem card to your deck. The golem gains 40 hp and 6 extra damage each spell you cast (up to 10).
    • Arcane Missiles: adds the Arcane Missiles spell to your deck that damages the first enemy in the line of fire causing 30 damage per missile (a total of 5 missiles are fired). If the first enemy dies the missiles continues to the next enemy in line.
    • Xanian Construct: your Arcane Golem start with 5 stacks.

    Basic Attack: Fire 3 arcane sparks every 2 seconds at a range of half the size of your side of the battlefield. Each spark cause 8 damage and each spell you have in hand, it gains an additional spark.

    Tactics:
    This is probably the hardest master to play. The core ability is the arcane golem, a minion that cost 3 mana and increase hp and damage for every spell you cast (up to 10 stacks).
    The entire strategy of Milloween rotate around the arcane golem, so at level 3 when your golem has 5 stacks from the moment it spawns, you'll start to deal massive damage if you protect it long enough. So in short, you need to build a deck to empower and protect the arcane golem, and make sure you can level up fast enough to get to level 3 and ensure your victory.
    Milloween works well with fast decks with few spells (even just 1) and a solid tank to protect the arcane golem.

    Something to remember is that Arcane Missiles can kill Xiao Long (even when enraged).

    Team Synergies:
    Milloween is a slow paced master that requires a teammate capable of defending at least until perk 1 when you get the Arcane Golem.
    Unfortunately only YOUR spells count for the golem empowering and if a Mordar's tombstone resurrects it, your teammate will have to build up stacks on the resurrected Arcane Golem instead of you.
    Using double Milloween can be really strong late game, but it's extremely hard to survive at start, so if you plan to do this, also plan for a strong defense stragety to resist long enough until you get to perk 3.

    PRO:
    • Strong self-defense.
    • Arcane Golem is probably the strongest ranged unit in game, and only Milloween can use it.

    CONS:
    • It gains the most damage at perk 3 and requires a high level of strategy to get there alive.
    • It requires to use spells often, making her extremely vulnerable to Xiao Long.
    • Timing the spells and the minions is a skill required to be able to use her properly.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Deck Building - Strategies
The first thing to keep in mind when you create a deck is what core strategy you want to use. The core strategies are mainly divided in 3 groups:
  • Control:
    A control deck is designed to maintain the control of the bridges and to counter anything that comes in your way. This kind of decks are usually effective in 2v2 since you can defend while you're teammate attacks the enemy.
    If you plan to use a control deck, remember that you can only win late game (in mana frenzy most of the times).

    This strategy works well with Apep, since the free cards give the chance to better manage the mana and rotate you're cards more easily.

  • Swarming:
    The swarming strategies are mainly designed to spawn so many minions that your opponent won't be able to stop you.
    This strategies are not very effective on early game, but they become lethal if you manage to reach mana frenzy!

    This kind of strategy is fairly common with masters like Ratbo or Volco, since they synergize very well with cards that can be spammed.

  • Big minions:
    This strategy requires you to escort one big fat minion to the enemy tower to cause massive damage. Since the big fat minions have huge amount of hp, some tactics can involve using them as distraction while you deal the real damage with smaller minions.

    This strategy is very good with Mordar since he can resurrect the fallen big minions with the tombstones.

Having your core strategy in mind, now you need to do as follow:
  1. Pick 1-3 cards that will be the core of your deck. Those cards will determine HOW you are going to win. For example, you like the Colossus, so you want to use him to destroy your enemy.

    You can choose to use meta cards (knowing that those are highly countered), or you can make an "out of the box" choice that will give you the chance to take your opponent by surprise.

  2. Now that you know what you want to win, choose a secondary win condition (in case your opponent is countering your main one).
    The best way is to make sure that both winning conditions can support each other.
    Using the previous example of the Colossus, your secondary winning strategy might be using a Harbinger. So if you're opponent has good ways to counter the Colossus, there is a good chance is not able to stop your Harbinger. Both winning conditions can be used together becoming even more effective.

  3. Once you have the win condition set, you are left with fillers cards. Do you have enough anti-air that your deck won't suffer if enemy has slightly more air units? Do you have anti swarm so you don't have to summon 3 units to deal with legionnaires? Do you have a way to stop a big minion? Do you have enough bridge control?
    Your best bet is to fill those spots with cards that excel at those roles or fill multiple at once. But also consider enemy's response to every one of your filler. If you take a dragon as your only way to kill big units, try to have a tank unit to prevent it from dying from ranged support. Keep putting the fillers and covering their own gaps as much as you can.

  4. Now when it comes to changing a deck to survive in a meta, you try to do the similar. Detect a card that is just not worth it, such as you never get a good value out of, is maybe too situational, or simply doesn't cooperate with the rest of your deck because you use its combo cards to answer different things. Or maybe you just found a card that keeps the same purpose as the one you are removing, but performs better against the meta you are fighting against. Take it out, put a card you find more suitable, run a check to make sure you didn't expose yourself to some common weakness, and give it a try.

  5. Always make sure the average mana cost of your deck is around 3.5-4, a higher value will make you highly vulnerable to aggressive decks that focus on a strong push at start.

NOTE: The harder you try to counter a specific decks, the more vulnerable you are to something off-meta, so always try to pick counters that aren't just here to counter that 1 thing, but can also serve a general purpose against other decks.


TESTING AND GAMEPLAY

The test of the deck is the most important part of all, watch how your cards play out, learn your weakness and how your opponent is exploiting them, and change your deck trying to remove your weakness.

If your deck involve the use of building like the bridge shrine or the crossbow guild, you'll need to protect them by placing it very close to your tower (on the left or right corner of your tower). By doing so they won't be attacked by minions and they can only be destroyed by spells (or if they decay with time). The same strategy can be used to position ranged units while your tower is under siege so they can shoot without being targeted by other minions (but they still can be targeted by spells and others AOE effects).

Keep in mind that you can't build a perfect deck, in fact every deck is vulnerable to something, just make sure that you can survive with that vulnerability and when you reach a 60-70% winning rate, you can consider your deck a very good one.

In premade team, you can plan with your friend a way to cover each other vulnerabilities, the real problem comes with random teammates where if you get someone with an incompatible deck or that doesn't know what to do you end up losing, so it will be harder to determine if your deck is good or not, but at the end of the day, as long as your rank is growing, you can be sure you're on the right path.

The final tip I can give you is to always keep your eyes open and be ready to improve your deck over and over again. Also by watching twitch streamers you can learn a lot of interesting combo that you might like, so do not be afraid to test new decks. And remember, as I said above: out there, there always will be someone smarter or luckier than you, the important thing is to learn from your mistakes and improve :)
Deck Building - Combos
As we talked about strategies, I feel it's good to also list some of the combo you can find around. I'll try to keep this section updated, if you see one missing just let me know and I'll add it.

  • Siege Pack (EASY)

    Requirements: Rammer + Scrat Launcher

    Execution: this is an easy and VERY annoying combo. When you're enemy is not expecting it, summon the rammer and place the scrat launcher at the same time. By doing so he has to choose if stop the rammer or use ranged to destroy the scrat launcher. In the meantime you can summon something to defend the scrat launcher (making your opponent losing more time), until you have won. This combo works best AFTER your opponent has used lots of mana so he can't counter it until it's too late.
    The scrat launcher can be put even further away if you are using Stormbringer.

    Counters: This combo is hard to counter since requires you to have something to stop the rammer (stun lancers, thorns, snake druid, etc...) AND a ranged (or any siege) minion to stop the scrat launcher. In any case you'll end up losing a lot of tower integrity...

  • Conversion Blast (EASY)

    Requirements: Hypnotize + Combustion

    Execution: this combo is quite easy to execute, just hypnotize the enemy minions and use combustion to blow them up.
    This combo is great to get rid of the dangerous minions your opponent might summon, bu also to turn all his defenses into plain damage against his tower.

    Counters: Black Hole is the best (and probably the only) effective counter.

  • Thorn Rooted (EASY)

    Requirements: Grasping Thorns + Snake Druid

    Execution: place the grasping thorns where you want to trap your enemy, then let the snake druid root it on the thorns. This combo works very well with big minions like living statue, blue golem, etc..., it won't work against colossus if you send some melee minions to attack him since he will destroy the thorns in 1 shot.

    Counters: daggerfall or a fireball can easily take down both the druid and the thorns.

  • Combustion Swarming (EASY):

    Requirements: Combustion + any horde minion (like Scrat Horde or Propelled Horde, the more minions there are the better) + (OPTIONAL) Netherstep

    Execution: this combo is (in theory) very simple to execute, just summon your horde then activate combustion on them and look the enemies blow up!
    This combo is quite effective against tanks, Cleavers, and anything with lots of HP (except the enemy tower).
    Use Netherstep to skip targets if needed.

    Counters: to counter this combo there are 2 methods. The first one is to use an AOE spell to destroy the entire horde that is about to explode, just do it at the right time!
    The second one is to use Black Hole to suck every combusted minion, so the combustion will fail.

  • Armored Ranged (MEDIUM)

    Requirements: Armored Escort + any ranged unit + Bannerman

    Execution: This combo is easy to execute, but requires some finesse if you want to avoid wasting a tons of mana for nothing. First of all remember that this combo requires at least 13 mana to be executed, so use it wisely to make big pushes.
    To use this combo cast Armored Escort during idle moments, when you want to start your push, pile up enough mana to summon the ranged unit AND the bannerman immediately after. If possible try to prepare a tank to put in front of this bunch so they will last longer.
    Stormbringer gains great advantage from this combo since all this ranged minions will be able to shoot from a further distance.

    Counters: To counter this combo you need to deal AOE as much as possible. Also make sure to have a solid tank (like Divine Warrior) to keep all this minions still while you damage them.

  • Call To Arms (MEDIUM)

    Requirements: Call To Arms + Wall + any other building cards

    Execution: To execute this combo you need to have several buildings in your deck (especially multiple walls). Place as many building as you can around, then cast Call To Arms and see all of them becoming warriors!
    If you plan this right, you can have an horde of warriors which (if properly supported) can cover your push with some other strong minion.
    Mordar can also resurrect the fallen warriors with the tombstones and have a longer push towards the enemy tower!

    Counters: countering this combo can be hard, since you might not be able to destroy all the buildings in time, so you need to stop the warriors horde with as much AOE as you can, without forgetting about the big minion behind them.

  • Monkey Business (MEDIUM)

    Requirements: Battle Shi-Hou + Mana Puff Madness

    Execution: This combo is tricky, but effective. To execute this, you need to make sure your battle shi-hou reach the enemy tower, then activate the mana puff madness. At this point the battle shi-hou will fight at maximum speed (the attack speed increase greatly with 5+ enemies around, and the mana puff madness spawns 4 + tower = 5), and literally melt the enemy tower.

    Counters: This combo can be easily prevented by anything that stuns the battle shi-hou, or by preventing the battle shi-hou to reach the tower.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - Buff/Debuff
While playing you might encounter several buff/debuff being applied to your minions, here is a list of what are they and what they do.


BUFFS
  • Frenzy: increases the attack and movement speed of the minion by 50%.

  • Rage: increases the minion damage by 50%.

  • Taunt: attract all enemi minions in the circular area against the minion with this buff ignoring everything else.

  • Spirit: increases the minion life by 200 (100 on flying minins) and grants a Spectral Essence on death. Reach 20 Specral Essences to get Accursed Ascension (special perk used by certain cards to get extra effects).

  • Mana Surge: having 6 or more mana double the minion attack speed.

  • Shield: prevents the unit from getting damaged by the next damage (any kind of damage). The shield is removed immediately after.

  • Lycanthropy: if the unit gets below 50% hp it transform into a werewolf. The unit won't transform if it's stunned or if it gets killed.

  • Mythic: the unit will leave the battlefield instead of being killed. Destroy damage deal 1000 damage instead (like Lightning Bolt). Only one mythic creature can exist in the battlefield at once (per team).

  • Accursed Ascension: unlock a secondary effect on certain cards. You need to achieve it only once per game by collecting 20 Spectral Essence.

  • Scrat Swarm: unlock a secondary effect on certain cards. You need at least 3 scrats on your opponent side of the battlefield to activate this effect.

  • Call Slitherbound: add 1 Slitherbound to a random Slither card in hand (up to 3). Playing a card with 1 or more stack of Slitherbound, will summon 1 Slitherbound per stack. The Slitherbound will be random (Lancer or Darter). If a spell has Slitherbound stacks, the Slitherbounds will be summoned in front of your tower.

  • Sacrifice: kill all the Slitherbounds you have to get a secondary effect. The more Slitherbounds you have, the more powerful the effect will be.


DEBUFFS
  • Curse: a cursed minion (or building) loses 3% of his maximum hp until he dies or the effect ends.

  • Root: prevents the minion from moving, but he can still attack enemy minions on range.

  • Stun: prevents the minion (or building) from attacking or moving.

  • Turncoat: if the unit gets below 50% hp it will switch side permanently.

  • Poison: deal 20 damage per second. Each additional application stacks by increasing the duration (not the damage).
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 0 Mana Cost - Masters

Burn the Bridges (VOLCO ONLY)
Burn the Bridges is a spell that sets the bridges on fire and damages every enemy ground minion on it. Make sure to use a tank or any unit to keep the enemy units on the bridge while it's burning to deal as much damage as possible.

Counter: Burn the Bridges is a dangerous spell that can easily take down your ground units that are crossing a bridge. You can save your units by using Black Hole, and that's the only counter there is.
Scrat Tank, Divine Warrior and Tranquil Shi-Hou are the only units that can cross a bridge on fire without taking damage (the Scrat Tank will take damage if is fighting another melee unit).


Tombstones (MORDAR ONLY)
The Tombstone is a building that after 10 seconds resurrect the first friendly minion that dies (including your teammate minions). Timing the placement with a minion death requires some skill, but it can be very effective to get very expensive minions back without spending mana. After perk 3, the resurrected minions also gain Frenzy.
The Tombstone can also be used as wall in case of emergency.

Counter: The Tombstone is dangerous and should be taken care as soon as possible. There are 2 ways to counter a Tombstone: one is either to use stun spells (like Chain Lightning) since stun will reset the timer and your opponent will have to wait 10 more seconds after the stun ends for the resurrection to work. The second method is just use brute force with Magma Storm or Beam of Doom to destroy it. Since the Tombstone is usually in a safe place near your opponent tower, only spells can help you deal with them.


More Dakka! (RATBO ONLY)
More Dakka! is probably the most powerful spell in the game. This spell cause 40 damage per friendly minion you have around (including your teammate minions), hitting the enemy closest to your tower.
More Dakka! can potentially deal millions of damage if you have enough hordes around, the catch is making it hit what you need to. Use it when you're opponent has big minions close to your tower or when your opponent has no minions at all to hit his tower very hard.

Counter: The More Dakka! spell is not easy to counter, and extremely dangerous if you don't. Make sure you always have a small minion around when your opponent has lots of minions around, so he'll be the target for More Dakka! and protect your tower.
Diona traps also protect your tower from More Dakka!


Trick Swap (KING PUFF ONLY)
Trick Swap is a spell that swap all location of all units on the both bridges, and stuns enemy minions for 4 seconds. Using Trick Swap also swap the crown location (the mark that indicates what bridge you need to control to have your tower protected thanks to perk 3).
Use this spell to stun dangerous minions and take them down easily, it can also be used to swap your unit from a bridge to another to capture the second bridge. Remember also to swap the bridges when you're marked bridge is about to get overrun so you'll keep your protection.

Counter: Trick Swap is an annoying spell that cannot be countered (except from Black Hole), because you can't know when your opponent is going to cast it.


Shield Totem (APEP ONLY)
The Shield Totem is a building that makes your tower immune to damage. Place this building in a safe place to protect your tower when it's under heavy siege. The Shield Totem is quite effective to protect you from Rammers and Cleavers.
The Shield Totem can also be used as wall in case of emergency (it must be a BIG emergency to do that, but you can do it nonetheless...).
The Shield Totem DO NOT protect your tower from health loss caused by Blood Imps.

Counter: The Shield Totem can prevent all damage to the enemy tower, so it must be destroyed as soon as possible. Stunning the Shield Totem will make the enemy tower attackable for the duration of the stun. Using Fireball can weaken the Shield Totem enough to be destroyed. To destroy the Shield Totem completely you need to use Magma Storm or Beam of Doom.


Arcane Missiles (MILLOWEEN ONLY)
Arcane Missiles is a spell that shots 5 missiles in selected direction (when you do the selection, pay attention to the rune, because that will be the main target). Each missiles will deal 30 damage.
Arcane Missiles can be used to kill Snipers or Xiao Long (even if he gets enraged).

Counter: Arcane Missiles can be countered only by placing a stronger minion (like a tank) in the path of the missiles (you need to be really fast to do it).
Cards Guide - 0 Mana Cost

Blood Imps
Blood Imps are free to use minions, but EXTREMELY dangerous to use, since all the damage they take (INCLUDING OVERKILL) will be taken by your tower too!
This minion is very useful as "spell bait" because your opponent will try to cause as much damage as possible tot he imps using spells. Just remember to have 1 or more Heal Puff in your deck to counter the damage you're tower will take from the imps. The Blood Imps works great with Commander Azali, making them an extremely annoying threat.

Counter: The best way to counter the imps is to use spells, especially the Wheel of Doom spell. With that spell you will cause 300 damage to the enemy tower per imp killed (which can be an instant win if your opponent played 2 imp cards at once).
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 1 Mana Cost - Masters

Crossbow Trap (DIONA ONLY)
The Crossbow Trap is a building capable of dealing small amount of damage very fast. It can be placed anywhere in the battlefield (including the enemy side) and can also be use to capture bridges.
The Crossbow Trap is invisible for the first couple of seconds after placement, and should be used to take down dangerous enemies (like Snipers) by placing it on their back while they are distracted.
It can also be used to finish off the enemy tower since it can deal a lot of damage if left alone.

Counter: The Crossbow Trap is dangerous and it can take down your units from behind their backs, so make sure to use Chain Lightning or any spell capable to deal 100 or more damage to take it down before it's too late.


Decoy Trap (DIONA ONLY)
The Decoy Trap is a building that taunts nearby enemies. This building can be placed anywhere it the battlefield (including the enemy side) and can also be used to capture bridges.
The Decoy Trap can be used to keep dangerous enemies (like Harbinger) distracted while your DPS deal damage to take them down. It can also be used to protect your tower from big hordes of minions for a shor time while you prepare your defense.

Counter: The Decoy Trap can be really annoying since it will force your units to change target for a short period of time. There isn't much you can do about that, except waiting for it to go down.
Cards Guide - 1 Mana Cost

Illusory Cleaver
The Illusory Cleaver is a cheap and versatile card that can be used either to capture a bridge or to kill small groups of minions (like scrat horde or propelled horde).
Since this card deals damage when it dies, and it dies when it takes damage, make sure you place it in the middle of the enemies you want to destroy to maximize the effect.

Counter: the Illusory Cleaver damage can be prevented by any kind of shield, and it gets killed by any kind of damage (no matter how small).


Mana Puff
The Mana Puff is a cheap card that can be used either to capture a bridge, or to increase your mana regeneration (as long as it's alive on a bridge).

Counter: the Mana Puff dies when it takes damage, so anything will do...





Nether Bat
The Nether Bat is a cheap card that can be used either to capture a bridge, or to attack ground creatures for a small damage. It also teleports to a random enemy from time to time, so the damage is not really that reliable.

Counter: the Nether Bat can be countered by any ranged unit or spell, but is not really necessary to counter it unless there are more than one.



Scrat Pack
The Scrat Pack is a cheap card that can be used either to capture a bridge (or both if split in the middle), or to stop dangerous minions like a Cleaver.

Counter: the Scrat Pack can be stopped by any minion or spells, but if you want your Cleaver to avoid them you should use a cheap spell like Shock Rock or Daggerfall.



Screaming Scrat
The Screaming Scrat is a cheap card that can be used either to capture a bridge, or to distract dangerous minions from reaching your tower such as Cleaver or Rammer.
Since it dies after 5 seconds from spawning, the proper placement of this card can help to damage something specific (it's very useful to destroy Thorns for example).
A frenzied Screaming Scrat placed on the bridge can reach the enemy tower and cause 150 damage.

Counter: the Screaming Scrat will be attacked by every minion on sight and it will be killed pretty quickly. In case you need to kill it faster, you can use a spell to take it out.



Sewer Scrat
The Sewer Scrat is a poisonous unit that applies poison for 5 seconds to any melee unit that attacks him. Is very good to be used as bridge capture, but also a very cheap way to deal 100 damage to dangerous melee units (like Colossus). Is also very good to cripple small tank units.

Counter: the Sewer Scrat like most of the scrat units dies instantly wth any damage, just make sure to use a ranged unit to do it...
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 2 Mana Cost - Masters

Blast Entry (SETTSU ONLY)
Blast Entry is a spell that removes Settsu from the tower and let her to move in the battlefield. When Settsu land she'll deal 50 damage and she'll have 300 hp.
This spell is very useful to defend your tower when stunned, because by going down from it Settsu will be free to attack.
Blast Entry is also good to let Settsu tank to protect some of your minions or to strike directly the enemy tower.
Settsu will still have 5 shots then she'll need 5 seconds to recharge, unless you reached perk 2 and then you can cast a spell (like Shock Rock) to instantly recharge the rifle. Using this properly at perk 3, Settsu also stuns everything in a straight line in the direction she's shooting.
While on the ground, Settsu can also be affected by Rage or Frenzy (if in party with Ravager).

Counter: Blast Entry is very dangerous, especially if used properly. Make sure to stun Settsu and cause enough damage to toke her down before it's too late. The only spell that works against her are Magma Storm or Beam of Doom.
Cards Guide - 2 Mana Cost - Part 1

Black Hole
The Black Hole can be used to counter many spells, to either protect your units or to separate enemies. It's especially good to protect from Magma Storm and Combustion, while it won't be very effective against Beam Of Doom.
Once active, you can see how many units have been caught in it by counting the colored dots, the red dots are enemies, the blue dots are friendly.
When you sue Black Hole, remember that there is a half second delay before it actually protects the units. The same will happen when you spawn a new unit on top of the Black Hole: it will take half second to be protected by it.

Counter: Unfortunately the Black Hole cannot be countered, so play carefully against players with this spell. However, you can time your spells to be casted right after the Black Hole ends, knowning that it will always last 6 seconds.


Boomer
The Boomer is a cheap and effective way to clear few melee minions like Stun Lancers, Defenso Chopper, etc.. In order to use it properly, make sure the egg can hatch or it will be wasted since it deal damage only AFTER hatching from the egg.
Remember that flying minions DO NOT take damage from the Boomer.

Counter: The Boomer is very easily countered by any spell (like Shock Rock) or by flying minions.


Bridge Buddies
The Bridge Buddies are a very effective spell that allows you to instantly capture both bridges (assuming there is no enemy minion walking over it of course..). This spell works very well as a distraction to slow down big minions like Cleaver or Colossus or Harbinger.

Counter: This spell cannot be countered, since the scrats will appear on the bridge, however, you could use Xiao Long when you think your opponent is about to cast this spell to gain advantage from it.


Call To Arms
Call To Arms is a spell that transforms any building (excluding the master specific ones, like Mordar's Tombstones or Diona's Traps) into Warriors. The most effective building to transform is Thorns, since no minion will attack it (except AoE damage), and it's also useful to slow down your enemies.

Counter: To counter Call To Arms, make sure to take down as much enemy buildings as you can with Magma Storm. If you're enemy is using Thorns, then just use Shock Rock or any other damage spell to take them out. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.


Combustion
Combustion is a spell VERY effective to take down big minions or large group of medium-small minions. To use it effectively, just cast it on a group of friendly minions nearby what you want to take down, and wait for the big BOOM!
You can also use it on your minions with a big health pool to free them from Stun Lancers or groups of small minions.
Using Combustion against the enemy tower is useless since it will deal a very small damage (15 per minion that explodes).

Counter: Combustion can be countered by Black Hole or by killing the minions before they blow up (with a spell for example). As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.


Crossbow Dudes
The Crossbow Dudes are a cheap ranged unit that can be used from a safe position as additional damage, or you can just use them to capture bridges by splitting them on the middle of the field.

Counter: The Crossbow Dudes are very weak and can be killed by any spell or minion ranged or melee. They become a threat only when there are many of them (5-6 or more).
Cards Guide - 2 Mana Cost - Part 2

Disruptor Puffs
The Disruptor Puffs increases the mana cost of random card SLOTS by 2 (each). The mana cost cannot be higher than 10.
They are also good to capture one or both bridges (by splitting them in the middle of the field), since they always go to the bridge without stops. If protected by a shield this puffs can become a major annoyance for your opponent.

Counter: Make sure to take them out with a spell or a minion as soon as possible or you might regret it.


Elite Swarmer
The Elite Swarmer is the cheapest tank available, very good if you don't want to spend much to stop a small threat.

Counter: Other minions can take care of this small tank. No spell can 1-shot him so, don't waste mana trying...




Gor'Rakk Gate
The Gor'Rakk Gate is a cheap spell that can summon: 7 Swarmers OR 2 Dragon Whelps OR 1 Cleaver, but whatever it summons it will have Turncoat (it will change team when it falls under 50% hp).
This spell is a very good way to get a 2 mana Cleaver if you can then stop him when it turns on you. You can use Once Bitten on the cleaver so when it turns it will be a Werewolf instead (which is much easier to counter than a Cleaver).
Another trick you can use, is to use Gor'Rakk Gate when there are no other friendly minions, an then if a Cleaver spawn, you can use Gor'Rakk Sacrifice to turn the Cleaver (with turrncoat) in a normal Cleaver and all for just 5 mana instead of 6. Just make sure the turncoat doesn't trigger while transforming or you'll be sorry.

Counter: Counter the Gor'Rakk Gate is a bit tricky because you need to be ready to counter whatever it spawns, so be ready with an AoE minion or spell to kill Swarmers or Dragon Whelps, but also be ready with a stun to stop the Cleaver. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.


Thorns
The Thorns are a good way to slow down dangerous minions that are coming your way (like Cleaver or Rammer), but also a good way to kill small minions (placing it in the lane your opponent has placed a Crossbow Guild for example).
It's also a very good building to use if you plan to use Call To Arms, since it cannot be attacked if not with collateral damage.

Counter: The Thorns can easily turn in a major annoyance if your deck is based on small minions, so make sure to take it out with a Shock Rock or any other spell. The Shieldguard, Brothers of Light and Caeleth armor of light trait can also destroy it.


Grenadier
The Grenadier is the cheapest AoE unit. Even tho it can only damage ground units, it's still very effective against small minions like Scrat or Crossbow Dudes. It really shines if you can protect him with a tank while he deal damage.

Counter: The Grenadier can be easily killed by any minion or by Daggerfall or any other stronger spell. It won't be a real threat unless your deck is based on small minions.


Heal Puff
The Heal Puff once he reach a bridge, will heal your tower by 25 hp per second. While it might look a small amount, if you manage to protect it long enough, he can restore your tower completely. It becomes very annoying when you place a shield or increase its life.

Counter: The Heal Puff is very easy to kill with any spell or minion, but it must be killed as soon as possible or your opponent will restore their tower very fast (especially if he's using more than 1).
Cards Guide - 2 Mana Cost - Part 3

Mana Puff Madness
The Mana Puff Madness spell creates 4 Mana Puffs for you and 4 for your opponent. You can use this spell as distraction for big minions (like Cleaver), to massively increase your mana regeneration (assuming that you can kill with Daggerfall your opponent's Mana Puffs immediately after using Mana Puff Madness), or combined with the Spiritmancer or Soul Stealer to get 4 quick stacks.

Counter: The Mana Puff Madness spell can be countered by Daggerfall (used immediately after cast) to kill all your opponents puffs while leaving yours alive. It's wise to counter this spell as soon as possible since it will grant your opponent a greatly increased mana regeneration. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.


Once Bitten
The Once Bitten spell allows you to infect one of your minions in the selected area with lycanthropy.
While the minion is picked randomly, you can manually select an area with only 1 minion. Just remember that you can cast this spell only on your side of the battlefield.
The best units to infect are the one with Rage AND/OR Frenzy, like Tantrum Throwers or Ravenous Swarmers or Morgrul's Ragers, you just need to be careful when to use them, because if they get stunned or killed BEFORE they transform they are as good as dead.
On death the Werewolf grants 1 Spectral Essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Once Bitten spell is easy to counter by using a Fireball (or Daggerfall) to kill the infected minions in 1 shot before they turn.


Propeller Scrats
The Propeller Scrats are good minions to be used to capture a bridge or to kill ground minions that cannot attack them. Since they are very weak any other use will be pointless, unless you manage to have a great number of them.

Counter: The Propeller Scrats are not a big threat, but they can be killed pretty easily with Shock Rock or any ranged attack.



Ravenous Swarmers
The Ravenous Swarmers are extremely weak and easy to kill, but they can deal a decent damage if they are ignored. Just remember to cast a spell before using them.

Counter: The Ravenous Swarmers can be easily killed by Shock Rock or any other spell. You should consider them a threat only if they are many or if they might be infected with lycanthropy.



S.T.Int
The S.T.Int is the cheapest ranged unit with a decent damage and somewhat resilient. You can use it to kill small flying minions, and if protected by a tank, it can also kill big flying minions.

Counter: The S.T.Int is not a real threat if unprotected, in fact it can be killed by most minions. It becomes a threat if it's attacking your Harbinger and he can't kill it (because focused on another target) or if they are many.


Shock Rock
The Shock Rock is a popular spell used to stun AND deal 40 damage. It's very effective against scrats, but also very useful to stun dangerous minions while you prepare to stop them.
This spell is used especially with Settsu to reload her gun while keeping your opponent stunned.
Like any Stun ability, it can also be used for: reset the Armor of Light, turn off the Guardian protection, stop a Priest from healing, Xiao Long won't be triggered if is stunned and Werewolves won't transform.

Counter: While the damage of Shock Rock can be avoided with a shield, the stun is unavoidable, so be careful if your opponent has more than one in his deck.
Cards Guide - 2 Mana Cost - Part 4

Squire Puff
The Squire Puff is a spell which summon an imp that will walk to a random bridge. If he reaches the bridge, 5 of your minions will receive Rage, if they are Empyrean, they'll also receive Shield.

Counter: The Squire Puff could be VERY dangerous when used at the right moment, so make sure to kill it with a spell like Shock Rock, or make sure a minion takes care of it before it reaches the bridge.


Swarmers
The Swarmers are a cheap melee DPS that can be used to deal damage (while a tank is protecting them), or to capture bridges, or to slow down big minions (like Cleaver).

Counter: The Swarmers are easily killed by Shock Rock or any spell, or any minion that can deal more than 35 damage.



Wall
The Wall is the perfect defense against minions who only attacks buildings (like Rammer), but also very good to buy time by placing it in front of the tower so that your enemies will attack the Wall instead while you regenerate mana to defend.

Counter: The Wall can be countered by using Netherstep if necessary, or by using Combustion with a Scrat Horde or Propelled Horde.



Zeppelin Bomber
The Zeppelin Bomber is the cheapest siege unit. If used at the right moment, it can deal 250 damage to the enemy tower every 6 seconds.

Counter: The Zeppelin Bomber can be easily killed by Daggerfall (or any other stronger spell) or by ranged units. Do not underestimate this minion because it can cause some serious damage if not stopped in time.



Spirit Vessel
The Spirit Vessel is a cheap unit that can be used to capture bridge and on death will grant 200 hp to another random friendly unit (100 for flying units) in the battlefield.
On death it grants 1 Spectral Essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Spirit Vessel is not very dangerous on his own, but it can become an annoyance very quickly in the right hands. You can prevent the health boost from reaching the intended target by using Black Hole on it shortly before the Spirit Vessel dies (assuming your opponent has only 1 big units in the battlefield).



Rampage
The Rampage spell grants Rage to every friendly units in the area after landing. This spell can be an effective tool to crush your enemy while you have a good bunch of minions attacking the tower, but also it can be very useful to boost the damage of your minions while trying to stop a dangerous group of enemies.

Counter: The Rampage spell can only be stopped by Black Hole if casted in time. Since you cannot see where your opponent is aiming, you'll have to guess what he's trying to boost. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.
Cards Guide - 2 Mana Cost - Part 5

Haunting Hugger
The Haunting Hugger is a cheap unit that attaches himself to an enemy minon or building and curses it (causing 3% damage per second). When the cursed target dies, you get a Spectral Essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension). The curse effect DO NOT stack, so using multiple huggers on the same target is just a waste of mana.

Counter: The Haunting Hugger can be really annoying if it hits one of your big minions and you don't have a Priestess behind him. You can kill the Haunting Hugger with a Daggerfall or any spell capable of dealing 50 or more damage. Using other minions against him is not advisable since he's very fast and it will end up cursing your minion instead.



Lone Scout
The Lone Scout is a single Crystal Archer, that will cost 1 mana if it's the only friendly unit when you spawn it. This unit can be used to capture bridges or as cheap anti-air. It can also work for Border Patrol.

Counter: The Lone Scout is not a threat unless is paired with more elven units. It can easily be killed by Daggerfall or any spell capable of dealing 45 or more damage. The Lone Scout is also very easy to kill with any melee unit with enough health to take a hit or two.



Ritual of Servitude
Ritual of Servitude is a spell designed to be used in high mana costs deck and with a single copy of it. This spell summons a random unit equal to the lowest mana cost card you have on your deck (exclduing the first copy Ritual of Servitude and mana reduction bonus).

Counter: Compared to any other random summoning unit (like Blind Date), the Ritual of Servitude is completely unpredictable since you can't know what's the lowest mana cost card your opponent has, making the countering impossible... just be ready for anything.



Slitherbound
Slitherbounds are slaves used as Sacrifice to obtain additional effects on other cards. While they are alive they can be pretty dangerous since each hit from them apply Poison for 3 seconds.
This card summons 1 Lancer and 1 Darter providing a melee and ranged attack, and if they get 3 stacks of Slitherbound, they became the cheapest option to instantly get 5 of them at once for only 2 mana!
Slitherbound can be really dangerous if they are many and they also get the Spirit buff.

Counter: The Slitherbounds are easy to kill (a Shock Rock or any spell capable of dealing 35 or more damage can kill them). But you must kill them as soon as possible if they are many, because your opponent may be planning to use them as sacrifice for something bigger...
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 3 Mana Cost - Masters

Arcane Golem (MILLOWEEN ONLY)
The Arcane Golem is a DPS unit capable of dealing great damage. This unit gains 1 stack everytime you play a spell, and every stack grants extra damage and health (up to 10 stacks). Each stacks increases the damage by 6 and the hp by 40 (the base damage is 40 and base hp is 300).
If protected by a tank, it will be your main asset for dealing damage. The best way to use it, is to have a fast deck with few spells that you can spam to boost the Arcane Golem fast so it can deal as much damage as possible.

Counter: The Arcane Golem is the most dangerous unit all Milloween players have. Make sure to destroy it before it reaches too many stacks or it will be very hard to kill. The best way to take it out is to stun it and let your DPS take it down. While stunned, the Arcane Golem DOES NOT gain stacks.
The only spells that can take out the Arcane Golem are: Magma Storm or Beam of Doom, but you'll have to use them before it gets too many stacks because the amount of hp will grow and if it reaches 8 stacks or higher, because at that point those spells won't be enough to kill it anymore.
Cards Guide - 3 Mana Cost - Part 1

"Armored" Scrats
The "Armored" Scrats are a cheap tank(ish) unit that can be used to capture bridges, kill small DPS (like Plasma Marines, Crossbow Dudes, etc..) or to stop a Cleaver from reaching the tower.

Counter: The "Armored" Scrats can be killed by Daggerfall (or any spell that deal at least 90 damage). If you manage to stop them with a tank, they can also be killed by any DPS.


Banner Man
The Banner Man is a special unit to be used to shield 5 (or less) minions around him. To do so, just place the minions then the Banner Man and he'll shield them all if they are on range.
Use this unit to shield weak minions (like Crystal Archers or Plasma Marines), so they won't die instantly with a spell.
The Banner Man can also work as a cheap tank to stall while you build up mana for a stronger one.

Counter: The Banner Man real threat is the shield he puts on other minions. To remove the shield any damage will do. If you plan to kill a shielded unit with spells, make sure to remove the shield with a cheap spell or minion then use a stronger spell to take the unit out.


Bazooka Scrat
The Bazooka Scrat is a cheap but effective siege unit.
The Bazooka Scrat is also very handy to take out the Scrat Launcher.

Counter: The Bazooka Scrat, while easy to kill, is also VERY dangerous, so make sure to take him out as soon as possible. SInce it has only few hp, Daggerfall can do the trick, and since he only attacks building any minions can kill him pretty fast too.


Brutish Betrayer
The Brutish Betrayer is a cheaper version of the Rammer with Rage, but when he reaches 50% hp he will change team. To use it properly make sure to have a counter ready (like Stun Lancers) for when he comes back against you.

Counter: The Brutish Betrayer can be countered by Stun Lancers or by damaging it until he reaches 50% hp. Having a Healing Fireball will restore the Brutish Betrayer to full hp when he charges back to the enemy.


Cheese Date
The Cheese Date is a spell that spawn a random 3 mana scrat card and give them Rage. "Armored" Scrats and Scrat Horde can be useful against big minions like Cleavers, while the Sniper and the Bazooka can be a good ranged unit to deal some serious damage to the enemies (if you manage to protect them).

Counter: The Cheese Date can be generally countered by a Daggerfall or any higher spell. Make sure to kill as soon as possible the Sniper or Bazooka scrat or they might cause some serious damage.


Clear Skies
The Clear Skies spell is very useful to heal your tower and your minions, and to remove Shield and Rage from every minion around.
This spell can be very tricky to use if you're deck rely on Rage or Shields, but it can also help you resist longer during heavy siege of your tower.
You can also use Black Hole to protect your units with Rage while Clear Skies clean the rest.

Counter: The Clear Skies spell can only be partially prevented by using Black Hole on wounded units to prevent the healing.
Cards Guide - 3 Mana Cost - Part 2

Crystal Arcanist
The Crystal Arcanist is a cheap DPS with area damage, very good to take out small hordes (especially good to get rid of Propelled Scrats). While the attack speed may look low, if you have 6 or more mana, she will attack at a VERY high speed causing serious damage (especially if you manage to have more than one).

Counter: The Crystal Arcanist should be considered a threat especially if your deck contains a lot of small minions. To take her out, you can use Daggerfall or any other damage spell capable of dealing 45 or more damage. Spells are the best way to kill her unless you manage to place a minion straight on her face to avoid damage. The Scrat Tank is also a good counter for them since it won't get damaged until he's ready to hit.


Crystal Archers
The Crystal Archers are long range DPS, capable of dealing serious damage if they are properly protected (with a tank in front and maybe shielded by a Banner Man). They reach the top damage when you have 6 or more mana available.

Counter: The Crystal Archers are dangerous especially when there are more than 2. To take them out, you can use Daggerfall or any other damage spell capable of dealing 45 or more damage. Spells are the best way to kill them unless you manage to place a minion straight on their face to avoid damage. The Scrat Tank is also a good counter for them since it won't get damaged until he's ready to hit.


Cursebearer
The Cursebearer is a cheap tank that can also deal a very good damage thanks to his aura that damage every enemy minion around causing 3% max hp loss per second even when stunned and for 5 more seconds after he dies.
The Cursebearer really shine against big minions and especially the Guardian (make sure the aura touches as many minion as possible protected by the Guardian).
Remember that the Curse works only on ground minions and only for as long as they remains in the area of the aura.
On death it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Cursebearer is a dangerous minion especially if your deck is based on big minions or Guardian. To take him out, make sure to use flying units since he can't affect them with his aura. Since his hp pool is substantial, you can't kill him with a single spell (unless you are considering Beam of Doom - which is not worthed), but the Dragon Ball can really be of use against him in case of emergency.


Daggerfall
The Daggerfall is a cheap but very effective spell. It can be used to clear wide areas from small minions, and also to remove shields from big group of minions.

Counter: The Daggerfall can be countered by Shield (so Banner Man can help), but also Black Hole can be helpful to protect big groups of minions from it. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.



Dragon Whelp
The Dragon Whelp is a melee flying DPS, capable of dealing some serious damage. It's very effective if used against ground minions that cannot attack him or other flying minions busy attacking something else.
The Dragon Whelp can cause some serious damage to the enemy tower, especially if enraged.

Counter: The Dragon Whelp is a dangerous minion that needs to be stopped as soon as possible, especially if your ground units cannot hit him. Daggerfall or any other spell that cause 100 or more damage can take care of him.


Gambler's Ball
The Gambler's Ball is a spell that rely completely on luck. It can be a Healing Fireball or a normal Fireball. Since you have no clue on what will be casted when you use it, the best strategy is to throw it at a group of friendly minions fighting enemies so you'll hit both groups and it will heal your minions OR damage the enemies, but either way you haven't wasted the mana.

Counter: The Gambler's Ball can be countered by Black Hole, but since the effect it's unreliable, most of the time will fail to do what your opponent is expecting it to do.
Cards Guide - 3 Mana Cost - Part 3

Ghost Turret
The Ghost Turret is a defensive building that can deal serious damage to any ground unit that enters the range. Unfortunately the range is quite short so make sure to position it properly.
On death it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Ghost Turret can be easily taken out by any flying minion or by using Dragon Ball. It will be a threat to you ONLY if you rely on ground minons.



Gor'Rakk Sacrifice
The Gor'Rakk Sacrifice spell can be used on cheap minions to get a Cleaver. The minion will be picked randomly from all your minions around, so make sure to use this spell when you have 1 or more minions nearby your tower so that you can protect it. You could also use an Elite Swarmer to ensure it won't be killed with 1 spell.
You can also use Banner Man to protect the minion that is transforming from spells.
Remember that if you have another Cleaver around, it can also be targeted by the spell and re-transform into a Cleaver. This can be done on purpose to heal the Cleaver completely and prevent his death.
NOTE: the Cleaver won't retain the buff of the unit that gets transformed.

Counter: The Gor'Rakk Sacrifice spell is easily countered by any cheap spell since your opponent will always try to cast it on cheap minions (like scrats), making easy for you to take them out before the transformation is complete.


Healing Fireball
The Healing Fireball is a very useful spell to be casted on big minions that have 50% hp or less to heal them and make them last longer.
You can determine how much hp a unit has left by counting the bars on the healthbar over their head, each bar represents 100 hp, and the Healing Fireball heals for 400 hp.

Counter: The Healing Fireball can be denied by using Black Hole. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.


Healing Shrine
The Healing Shrine is a building that heals every minion in the area around it. It's very useful to have a steady healing while you're making a stand in your side of the battlefield.

Counter: The Healing Shrine is very dangerous since it will keep healing your opponent's minions as long as it's around. Make sure to destroy it with Daggerfall or any other spell that deals at least 50 damage.


Lost Legionnaires
The Lost Legionnaires are a cheap tank(ish) unit that can be used to capture bridges or to delay dangerous minions. Since their use is the same of a Scrat Pack but more expensive, there is no reason to use them.
The only case they are better than a scrat pack is if you want to use them to stop a Cleaver and your opponent has Daggerfall to clear his way. Since the Lost Legionnaires do no die with a Daggerfall it's the only case where it make sense to use them over a Scrat Pack.

Counter: The Lost Legionnaires does not represent a threat, but if they bother you, you can take them out with a single Fireball or any spell that deals 160 damage or more...


Netherstep
Netherstep is a spell that teleports a group of minions in a selected area closer to the enemy tower. It can be useful to help big minions to skip tanks and buildings to get straight on to the tower.

Counter: The Netherstep spell is really dangerous because allow your opponent to skip your defenses. The only counter to this spell is Black Hole, but it's incredibly hard to cast it in time. As a spell, you can also use Xiao Long BEFORE your opponent cast it to gain advantage.
Cards Guide - 3 Mana Cost - Part 4
Plasma Marines
The Plasma Marines are a cheap but effective ranged DPS unit. If protected by a tank they can deal good damage to any ground or airborne unit. If you manage to summon more than 2, they can become a real threat to your opponent.

Counter: The Plasma Marines are weak but dangerous units, make sure to take them out before they cause too much damage. They can be killed by Daggerfall or any other spell that cause more than 50 damage. The Scrat Tank is also a good counter for them since it won't get damaged until he's ready to hit.


Re-Boomer
The Re-Boomer, like the Boomer, hatches from an egg then explodes. The main difference is that the Re-Boomer after exploding leaves another egg behind, and will keep hatching and blowing up until the egg is destroyed.
It can easily clean up big groups of ground minions, but won't be of any help against flying creatures.

Counter: The Re-Boomer is a dangerous minion that needs to be stopped as soon as possible. It can be killed by Shock Rock or any spell that can deal at least 25 damage.
The Re-Boomer is the end of most melee minions and all short ranged ones (like Succubus), so make sure to use a spell to take care of it before it cause too much damage.


Scrat Horde
The Scrat Horde is a very useful bunch that is very effective in taking down big minions (including Colossus if you place them behind him while he's distracted attacking something else). If you want to use them against a minion with Armor of Light, make sure to stun him or trigger the armor before spawning the Scrat Horde.

Counter: The Scrat Horde can be really dangerous especially if your opponent uses them against your big minions. You can stop them with another minion that cause area damage (before they get too close to him), or by using Shock Rock or any other spell that causes 15 or more damage.


Snake Druid
The Snake Druid is a unit designed to root in place ground minions. It's very effective against Cleavers, Rammers and any other dangerous big minions, and rooting enemies when they are walking on Thorns, can help to kill them very fast.

Counter: The Snake Druid can stop ground units from moving, but it's incapable of defending himself from airborne units and Daggerfall or any spell that can cause 60 or more damage can kill it.


Sniper Scrat
The Sniper Scrat is a long range unit capable of dealing 100 damage per shot. Once you position the Sniper Scrat in a safe spot, he can keep the field clean from all kind of unit. Given enough time he can even take down the biggest minion there is. Make sure to shield the Sniper Scrat or he won't live long.

Counter: The Sniper Scrat is a very dangerous unit and should be killed as soon as possible. To kill the Sniper Scrat use Daggerfall or any spell that can cause 50 or more damage.
Cards Guide - 3 Mana Cost - Part 5

Stun Blast
The Stun Blast is a powerful spell capable of stunning minions or the enemy tower for 5 seconds with a large area. While the spell does not deal any damage, it can be invaluable to save your group of minions while at the enemy tower, by stunning the tower and anything else they might summon to stop you.
Like any Stun ability, it can also be used for: reset the Armor of Light, turn off the Guardian protection, stop a Priest from healing, Xiao Long won't be triggered if is stunned and Werewolves won't transform.

Counter: The Stun Blast spell is a very dangerous spell that cannot be countered if not partially by using Black Hole to prevent it from hitting your minions or after to keep your minions safe until the stun effect is over.


Sun Burn
The Sun Burn spell is an interesting spell that can be used either to kill units with 100 or less hit points or to give Rage to one (or more) of your powerful units.
Sunburn is very good to kill Xiao Long (even when enraged) and Snipers.

Counter: The Sun Burn spell can be very annoying in the right hands, since it can kill your Snipers or any other unit with 100 hp or less, and there is no way to counter it. You can use Sun Burn at your advantage by spawning a big minion in his area of effect to enrage it.


Tantrum Throwers
The Tantrum Throwers are a cheap unit with Rage that can be used either to kill a Dragon Whelp, Shadow Whelp or Xiao Long, or to activate the Empowered Soul Stealer. They can even deal some serious damage to the Harbinger!
They are also very effective if you apply Once Bitten to one or more of them, since an enraged Werewolf can be really strong.

Counter: The Tantrum Throwers are dangerous and should be killed as soon as possible with Daggerfall or any other spell that can deal 100 or more damage. Leaving them around gives your opponent the chance of triggering the Empowered Soul Stealer (which can deal ALOT of damage), but also they could turn into Werewolves, so killing them in 1 shot is the best way to solve the problem.


Walking Blind Date
The Walking Blind Date is a minion with a certain tactical value. It can be used like a Screaming Scrat to taunt away dangerous minions, and once it dies, it will provide additional value by spawning a random 4 mana minion on his place.

Counter: The Walking Blind Date is not easy to counter since it can spawn any 4 mana minion, so you must be ready to counter whatever it spawn when it dies. Make sure it dies before it reaches your tower because it can spawn a Rammer and things can get very bad very fast if that happens.


Warrior
The Warrior is a basic tank with a decent amount of hp and a good damage. It's a very versatile unit and can be useful in many different strategies.

Counter: The Warrior can pose a medium threat if it's covering dangerous units behind, and it can become a serious threat if there are many of them (especially when generated with Call to Arms). There is no way to 1-shot the Warrior, so you need to deal with it by using DPS units.
Cards Guide - 3 Mana Cost - Part 6

Xiao Long
Xiao Long is one of the cheapest and most powerful flying unit in game. It's a perfect anti-spell unit if spawned right before your opponent uses a spell, since it will gain Shield, Rage and Frenzy if that happens. While is not very strong by default, once a spell is casted it becomes a force of nature, and can take down the enemy tower on his own if left unchecked.
Play Xiao Long just after playing a "spell bait" minion (like a Sniper Scrat, Crossbow Guild, Harbinger, etc...), and you'll be sure to trigger his Rage.

Counter: Xiao Long is a dangerous unit that should not be underestimated. When is around avoid casting spells (a special icon will appear as warning over your spell cards too). Make sure to kill it fast when enraged with Tantrum Throwers, or any other ranged units with strong damage. Sun Burn and Arcane Missiles are the only spells capable of enraging and killing him in 1 shot (Beam of Doom too but it's extremely expensive to be used just for that). A well aimed Dragon Ball can remove Xiao Long Shield and the dragon can kill him too.
Milloween Arcane Missiles can kill Xiao Long even if he gets enraged.



Zap Shrine
The Zap Shrine is a building capable of stunning the closest minion every 2 seconds. If you played a Zen-Chi card before placing it, it will also stun every enemy unit in a very large area after the placement.

Counter: The Zap Shrine can be a serious threat, especially if your strategy is based on few minions. It can be destroyed by Daggerfall or any spell that cause 75 or more damage.



Jolo the Hero Scrat
Jolo the Hero Scrat is a cheap unit with low hp but a good damage output. While he's not very resilient, Jolo the Hero Scrat has 50% chance to dodge any damage (spells included!), making him an annoying threat to deal with. If you have only scrat cards in hand (including Jolo the Hero Scrat), he also gain Frenzy.
If shielded and paired with other copies of Jolo the Hero Scrat, it can really become dangerous.

Counter: Jolo the Hero Scrat can be an annoying enemy if it starts to dodge most of the attack. It could be killed by Chain Lightning or any spell capable of dealing 90 or more damage, the spell may miss, so it's best to use a fast attack unit instead. Defenso Chopper also kills him instantly.
When stunned Jolo the Hero Scrat is unable to dodge, so you might want to consider this option in case he's been boosted with Spirit.



Caged Prowler
The Caged Prowler is a cheaper version of the 5 mana prowler. The only catch is that you must wait 20 seconds before it appears, and if the cage take ANY damage he will die (the cage must survive 20 seconds). Unfortunately the cage is too big to be placed in a safe place, so 90% of the times either your opponent hits it with a spell or a random minion will damage it making this card pretty much useless since is completely relaying on luck...

Counter: The Caged Prowler if dealt with promptly with any spell, it won't be a problem at all. Otherwise you'll have to deal with it like you would deal with a normal Prowler.




Spawn of Fury
The Spawn of Fury is a spell that stuns a random friendly unit for 3 seconds and reduce the maximum health by 50%. If the unit survive, a copy of such unit will be summoned nearby the original one. The copy will have the same amount of hp (in percent) of the original (with the same maximum health) and both will be visibly smaller.
The copy won't retain the buff from the original unit (that includes the Soul Stealer stacks).
You can also do a copy of a copy (but the hp will be 1/4 of the original unit).
If a copy dies, and you are using Mordar, the tombstone will resurrect a normal version of the unit.
If a voidborne unit hits the enemy tower while you have this card in had, its cost will be reduced by 1 mana.
Remember: Spirit buff DOES NOT count when the maximum health get halved.

Counter: If used properly, the Spawn of Fury can be a dangerous spell, but just like Gor'Rakk Sacrifice, it can be stopped by killing the stunned unit or by just using Black Hole which will prevent the copy from spawning.



Poison Strike
Poison Strike is a spell that applies Poison for 6 seconds to all units in a pretty wide area. Using this spells multiple times in a row can deal quite an impressive damage (assuming that you can wait for the poison to deal it).

Counter: The Poison Strike spell is a dangerous spell that can't be countered. Unfortunately is too fast to use Black Hole, and Poison can pass through shields. If a unit has Divine Shield that unit is protected only as long as the shield lasts, because the Poison will be applied anyway, so the unit will start to get damaged when the shield effect is over.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 4 Mana Cost - Part 1

Assassin
The Assassin is a stealth unit that deals triple damage when attacks from invisibility. It's very effective to kill in 1 shot anything with less than 210 hp. He can be revealed with area damage and once is visible he became very vulnerable.

Counter: The Assassin can be countered by revealing him before he can hit from invisibility. To do so, just use any area spell (spells like Fireball or any other that can cause 130 or more damage will kill him instantly), or use a 1 mana minion as decoy to reaveal him and let other minions take care of him once he reveal himself to attack.


Bats Bats Bats!
The Bats Bats Bats! spell spawn 1 bat for every mana you spend in the next 5 seconds after casting it. It's very effective if you reach 11 mana then cast Bats Bats Bats!, then spawn Azali.

Counter: The Bats Bats Bats! spell is incredibly annoying, if your opponent is using it, make sure to use Daggerfall in front of his tower as soon as the bat spawn to kill them all. In case of emergency you can also use a minion with area damage like Annihilator or Crystal Arcanist to kill them all when they reach your tower.


Blind Date
The Blind Date is a spell that spawn a random 5 mana minion. While it can be very interesting (since it adds a level of unpredictability to your deck), you must be careful because there is a good chance it spawn Gax The World Bomb (which is very bad since it can wipe out all your minions).

Counter: The Blind Date spell is hard to counter since you never know what it spawn, so you must be ready to counter whatever appears...


Bounty Sniper
The Bounty Sniper works like a regular Sniper, but whenever he kills a minion or hits the enemy tower, you get experience.
If you manage to protect this sniper, it can give you a cutting edge advantage in reaching mana frenzy (especially if your opponent uses mostly small minions).

Counter: The Bounty Sniper is a very dangerous unit (like the normal Sniper) and should be killed as soon as possible. To kill the Sniper Scrat use Daggerfall or any spell that can cause 50 or more damage. Leaving this Sniper around can be even more dangerous, since it can generate lots of experience for your opponent.


Bridge Shrine
The Bridge Shrine is a very useful building that generates experience like a third bridge. Having one or more of this building will grant you to reach mana frenzy very fast.

Counter: The Bridge Shrine is extremely dangerous and you should destroy it as soon as possible. Make sure to use Magma Storm or Beam of Doom! to take it down shortly after your opponent places it or you might get too far behind in experience.


Cannon Roller
The Cannon Roller is a very powerful ranged unit capable of taking down big minions without being hit, since he will move backwards everytime he shoots. The only downside to this unit is that he can only attack ground minions.

Counter: The Cannon Roller is somewhat dangerous, especially if he reaches the tower, so make sure to kill it before then. The best way to kill him is by using flying minions or Fireball or any other spell capable of dealing more than 135 damage.
Cards Guide - 4 Mana Cost - Part 2

Chain Lightning
Chain Lightning is a powerful spell capable of bouncing from the center point of the area you cast it to any nearby enemy minion or building then to another and another and so on until there is something to bounce to. It can even bounce from one side to the other of the battlefield if there are enough enemies to bounce to. Just remember that it will bounce only once per minion/building.
This spell other than dealing 100 damage also stun, so it can be used as an area stun spell if needed.
Like any Stun ability, it can also be used for: reset the Armor of Light, turn off the Guardian protection, stop a Priest from healing, Xiao Long won't be triggered if is stunned and Werewolves won't transform.

Counter: Chain Lightning is a very dangerous spell which can destroy ALL your minions if you are using many small ones. You can protect your minion with Shield to prevent the damage, but you cannot prevent the stun.
You can also use Black Hole to protect your minions since there is a short delay from when it's casted to the moment it start hitting something. Black Hole can also be used to take some units out of the field to prevent the spell from bouncing further.


Crystal Sentry
The Crystal Sentry is a tank(ish) short ranged unit. This minion is not really worth playing on his own, while it can deal a nice damage if you have 6+ mana available, his range is too short to be effective and unless you have more than one, is not even worth reserving the mana for the surge.

Counter: The Crystal Sentry is not a dangerous unit on his own, it gets dangerous if there are more than one protecting other units. While it cannot be killed in 1 shot, it can be taken down by a DPS well protected by a tank.


Dragon Nest
The Dragon Nest is a building that spawn a Flightless Dragon everytime you use a spell. Unfortunately the building lasts only 35 seconds and until late game (or in case you have lots of Mana Puffs), is not enough time to get value out of it. Consider that for 4 mana you can spawn 3 Flightless Dragon, while to get the same amount with the nest you need at least 10 mana.
Besides that, the Flightless Dragons are units to be used defensively, so if you really need to use this building, use Once Bitten on the Flightless Dragons so they'll get more useful and another one will spawn at the same time.

Counter: The Dragon Nest is not a big threat, a Fireball will half its duration and it will be out of commision in no time.


Drone Buzzers
The Drone Buzzers are flying ranged units, they come very handy since they shoot fast and they have a decent damage for this mana cost. They are usually used with King Puff since with his perk 2, this units will have Shield or Rage, making them far more interesting.

Counter: The Drone Buzzers are annoying and they can also take down most of the flying units fast and with not much effort. You can kill them with Daggerfall or any spell that can deal at least 60 damage.


Drone Walker
The Drone Walker is a resilient ranged unit with a good damage. This unit really shine when used with King Puff since it will be far more effective with Shield or Rage (tanks to his perk 2).

Counter: The Drone Walker can be dangerous especially if it has Rage. You can kill it with Fireball or any other spell capable of dealing 150 or more damage.
Cards Guide - 4 Mana Cost - Part 3

Fire Imp
The Fire Imp is a powerful ranged unit that deal constant area damage where he throws his fireball. While he can only attack ground minions, it's extremely effective against Guardian or any big minion, if you can protect him. He's also very effective against the enemy tower and becomes even more effective when he has Rage.

Counter: The Fire Imp is incredibly dangerous and should be taken out as soon as possible before he starts melting all your units. A Fireball is the best way to take him out, but any other spell capable of dealing 130 or more damage will do.


Fireball
The Fireball is one of the more commonly used spell, since it can deal serious damage in a big area.

Counter: The Fireball is a dangerous spell that can be deadly to many minions. You can protect your minions from it by using Black Hole as soon as you hear the sound that the Fireball does when a player plays it (it requires some skill to be able to do it fast enough).


Flightless Dragons
The Flightless Dragons are a powerful but squishy units. This unit can be extremely effective while defending to take down big minions in a very short time. Using them to attack is a bit more trickier tho, since they dies very fast if not properly protected, and even then is very unlikely that they will reach your opponent tower.

Counter: The Flightless Dragons are very dangerous if you don't take care of them fast enough. the best way to kill them is using Chain Lightning or Fireball or any other spell capable of dealing 100 damage or more.


Future Past
Future Past is a spell that replaces itself (permanently) with a random card of 1 mana or higher, reducing the original mana cost of that card by 1. Since the result is completely random, it's all about luck.

Counter: Future Past cannot be countered, but you must be ready to counter whatever your opponent gets from it.



Ghost
The Ghost is a very insidious minion, since (if properly protected) in 4 seconds will steal the first unit it comes in contact with. It should be used to steal meaningful units like Colossus, Harbinger, etc... or in any case units with a large health pool since once stolen, the unit will lose 3% hp per second until it dies.
You can also use the Ghost to steal your opponent's buildings, it comes very handy to steal the Scrat Launcher for example or Mordar tombstones to resurrect your minions instead.
The Ghost dies as soon as he steal a minion, but it will be resurrected by Mordar tombstone if one is active.
If the Ghost attacks Settsu or the enemy tower, it will stun them for a couple of seconds instead of stealing them.
On death it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Ghost is a dangerous unit since it can steal your key minion! You can kill it with Fireball or any spell that can deal at least 100 damage.


Hypnotize
Hypnotize is a spell that allows you to convert one or more units to your side for 5 seconds (it doesn't convert buildings). Use Hypnotize to protect your units when they are attacked under the enemy tower, to turn the enemy units against him.
If you are using Mordar and convert a unit when it's about to die, your tombstone will be able to resurrect that unit as your own.
Casting this spell adds 1 stack of Slitherbound to a random Slither card in hand.

Counter: Hypnotize is a very dangerous spell if used at the right moment. Make sure to use Black Hole to nullify the effect when it happens.
Cards Guide - 4 Mana Cost - Part 4

Lightning Bolt
Lightning Bolt is one of the most powerful spell available since it's able to instantly kill one unit (or building) ignoring any kind of shield and invulnerability.
Since the spell targets a random unit, make sure to use it when there is only 1 unit (or building) around to make sure it gets killed. It works very well against big minions when your opponent is still trying to build his attack group.

Counter: Lightning Bolt is the worst spell your opponent can have since it has no counter and it will kill something for sure.


Lone Wolf
The Lone Wolf is a Warrior with Rage, if when you summon it there is no other friendly unit, it will also turn into a Werewolf when it gets below 50% hp.
This card is mostly used as activator for other cards that requires units with rage (like Propelled Horde or Empowered Soul Stealer), outside that context there is no reason to use it.
On death the Werewolf grants 1 Spectral Essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Lone Wolf is not a big threat unless it's used by Ravager with perk 2 active, because in that case the Werewolf with Rage and Frenzy could be quite dangerous. Make sure to keep it stunned so it won't turn into a Werewolf and it won't be a problem.


Magma Cannon
The Magma Cannon is a defensive building capable of dealing good damage against ground and air units. It's very useful in Call to Arms based decks since you can cause damage and get a Warrior out of it.

Counter: The Magma Cannon can be dangerous is properly placed, but it can take down with long range units or by using the Scrat Lanucher or a Bazooka Scrat.



Morgrul's the Swarmer King
Morgrul's the Swarmer King is a tank that also spawn 2 Swarmers on spawn and 2 more when he dies. In addition, he also cause 50 damage on spawn and when he dies and also knocks every unit around him back.
This card is quite useful to push away dangerous stuff from the tower, but also to kill anything that has 50 or less hp.

Counter: Morgrul's the Swarmer King is mostly used to push units around or kill small units, in any other case is not that strong and goes down pretty easily.


Musketeer
The Musketeer is a tank with the ability to dodge an attack every 3 seconds and reflect it back for double damage. While is quite weak against multiple minions, it's extremely effective against Cleaver or Colossus or any single big ground melee unit.
Summoning this units adds 1 stack of Slitherbound to a random Slither card in hand.

Counter: The Musketeer is a dangerous unit that can easily take down your big minions. Make sure to kill it fast with ranged or flying units. If you don't use big minions he can still be a threat since his basic damage i pretty high.


Priestess
The Priestess is a healer that walks very slow, and heal the first wounded unit she can find. She can also attack ranged and cause a little damage.
The Priestess is very effective when placed nearby units that walks at the same speed. You can also use Netherstep to help her catch up with the unit she should heal.

Counter: The Priestess can be killed with a Fireball or any spell capable of deal 150 or more damage.
Cards Guide - 4 Mana Cost - Part 5

Propeller Horde
The Propeller Horde is a group of 5 Propeller Scrats whith additional 5 if you have any unit with Rage in the battlefield. While they get easily killed, they are capable of dealing a great amount of damage in a short time, in fact they are perfect to take down big minions that cannot fight back (like Colossus). Using King Puff, with perk 2 they might get Shield or Rage, making them extremely dangerous and capable of dealing great damage even to the enemy tower.

Counter: The Propeller Horde can be really dangerous if used properly by your opponent. To take them out, you can use either a Defenso Chopper (that will kill them all as soon as they attack it), or Shock Rock or any other spell capable of dealing 15 damage or more.


Raging Reinforcements
Raging Reinforcements is a spell that summon either a Dragon Whelp, 4 Crossbow Dudes or a Warrior, with Rage. You'll have a preview of what you're going to get on top of the card while playing.
This card can be used as trigger for cards that requires Rage (like Empowered Soul Stealer), or it can be used as it is since this units can be really strong if properly supported.

Counter: Raging Reinforcements cannot be countered, you'll need to be ready to counter whatever it spawns...


Rammer
The Rammer is a strong siege unit that will run straight towards the first enemy building he can find. It can also be used as tank since he always run forward.
Sending a Rammer on a bridge and using another dangerous unit (like Cleaver or Scrat Launcher), will force your opponent to choose which threat to stop first taking serious damage in the process.
You can also use a horde minion (like Scrat Horde, Blood Imps or even Last Stand), to cover him while charging towards the enemy tower. By doing so the horde will soak the damage (and stun) from any minion your opponent will use to try to stop him.

Counter: The Rammer is a dangerous unit that should never be left unchecked. To stop it you can use a Wall or Screaming Scrat, then you have a short time to deal some damage. You can also use Stun Lancers to stop it for good and then use other DPS to kill it while it's stunned.


Shielded Crossbow Dudes
The Shielded Crossbow Dudes are 3 Crossbow Dudes with a Shield. While usually the Crossbow Dudes are weak, this guys can be pretty useful to stop a Cleaver (for example), since they can take a couple of hits before dying while dealing damage.

Counter: The Shielded Crossbow Dudes can be really annoying since they will stop your Cleavers from reaching the tower. You can use Shock Rock or Daggerfall to remove the shield and turn them in regular Crossbow Dudes.


Spear Throwers
The Spear Throwers are a melee unit that can deal great damage with their spear on the first target they attack. When they thrown thier spear they became quite useless, very good to be sacrificed to stop a cleaver for example.
They're main purpose is to kill flying creatures like Dragon Whelps, Xiao Long, etc... since they can 1 shot them with the spear. They can be more dangerous if used with King Puff since the perk 2 can provided either Rage or Shield which makes them better to stop Cleavers or kill flying units.

Counter: The Spear Throwers can be dangerous if your strategy is based on flying creatures such as Xiao Long or Dragon Whelp. You can kill them pretty easily with Daggerfall or any spell capable of dealing 100 damage or more.


Spirit Infusion
Spirit Infusion is an utility spell that grants 200 hp to a random friendly minion (100 for flying units) in the battlefield (the effect DO NOT stack)..
The units affected by this spell on death it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: Spirit Infusion is not a very dangerous spell, but it can be countered by using Black Hole on the enemy units at the right moment to prevent at least 2 Spirit to be assigned (since it has only 3, it's a good deal).
Cards Guide - 4 Mana Cost - Part 5

Stun Lancers
The Stun Lancers are a melee unit capable of stunning the enemy they are attacking. This unit is one of the must have in a deck since if properly paced can stun Rammers before they reach your tower, Cleavers and any other ground minion that might be trouble.

Counter: The Stun Lancers are capable of stopping your main unit from reaching its goal, so it's imperative that they get destroyed as soon as possible. In order to do that, you can either use a Fireball or any spell capable of dealing 150 or more damage, or you can use Combustion on the stunned unit to blast them away (just make sure the unit can handle 150 damage).


Tranquil Shi-Hou
The Tranquil Shi-Hou is a medium level tank, capable of dealing decent damage. The core feature of Tranquil Shi-Hou is that when he's not under attack, he will heal himself up to full life.
This unit is perfect if you have to deal with the Crossbow Guild or Volco ability Burn The Bridges.

Counter: The Tranquil Shi-Hou is not a big threat on his own, but he can be annoying if your deck is based on small minions. This unit is quite vulnerable to hordes and flying minions.


Undying Skeleton
The Undying Skeleton is a tank capable of dealing decent damage, but if he dies, he will resurrect in 25 seconds for another round. This unit is really good with Rage or if you are using Mordar, since everytime he dies, the tombstone will create another one.
Every time it dies it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Undying Skeleton is not a big threat on his own, but when they start to become many they can deal serious damage. The Undying Skeleton is weak to flying minions and hordes so make sure to use this at your advantage.


Wheel of Doom
The Wheel of Doom is a spell that throws a big wheel in the chosen direction and deal 300 damage to any unit in that line. If a unit DO NOT dies, the Wheel of Doom breaks and it won't go any further, otherwise it will break only when it reaches the end of the map.
Remember that the Wheel of Doom causes only 75 damage to the enemy tower.
The Wheel of Doom can hit only GROUND units, flying units are immune to its effect.

Counter: The Wheel of Doom cannot be countered, you can only use Black Hole to save your minions or put a unit with more than 300 hp on its path to stop it.


Whirly Scrat
The Whirly Scrat is a solid tank capable of dealing good damage all around him. This unit is very useful to clear hordes and tank at the same time.

Counter: The Whirly Scrat is a dangerous unit that should be dealt with before it reaches your tower. It can be easily killed by flying minions otherwise (if you want to deal with him with ground units), you'll have to stun him.



Skeleton Horde
The Skeleton Horde is a group of skeletons, slow hitting but more resilient than a Scrat Horde. They attack at half speed, but double damage compare to a Scrat Horde.
On summon, the Skeleton Horde grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: Like for the Scrat Horde, the Skeleton Horde is quite dangerous against big minions. You can stop them with another minion that cause area damage (before they get too close to him), or by using Daggerfall or any other spell that causes 50 or more damage.
Cards Guide - 4 Mana Cost - Part 6
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 5 Mana Cost - Part 1

A.I.M. Bot
The A.I.M. Bot is an improved version of the Drone Walker with Marksmanship (which will extend its range by 2) AND Shield.

Counter: The A.I.M. Bot can be dangerous especially if it has Rage. You can kill it with Fireball or any other spell capable of dealing 150 or more damage, but ONLY if you manage to take the shield out first.



Annihilator
The Annihilator is a powerful ranged unit capable of dealing high damage in a small area. Using the Annihilator behind a solid tank, will ensure that your tank safety from any horde.

Counter: The Annihilator is a dangerous unit that should never be allowed to reach your tower. To kill him, use Fireball or any other spell capable of dealing 150 or more damage.


Arcane Bolt
Arcane Bolt is a powerful but hard to use spell that can instatly kill any GROUND unit with less than 500 hp in the selected area. While it can be useful to kill units that you already know they spawn with less than 500 hp (like Bahra, Fire Imp, Defenso Chopper, etc..), it gets tricky to be used against other minions since you'll have to count the bars in the healthbar over their head (each bar is equal to 100 hp).
Another weakness of this spell is that can be blocked by shields and if it doesn't kill the target it just stuns it for a couple of seconds.

Counter: Arcane Bolt can be annoying but not a real threat since you ca Shield your stronger minions to prevent it from getting killed.


Battle Shi-Hou
The Battle Shi-Hou is a tank designed to be used against hordes, since his attack speed increases with the number of enemies around him. In fact with 5 or more enemies his attack speed will be 0.4s making him incredibly fast.
When the Battle Shi-Hou reaches the enemy tower, you can use Mana Puff Madness to speed up his attack speed against the tower.

Counter: While the Battle Shi-Hou is very dangerous against large groups of minions, he's extremely weak against single strong enemies (like Shieldguard for example). Just make sure you face him with the least number of minions possible or use the Stun Lancers to keep him still while you kill him. A Defenso Chopper is also very effective against him.


Blastmancer
The Blastmancer is a support unit that should always be paired with a high damage minion and protected by a tank. Every minion that dies while the Blastmancer is attacking them will explode causing 20 damage to every enemy unit and building (including the tower).
The Blastmancer can be used on his own only if there are many small creatures (like Scrats), otherwise always make sure that something else is doing damage or he will be of no use.
If he reaches the enemy tower and you need to re-focus his attack, you can use Black Hole.
On death it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Blastmancer is a dangerous unit (when used correctly), and should be killed as soon as possible (especially if your deck is based on small minions). Using Fireball on it will weaken him enough to be killed by any minion (strong enough to resist few seconds in front of him).


Crystal Construct
The Crystal Construct is a solid tank that refunds 1 mana after spawning it. This unit is not really good for dealing damage since it's very slow, but it's a very good tank (thanks to his large health pool), and can be be used to cover your DPS.

Counter: The Crystal Construct is basically a mobile Wall, very annoying since your units will be stuck against it for a while and there is no fast way to take it down.
Cards Guide - 5 Mana Cost - Part 2
Defenso Chopper
The Defenso Chopper is a tank designed to counter melee opponents (both on ground and flying).
Everytime a melee unit attacks the Defenso Chopper, they will get stunned for 3 seconds and also take 100 damage.
This unit is perfect to counter Propeller Horde, Scrat Horde, Dragon Whelps, etc... Is not wise to use the Defenso Chopper to counter big minions like Golems or Colussus since they have too many hp and it will just be destroyed after 1-2 hits.

Counter: The Defenso Chopper is an extremely dangerous unit if your deck uses melee units. Take it down with ranged units (possibly flying ranged units), so they won't be stunned in the process. Do not try to use Stun Lancers to stop the Defenso Chopper or they will get destroyed by it.


Gax The World Bomb
Gax The World Bomb is a powerful unit that after hatching from an egg, will deal 175 damage to both yours and your opponent tower, and every minion (including yours). It becomes even more dangerous if it's enraged.
Make sure to use this unit as emergency tool to clear the enemy minions.

Counter: Gax The World Bomb is dangerous and no matter what, you should kill it before hatches from his egg. It can be killed with Shock Rock or any other spell capable of dealing 25 or more damage, but make sure to kill the egg, because if you kill him after his hatched, he will explode!


Guardian
The Guardian protect all the sorrounding Crystal Elves units by absorbing any damage they take. Since the guardian can absorb up to 800 damage, make sure NOT to pile too many minions around him or a simple spell will kill him.

Counter: The Guardian is quite dangerous if used properly, so make sure to cause as much area damage as possible against him and any minion he is protecting to kill him. The best way to take him out is to use a Cursebearer or Fire Imp. A spell like Fireball or Beam of Doom can work wonders too especially if there are many units around.


Incubus
The Incubus is a powerful melee DPS that teleports in face of any ranged unit that dares to attack him. He deal damage in a frontal arc in front of him, making the Incubus deadly to hordes and ranged units in general.
Remember that he can only attack ground units so it's extremely vulnerable to flying minions.

Counter: The Incubus is a dangerous unit that should be countered as fast as possible using flying minions. A Fireball can weaken him enough to be killed pretty fast by any common minion that you have available.


Infiltration
Infiltration is a spell that summons ANYWHERE in the battlefield 4 Plasma Marines. While it doesn't look much, 4 Plasma Marines used at the right moment can deal some serious damage if your opponent is not ready to stop them quickly enough.

Counter: Infiltration is an annoying and dangerous spell that is often used straight in front of your tower to cause serious damage. Daggerfall can be used to take out all the marines at once, but you can also use any other minion with area damage.


Laser Turret
The Laser Turret is the top defensive building, since it can take down anything in a very short time. The Laser Turret damage starts slow, and gets faster and faster until the enemy is gone. Is very effective against big minions, the more hp they have the better, while it's far less effective on small ones since the maximum damage is achieved by shooting at the same target for several seconds.
The Laser Turret is also effective against Guardian since damaging any minion will cause damage to the Guardian itself first.

Counter: The Laser Turret should be destroyed as soon as possible using spells, especially if your deck is based on big minions, because this building has a long range and can attack ground and airborne minions. If you don't have strong spells in your deck, you can stun it to reset the attack speed, giving you time for your minions to reach it safely.
Cards Guide - 5 Mana Cost - Part 3

Legionnaires
The Legionnaires are a group of 4 units that can be used to capture bridges or to defend in case of emergency. Much like the Flightless Dragons they are quite easy to kill but capable of deal good damage. Unfortunately Flightless Dragons damage is far better for defense purpose, and if you are planning to use them for attack, Wolf Among Sheep is a better choice (since 1 of them can become a Werewolf), making the Legionnaires an obsolete card with not many uses.

Counter: The Legionnaires are not a threat and they can be wiped out with a single Fireball or any other spell capable of dealing 160 or more damage if needed.


Living Statue
The Living Statue is a heavy siege unit, very slow moving, but very effective to tank everything while your units cause damage from behind. The statue won't stop attack anything but building, so it's perfect to soak damage if front of your army. It the Living Statue manage to reach your opponent tower, it will cause serious damage to it, even better if it's enraged.
Summoning this units adds 1 stack of Slitherbound to a random Slither card in hand.

Counter: The Living Statue is a dangerous unit, it has a huge amount of hp and it takes time to stop it. The best way to kill a Living Statue is to keep it stunned with Stun Lancers while you destroy it with your DPS.


Magma Storm
Magma Storm is a powerful spell capable to deal 200 damage per hit to any friendly or enemy units. The main problem of Magma Storm is that the Fireballs it generates fall in random places in the selected are si you can't be sure where or what it will hit. Besides the randomness, it's still a very effective spell to clean up an area.
If you use Apep, you can use Magma Storm to clean up the area in front of your tower while you keep it shielded.
Remember that Magma Storm only deal 20 damage per Fireball against the enemy tower, so if that's your target, make sure to aim in a way that almost all Fireballs hits it causing a total of 200 damage.

Counter: Magma Storm is a dangerous spell that can only be countered by Black Hole. Use Black Hole to protect your units as soon as Magma Storm starts and its efects will be nullified.


Morgrul's Ragers
The Morgrul's Ragers are a couple of Elite Swarmers. If a Voidborne unit hits the enemy tower while you have this card IN HAND, when you spawn them, all your units will gain Rage.
The best units to hit the enemy tower to trigger the effect are: Assassin, Shadow Whelp or Rammer.

Counter: The Morgrul's Ragers are not a threat on their own, but the real threat comes when they give rage to every single enemy unit in the battlefield. Since there is no way to know if and when your opponent is planning to use them you can't counter their effect.
Excluding the Rage problem, the Morgrul's Ragers are not a threat and they can be deal like any Elite Swarmer.


Prowler
The Prowler is a DPS melee unit, capable of dealing an impressive damage when itleaps. Use this at your advantage to destroy Scrat Launcher (since it can jump over the gap in the middle of the battlefield), Succubus, Fire Imp or any other enemy with 190 or less hp in 1 shot.
If this unit reaches the enemy tower it will cause some serious damage, especially if it's enraged.
The Prowler can jump over the gap in the middle of the battlefield making it a very good choice to take out Zap Shrine or Scrat Launcher or any other dangerous uinit that you can't reach without jumping.

Counter: The Prowler is a dangerous unit that can be taken down if you manage to stun it or have a tank that keeps it from leaping around and killing your DPS. Since it has a good health pool, using spells on it is not the best choice.


Scott the Sensitive Savage
Scott the Sensitive Savage is a tank(ish) DPS unit capable of dealing great damage, but you can count on him only until he reaches 50% hp, after that he will sit down and cry attracting every enemy on himself.
This taunt effect could be useful if you are planning to trap some of your enemy units (for example you could kill anyone who goes towards him with a spell), but it can also come handy when you reach the tower since it will leave most of your units free to deal damage while Scott the Sensitive Savage is tanking.

Counter: Scott the Sensitive Savage is dangerous before and after it starts to cry since it can ruin your plans. Make sure to stun him with Stun Lancers so he won't cry (or they'll make him stop if he's already crying).
Cards Guide - 5 Mana Cost - Part 4

Scrat Launcher
The Scrat Launcher is a siege building, very good to cause massive damage to the enemy tower from a safer position. If you are able to keep it protected long enough, each shot will cause 100 damage, and can be very well a good victory condition.

Counter: The Scrat Launcher is a VERY dangerous buinding and should be destroyed as soon as possible. To prevent damage to your tower, place other building between the tower and the Scrat Launcher so they'll be attacked instead. Since it's positioned near the gap in the middle of the battlefield, it's easier to take it down with ranged units like Fire Imp, or a flying unit or you could use Dragon Ball or Infiltration. Settsu Entry Blast is also a good way to deal with it.


Scrat Tank
The Scrat Tank is one of the best tanks in game, since it won't take any damage until his lit is closed, and he opens it only when he's fighting melee. It's the perfect distraction for units like Harbinger or any other flying unit since they won't cause any damage until the Scrat Tank is not attacking something.

Counter: The Scrat Tank is not a dangerous unit on his own, but it can become very annoying if it's protecting other units behind, since you can't destroy with anything (including spells) until he's not fighting something. So make sure to place another tank or melee unit in front of the Scrat Tank before spawning units (or casting spells) to damage him.


Shadow Whelp
The Shadow Whelp is a mix between a Dragon Whelp and an Assassin. The Shadow Whelp moves invisible until he attacks, and (like the Assassin) will deal triple damage. While the Shadow Whelp is visible it's basically the same as the Dragon Whelp.
Use it wisely to destroy dangerous flying units like the Soul Stealer or the Harbinger. If it reaches the enemy tower is capable of dealing some serious damage especially if enraged.

Counter: The Shadow Whelp is a dangerous unit, hard to spot until it attacks and by then it could be too late. If you spot it or if you think you know where it is, make sure to use Chain Lightning or any other spell capable of dealing 100 or more damage to kill it immediately.


Shen Stormstrike
Shen Stormstrike is a strong DPS that stuns with one hit and damage with the following one, causing MASSIVE damage. If you played another Zen-Chi card before using him, Shen Stormstrike will stun everything around him on spawn (including airborne units), but unfortunately he can stun and attack only GROUND units.
While is a strong DPS, he requires a tank in front to protect him from damage (especially hordes) if you plan to use it to attach the enemy tower.

Counter: Shen Stormstrike is a dangerous unit and should be attacked only with flying minions or hordes, anything else will be destroyed in a couple of hits. Dragon Ball is one of the best spells to take him out.


Sniper Squad
The Sniper Squad are 2 Scrat Snipers with the same pro and cons they have, the only advantage of using Sniper Squad over Sniper Scrat is that costs 1 less mana than placing 2 Snipers by themselves.
In order to protect your mana investment, make sure to use Banner Man after placing the Sniper Squad.

Counter: The Sniper Squad has double the threat of a Sniper Scrat, but they are easily killed like a single Sniper by using Daggerfall or any spell that can cause 50 or more damage. You may require 2 spells if they are shielded.


Soul Stealer
The Soul Stealer is an airborne DPS capable of dealing good damage. This unit gains 1 stack everytime he kills a minion, and each stack grants him additional attack speed. When he reaches 10 stacks, his attack speed will be insanely high and he'll be able to deal a HUGE amount of damage in a short period of time.
If he reaches the enemy tower and you need to re-focus his attack, you can use Black Hole.

Counter: The Soul Stealer is not very dangerous at first, but it becomes increasingly dangerous when he gain stacks. To stop the Soul Stealer, you can use Dragon Ball that will kill him for sure (unless he's already with an high amount of stacks), otherwise you can just use Fireball and make sure he takes at least another hit from a minion or anything else and he's dead.
If he reaches your tower, you can use Black Hole and place a Scrat Tank to re-focus his attacks on it and avoid to take further damage.
Cards Guide - 5 Mana Cost - Part 5

Spiritmancer
The Spiritmancer works exactly like the Blastmancer, but instead of blowing up the enemies that he kills, he adds 200 hp to a random friendly unit (100 for flying units), excluding himself, everytime he kills an enemy (the effect DO NOT stack).
On death the Spiritmancer grants 1 spectral essence and also all the units that have been boosted. When you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Spiritmancer is a great threat if you use small minions as your main strategy, so make sure to kill him as soon as possible. Using Fireball on it will weaken him enough to be killed by any minion (strong enough to resist few seconds in front of him).


Stormy
Stormy is an insanely powerful unit since it can cast Chain Lightning at every hit, stunning a lot of minions and seriously damaging them. The Chain Lightning he casts also damage him, but if you place a Priestess nearby, she will heal all the damage and you can obliterate your enemy.
If you played another Zen-Chi card before spawning Stormy, he'll have double hp.
If Stormy has Shield, it can shoot once without taking damage.

Counter: Stormy is THE most dangerous unit in game, and you should make sure to kill him as soon as possible. If he has a Priestess nearby, make sure to Fireball both of them and spawn a small minion soon after to make sure it dies. Once Stormy reaches your tower and you don't have spells, you have lost.


Succubus
The Succubus is a fast and powerful ranged DPS. While she has a short range, the Succubus can deal great damage, especially if enraged or with Frenzy. In addition to that, if she gets hit by a melee unit, she will teleport back preventing further damage.

Counter: The Succubus is dangerous and you should be careful not to let her get near your tower. She can be easily killed by a Prowler's leap or by the Shieldguard of Light. Using a Fireball on her will make sure that any minion can kill her in 1 hit.


Swarmer Totem
The Swarmer Totem is a building that spawns 3 Swarmers every few seconds. It's very good to maintain the control of a bridge (especially if you are using Volco), and all those Swarmers will be quite annoying because your enemy units will have to fight them all to reach your tower, and if he's using Cleavers, he's going to waste a lot of time and give you the chance to kill them before they become a threat.

Counter: The Swarmer Totem is an annoying building and like the Crossbow Guild it can become dangerous if too many units spawns without being killed. The best way to take care of it it's Magma Storm or Beam of Doom, since it will destroy the building and potentially damage also the enemy tower.


Wizard Puff
The Wizard Puff is a DPS unit with a good damage, but the real strength of this unit is that if it dies, a random enemy minion will be turned into a Mana Puff. If enough Wizard Puffs gets killed you can clear lots of enemy minions (especially if your opponent is using only big ones), and at the same time gain several Mana Puffs that will increase your mana regeneration.

Counter: The Wizard Puff is not a unit to be taken lightly, while it's easy to kill, you should make sure that when it dies you don't have big expensive minions around, or make sure to spawn a lot of small ones (like Scrat Horde) to decrease the chance that you're big minion becomes a Mana Puff. A Fireball or any spell capable of dealing 130 or more damage can kill it instantly, but remember to do so only if you don't have any important minion around.


Toll of the Dead
Toll of the Dead is a spell that summons an Undying Skeleton. The main difference is that after the second death, the Undying Skeleton remains will linger in the battlefield and when you reach Accoursed Ascension (by collecting 20 Spectral Essences), all the remains of the Undying Skeletons summoned by this cards will raise one more time.
Remember that each Toll of the Dead has an indipendent counter for the Undying Skeletons, so using multiple copies of this cards won't resurrect all the remains of all the Undying Skeletons around, but only the one summoned with that exact copy of the card.

Counter: The Undying Skeleton is not a big threat on his own, but when they start to become many they can deal serious damage. The Undying Skeleton is weak to flying minions and hordes so make sure to use this at your advantage.
Cards Guide - 5 Mana Cost - Part 6

Divine Warrior
The Divine Warrior is a normal warrior invulnerable for 5 seconds after spawning. This unit is very useful to stop dangerous minions (like Cleaver or Colossus), since he can help you buy some time.

Counter: The Divine Warrior is more annoying than dangerous since he will stop your minions from reaching the tower by blocking their damage. You can deny the invulnerability by using Black Hole after spawn, but it's usually not worth it since the shiled lasts a very short time.



Boom Buggy
The Boom Buggy is a long ranged unit capable of dealing a huge amount of damage by shooting 6 rockets. The rockets hits up to 6 random targets splitting the damage between them, but if there is only 1 he'll gets hit by the full force of the Boom Buggy. Since it always split the rockets, it won't require to change target to hit new units (especially when attacking the enemy tower), so it can really be an invaluable addition to your push.
Having 3 or more scrats on your opponent side of the battlefield also provides Marksmanship (+2 range).

Counter: The Boom Buggy is an EXTREMELY dangerous unit. Even tho is slow, the damage it can deal is incredibly high, so make sure to deal with it BEFORE it crosses the bridge.
This unit is also very dangerous if you use big minions.
To counter this unit, the best way is to spawn small hordes, they can take care of it without taking much damage. The more units there are in the range of the Boom Buggy, the more the amage will split (since it always hit random targets), making it completely uneffective.



Scratillery
Scratillery is a spell that throws 5 rockets in a small area causing 40 damage each and spawning a scrat. The Scrats also gain Frenzy if you already have 3 or more scrats in your opponent side of the battlefield.
This spell is quite versatile, and great for many purpose, like killing or distracting dangerous units from afar.

Counter: The Scratillery spell can be really annoying to deal with. While you can use Black Hole in the area of impact to delay the scrats, it can be really dangerous when used against your tower. While the damage against the tower is only half, the Scrats (especially if frenzied), can deal quite a lot of damage if left unchecked.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 6 Mana Cost - Part 1

AtG Drone x8
The AtG Drone x8 is a flying unit designed to rapidly damage 8 ground units at time in a large area. This unit is designed to clear large groups of small minions, but is less effective against big minions.

Counter: The AtG Drone x8 is somewhat dangerous if your deck is based on small minions. It can be countered by flying units since he won't be able to fight back.


Cleaver
The Cleaver is a powerful melee DPS unit capable of dealing a HUGE amount of damage every 5 seconds. Other than being able to kill anything that has less than 300 hp, the Cleaver is also a perfect siege unit since he can tear down the enemy tower in a short time.
If the Cleaver gets distracted on the wrong target while you were planning to use him against the enemy tower, you can always use Netherstep to teleport him in the right way.

Counter: The Cleaver is one of the most dangerous minion around. It can't be killed in 1 shot, so you'll need to stop him by using a 1 mana minion or by keeping it stunned while other units kill him. You can also use hordes or flying minion to kill it.


Crossbow Guild
The Crossbow Guild (or Toilet given the shape), is a building that generates Crossbow Dudes over time. It's very effective if you place a solid tank to cover the Crossbow Dudes from getting instantly killed. Using a statue or Trobadour, is very effective since those minions have a very high health pool and they can help your Crossbow Dudes reach the enemy tower. When enough Crossbow Dudes are piled up against the enemy tower the damage output will be massive, so if you have Rampage or any other way to enrage them you'll have basically win.

Counter: The Crossbow Guild is a very annoying building, since it generates Crossbow Dudes for quite some time. The best way to take care of it is to use Magma Storm or Dragon Ball or Beam of Doom to take it out as soon as possible. It's also good to have a Blastmancer to kill the Crossbow Dudes, since by doing so you'll cause a lot of damage to your enemy units and tower.


Demon Warrior
The Demon Warrior is a melee DPS unit slow and mediocre unless you manage to summon more than 5. After the fifth has been summoned, it will become insanely powerful, just make sure to have a solid tank in front to protect him.
If the Demon Warrior gets resurrected by a Mordar's tombstone or duplicated by Spawn of Fury, even if you have reached the 5 summons to get the empowered version, you'll get the normal one.
Remember that the counter is PER CARD, so each copy of the card has its own counter of how many you spawned, and resurrecting him with the Mordar's tombstone, it won't count.

Counter: The Demon Warrior is quite weak unless your opponent manage to summon more than 5 of them. Stunning this unit with Stun Lancers will be of great help in killing him no matter how strong he is. The Demon Warrior is also quite vulnerable against airborne units and hordes, so use this at your advantage.


Rabid Prowler
The Rabid Prowler is exactly like the Prowler, but if there is a friendly unit with Rage, he also gain Rage. It's a good out of the box pick if you have at least a Rage card (like Tantrum Throwers) and you are NOT using King Puff.
The Rabid Prowler can jump over the gap in the middle of the battlefield making it a very good choice to take out Zap Shrine or Scrat Launcher or any other dangerous uinit that you can't reach without jumping.
Summoning this units adds 1 stack of Slitherbound to a random Slither card in hand.

Counter: The Rabid Prowler (like the Prowler) is a dangerous unit that can be taken down if you manage to stun it or have a tank that keeps it from leaping around and killing your DPS. Since it has a good health pool, using spells on it is not the best choice.
Just remember that this version of the Prowler is enraged so it will cause 50% more damage.
Cards Guide - 6 Mana Cost - Part 2

Rock Rivals
Rock Rivals summons a Blue Golem with Taunt, but the first time you use this card it will also summon a Living Statue with Rage and Frenzy for your opponent in the same lane. The Living Statue is FAR more powerful than the Blue Golem, so be prepared to kill it with all the means necesasry or it will tear down your tower extremely fast.
You can also use Hypnotize on the Living Statue to cause massive damage to your opponent. Having multiple Hypnotize helps to cause even more damage to your opponent.

Counter: Rock Rivals is a dangerous card the first time it's used since the Living Statue can be converted with Hypnotize multiple time causing MASSIVE damage to your tower, so make sure to have Black Hole ready to prevent it. Besides that, the Blue Golem is not that different than the normal one, except for the Taunt that makes it even easier to kill. Using airborne units or hordes can take out the Blue Golem very fast.


Styxi
Styxi is a Scrat Sniper with a bigger range and it moves in stealth. Styxi after killing a minion fires again much faster than a normal Scrat Sniper, but if the target does not die, he will take 6 seconds before firing again. Styxi also have more hp than the normal Scrat Sniper, making him harder to kill, especially if shielded.

Counter: Styxi is more dangerous than a normal Scrat Sniper since he moves in stealth and you may not be able to see where he is until he shoots and then it might be too late. Keep an eye out if you know that your opponent has Styxi, and try to kill it with Chain Lightning or Fireball or any other spell capable of dealing 90 damage or more.


Wolf Among Sheep
Wolf Among Sheep summons a group of 4 Legionnaires, and 1 of them will transform into a Werewolf when he reaches 50% hp. This is an improved version of Legionnaires, and is always better to pick Wolf Among Sheep instead of Legionnaires in general.

Counter: Wolf Among Sheep can be quite an annoyance if you allow the Werewolf to spawn. Make sure to use Fireball (or any spell capable of dealing 160 or more damage) to take out the whole bunch, or make sure to stun them to prevent the Werewolf from spawning.


Dragon Ball
The Dragon Ball is a very useful spell that works like a Fireball, but if you played a 6 (or more) mana minion before using it, it will also spawn a Dragon Whelp where it lands.
This spell is incredibly useful against many minions since it deals the Fireball damage AND the dragon will deal 50 damage per hit fast enough to take down the Harbinger but it can also be used to take down the Swarmer Totem or Crossbow Guild.
Using Dragon Ball against the tower while against Volco, this will cause massive damage unless your opponent uses ranged minions to kill the Dragon Whelp before it's too late.

Counter: The Dragon Ball is a dangerous spell that can be countere by Black Hole (casted as soon as you hear the sound of it being casted). You must be careful because the Dragon Whelp summoned by this spell can be dangerous, so be ready to counter it if you can't counter the Fireball.
Placing a minion straight under the center point of impact (where the Dragon Whelp spawns), will make the new minion the main target of the Dragon Whelp, assuming that you place it fast enough.


Border Patrol
Border Patrol summons 1 Crystal Sentry and 1 Crystal Arcanist. If you have only Crystal Elves minions alive in the battlefield, the Crystal Sentry and Arcanist will also receive Shield.
Your teammate units are not taken into consideration when you use this card.

Counter: Border Patrol can be a dangerous combo, especially if your opponent manage to get the Shield too. Make sure you can kill the Crystal Arcanist before your opponent can reach 6 or more mana or you may end up taking a lot of damage.


Nyrvir's Breath
Nyrvir's Breath is a powerful spell that summons the dragon Nyrvir's to breath acid all over a straight line that goes from 1 side to the other of the battlefield. Once the acid drops, it will deal 400 damage over 5 seconds to every ground units walking through that line.
This spell if used with Accursed Ascension (after gathering 20 Spectral Essences), it will also turn anything that kills into Skeletons.
This spell works best against spawners like Crossbow Guild or Swarmer Totem, since if you use it with Accursed Ascension at the right moment, you will destroy the building and all the spawned units with 1 shot AND you'll also gain 1 Skeleton per unit destroyed!

Counter: Nyrvir's Breath is a dangerous spell that cannot be stopped, you can only counter part of the effects by using Black Hole on the units you want to save in the line of fire...
Cards Guide - 6 Mana Cost - Part 3

Slithering Summons
Slithering Summons is a spell that summons either a Living Statue, a Prowler or a Soul Stealer (you can see an icon indicating what's going to be summoned). To effectively use this spell, you have to learn how to manage the Call Slitherbound buff, because this card gets a 1 mana cost discount for each Slitherbound you have on the field. If this card gets 3 stacks of Slitherbound, it is automatically counted as 3 mana discount on use. If you learn to manage the Slitherbound correctly, you will be able to summon a 5 mana unit for free or max 2-3 mana in the worst case scenario.
Summoning this units adds 1 stack of Slitherbound to a random Slither card in hand.

Counter: Slithering Summons is an impredictable spell that will spawn 3 completely different units, so you need to be ready for any of those if your opponent is using this spell.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 7 Mana Cost - Part 1

Armored Escort
Armored Escort is a spell that once activated, the next ranged unit you play will also have 2 Crystal Sentry protecting it. Remember that in order to get the best out of the Crystal Sentry you should keep 6+ mana available after summoning them.
You are not forced to play a ranged unit immediately after Armored Escort, once it's casted, you can spawn the ranged unit whenever you want without losing the effect.

Counter: Armored Escort could be dangerous if used properly, be careful in having a tank covering your DPS while taking care of the Arcane Sentry (especially if they are in Mana Surge).


Bahra the Witchwolf
Bahra the Witchwolf is a powerful DPS capable of melting even the strongest tank in a matter of seconds. After spawning, Bahra the Witchwolf will root every enemy minion for 6 seconds, so try to use this at your advantage to let her cause as much damage as possible in this short window of time.
Make sure to have a tank covering her while pushing forward or she can get killed pretty easily by melee units.
On death it grants 1 spectral essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: Bahra the Witchwolf is an extremely dangerous unit, make sure to kill it as fast as possible before she melts every minion you have and your tower. To kill her you need to let her come in your side of the battlefield, then place a melee unit (like Divine Warrior or Shieldguard of Light) straight on her face, and she'll be dead before you know it. Just be careful that the melee unit you use to kill her must have a solid health pool to resist a couple of her shots.


Beam of Doom!
Beam of Doom is one of the most powerful spells in game, it deals 600 damage to minions and 300 damage to buildings. It's very strong against Guardian + other minions combo since it will kill them all without problems.

Counter: The Beam of Doom is an extremely dangerous spell, that can be partially countered by Black Hole. Just remember that even if you use Black Hole in time, your units will still take a lot of damage from it.


Blue Golem
The Blue Golem is a tank(ish) DPS, that can be used in defense to kill single units with less than 200 hp (like Fire Imp, Succubus and several others). While very strong, is also very easily killed once it reaches your opponent side of the battlefield, so be careful and try to protect it if you want to use it as victory condition.

Counter: The Blue Golem is an annoying unit that can easily kill come of your main DPS. This unit is quite weak against hordes and airborne minions, so use this at your advantage, or just keep it stunned with Stun Lancers and let your DPS kill him.


Dragon Pack
The Dragon Pack is a group of 3 Dragon Whelps, nothing more and nothing less. This card simply makes you pay 7 mana instead of 9 for the 3 Dragon Whelps.
Use this card to melt dangerous units vulnerable to airborne minions (like Blue Golem, Shieldguard of Light, etc...).

Counter: The Dragon Pack is a dangerous group of Dragon Whelps, they are deadly to your ground melee minions (especially tanks). The best way to take care of the Dragon Pack is to use Chain Lightning or any spell capable of dealing 100 damage or more.


Empowered Soul Stealer
The Empowered Soul Stealer, is a Soul Stealer with a wider range and if you have a unit with Rage around, he also gain 4 stacks on spawn. Like the Soul Stealer, this unit gains 1 stack everytime he kills a minion, and each stack grants him additional attack speed. When he reaches 10 stacks, his attack speed will be insanely high and he'll be able to deal a HUGE amount of damage in a short period of time.
If he reaches the enemy tower and you need to re-focus his attack, you can use Black Hole.

Counter: Since the Empowered Soul Stealer starts with 4 stacks (if used properly), is far more dangerous than the Soul Stealer. To stop him, you can use Dragon Ball that will kill him for sure (unless he's already with an high amount of stacks), otherwise you can just use Fireball and make sure he takes at least another hit from a minion or anything else and he's dead.
If he reaches your tower, you can use Black Hole and place a Scrat Tank to re-focus his attacks on it and avoid to take further damage.
Cards Guide - 7 Mana Cost - Part 2

Howling Moon
Howling Moon is a spell that reduces every minion in there is (friendly AND foe) at 50% hp (if they are already lower than 50% they won't be affected), and also spawn 2 Werewolves where you cast the spell.
If you have several units with Once Bitten, by using this spell, you'll turn them all into Werewolves, this strategy is ideal if you plan to get a Werewolf pack to take down the enemy tower.
This spell is better suited for Ravager, since when you reach perk 2 and your minions reaches less than 50% hp they gain frenzy.
Enraging the Werewolves with Rampage or Morgrul's Ragers will make them really strong.
On death each Werewolf grants 1 Spectral Essence, and when you reach 20 essences, other cards will gain a bonus effect (granted by Accursed Ascension).

Counter: The Howling Moon spell can be dangerous if your strategy is based on big minions, because they will lose instantly half of their hp. While normal Werewolves are not a real problem, if they are enraged and/or with Frenzy, they will become really dangerous, so make sure to stun them and take them out as fast as possible.


Last Stand
Last Stand is a powerful defensive spell, since it will summon 5 Legionnaires (7 if your opponent controls both bridges. Use this to clear your side of the battlefield if things are not going very well.
If you plan to use this spell to attack, make sure you protect the Legionnaires with Banner Man at least and using Once Bitten on them is also another good idea.

Counter: Last Stand can be a dangerous spell capable of stopping your entire strike force in a short period of time. To counter this spell you can simply use Fireball or any spell capable of dealing 160 or more damage and all the Legionnaires will die in 1 shot. If the Legionnaires are shielded, make sure to use a a cheap spell to take the Shield out of the picture before using Fireball.


Shars'Rakk Twins
Shars'Rakk Twins summons an Incubus, but if you have played a 5 mana spell before using this card, it will also summon a Succubus.
This card allows you to deal a HUGE amount of damage if you can support the twins properly. Having a tank, or at least using a Banner Man will increase their chances of reaching the enemy tower safely.

Counter: The Shars'Rakk Twins is a dangerous couple of units that should be taken care before they reach your tower. Using Fireball will weaken both units enough to be killed by any minion or even Daggerfall. Using Defenso Chopper is another good way to slow them down, since at least the Incubus is probably going to die against it.


Shieldguard of Light
The Shieldguard of Light is one of the best tank in game. Not only he has a big health pool, but also knocks back the opponents every 5 seconds and charge towards them. The Shieldguard of Light cause a very good damage for being a tank and can very well take care on his own of certain dangerous units like Succubus, Bahra, Fire Imp and several others.

Counter: The Shieldguard of Light is a dangerous unit, try to deal with him by using airborne units or hordes (only after the Armor of Light explodes) and it will die pretty fast. Using Stun Lancers is also an option since they will keep it still and the stun will reset the cooldown of Armor of Light.


Harbinger
The Harbinger is the most powerful flying unit available in game. It has the longest range and damage a flying unit can have, the only downside is that he shoots at a very low speed.
If properly placed and protected it can fire anywhere in the battlefield, also everything hit by the Harbinger gets knocked back, so it's a good way to defend yourself against Rammers and Cleavers. If the Harbinger starts to attack the enemy tower, the damage will be compared to a Cleaver so it's a very solid victory condition.
Summoning this units adds 1 stack of Slitherbound to a random Slither card in hand.

Counter: The Harbinger is an extremely dangerous unit, that should be taken out of the battlefield as soon as possible. To kill it you can use Beam of Doom or any spell capable of dealing 270 or more damage. A wise defense strategy against the Harbinger is to use Scrat Tank to soak the damage (since if it has no melee units attacking it, it won't take anu damage), then place any kind of ranged unit behind to take care of the Harbinger (like Plasma Marines, Crossbow Dudes or even a Succubus, the faster the better), by doing so, you'll take care of the Harbinger and you'll also have a nice group of units to push towards your opponent tower.
Cards Guide - 7 Mana Cost - Part 3

Wreckinator 9000
The Wreckinator 9000 is the most powerful Scrat unit available. This unit deal continuos damage in a frontal arc, then every 6 seconds slams the ground causing a bigger damage in a frontal cone and knocking every unit back. While it looks very powerful, there is a catch: when it reaches 350 health the self destruction will be initiated, it will start to taunt all the enemies and after 5 seconds it will explode causing 300 damage to friends and foes alike, making impossible to support it properly (since it will kill all the support units you put behind it).

Counter: The Wreckinator 9000 is very dangerous since it can kill very easily most of the units and if it gets to your tower the damage caused will be very high (especially when it explodes). Make sure to deal with it before it reaches your tower by stunning it before it's too late. Once it's stunned is quite easy to kill. Also this unit is not capable of dealing air damage so you can use small air units to kill it pretty fast (like propelled scrats).
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 8 Mana Cost - Part 1

Commander Azali
Commander Azali is a powerful tank/DPS unit. While Commander Azali is alive and NOT stunned, the moment you capture a bridge every single one of your minions will get a Shield.
Commander Azali really shine if used with lots of small units or with the spell Bats Bats Bats.

Counter: Commander Azali is extremely dangerous if used properly by your opponent, and you should take her out as soon as possible. Since this unit has a large health pool, you should try to stun it (so the Shield ability is disabled) while you deal with her. Another good strategy is to let the bridge under enemy control until Commander Azali is dead, so your opponent won't be able to trigger the Shield ability.


Future Present
Future Present, like Future Past, when used gets replaced by a random card (2 mana or higher) and with a mana cost discounted by 2.
This spell can provide some real advantages if you're lucky enough (like getting a 10 mana cards for 8 mana), but since it's completely random, you should not base your strategy on this card.
Future Present can be used as "extra" card for your victory condition, to gain a certain level of unpredictability that your opponent won't expect.

Counter: Future Present cannot be countered, but you must be ready to counter whathever your opponents obtains from it.


Gor'Rakk Brutes
Gor'Rakk Brutes summons a Cleaver, but if the card you played before this one was a 3 mana spell, it also summons a Rammer.
This is a very powerful card to play, because Rammer + Cleaver is a deadly combo, very hard to counter especially if played at the right time.

Counter: Gor'Rakk Brutes is an extremely dangerous card, when your opponent plays it, make sure to have Stun Lancers to stop the Rammer and something small to stop the Cleaver or if they both reach your tower the damage they'll cause will be massive.


Jungle Jumble
Jungle Jumble is a spell that replaces itself by adding to your deck 3 Zen-chi cards. The cards will be scrambled inside your deck and not consecutive to this one (like it happens with Future Present/Past).
Since the cards you'll get are completely random, you'll have to adapt to what you'll get.

Counter: Jungle Jumble cannot be countered, but you must be ready to counter whathever your opponent gets from it.


Troubadour
The Troubadour is the most powerful siege unit in game. This unit walks towards the nearest building taunting anyone in his way, and dealing 300 damage (only to buildings).
Troubadour can also be used as tank (given his MASSIVE health pool) to cover your units, since the Taunt will attract all the enemies on him and all the other units will be safe.
If enraged, Troubadour can take down the enemy tower in 6-7 hits.

Counter: Troubadour is dangerous and hard to kill, make sure to stun him with Stun Lancers so he won't move forward and you'll have time to kill him. To take him down, you need to use powerful DPS to cause as much damage as possible, there is no easy way to kill him.


Caeleth Dawnhammer
Caeleth Dawnhammer is a mediocre tank with a good damage output that also can become invulnerable for 5 seconds when Armor of Light triggers. Unfortunately since Armor of Light triggers AFTER he takes damage, he'll end up badly wounded and as soon as the invulnerability ends is dead. As it is Caeleth Dawnhammer mana cost is too high for what he does, but it could be used for defense purpose.
Having 5 or more Empyrian cards in the deck (including Caeleth Dawnhammer), will also give him the Taunt ability, making him better to gain time in defense since all enemies will attack him instead of your tower.

Counter: Caeleth Dawnhammer can deal some serious damage, make sure to stun him with Stun Lancers so the Armor of Light won't recharge and he'll never become invulnerable. You can also destroy him with a single Beam of Doom soon after he loses the invulnerability shield.
Caeleth Dawnhammer is vulnerable to airborne minions and hordes (but only after the Armor of Light has been triggered).
Cards Guide - 8 Mana Cost - Part 2

Herald Ah'Mun
Herald Ah'Mun is the most powerful melee flying units available. It deals huge damage to all enemies in a frontal line (air and ground alike). While it has a small health pool and requires a tank in front of it, the first time it dies, it will sacrifice Slitherbounds to heal himself instead (by 50 hp for every Slitherbound you have on the field). Make sure to summon as many Slitherbound as you can when the Herald Ah'Mun is close to death to ensure it will be fully healed (6 Slitherbounds will fully heal him).
Summoning this units adds 2 stacks of Slitherbounds to a random Slither card in hand.

Counter: Herald Ah'Mun is a dangerous unit capable of decimating your minions in a short amount of time. It can be killed with a Beam of Doom or you can use a Defenso Chopper followed by ranged units to take him out like any other melee.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 9 Mana Cost

Colossus
The Colossus is a good tank with high cleave damage. If properly supported, the Colossus can reach your opponent tower and win the game. Just make sure to protect him from airborne minions and Stun Lancers.

Counter: The Colossus is an extremely dangerous unit that should be killed using some strategy. To kill a Colossus, make sure he gets half way between the bridge and you're tower, and place Stun Lancers to stop him while you take him down. If you don't have Stun Lancers, you can use small minions or Divine Warrior on the side of the bridge to keep him distracted, while you use other DPS to take him out. The Colossus is vulnerable to airborne minions so, use this at your advantage.


Crakgul Doomcleaver
Crakgul Doomcleaver is a glorified Cleaver that reduce the mana cost of 1 of the Voidborne cards you have in hand when he kills another minion or hits the tower.
Crakgul Doomcleaver can be nice to use if you have multiple Voidborne cards in your deck, just make sure that he kills at least 3 minions (or hits 3 times the enemy tower) to justify the mana cost of spawning him instead of a normal cleaver.

Counter: Like the Cleaver, Crakgul Doomcleaver is one of the most dangerous minion around. It can't be killed in 1 shot, so you'll need to stop him by using a 1 mana minion or by keeping it stunned while other units kill him. You can also use hordes or flying minion to kill it.
Just remember that every kills and every hit to your tower he lands, will reduce the mana cost of a Voidborne card your opponent has by 1, so try to limit that as much as possible.


Red Golem
The Red Golem is exactly like the Blue Golem, but if your tower has less than 50% hp, he gains double hp on spawn. This can make it an amazing tank if you're prepared to sacrifice half of your tower hp to get this bonus.

Counter: The Red Golem, just like the Blue Golem, is an annoying unit that can easily kill come of your main DPS. This unit is quite weak against hordes and airborne minions, so use this at your advantage, or just keep it stunned with Stun Lancers and let your DPS kill him.
Remember that if your opponent's tower has less than 50% hp, this will take far more time to kill than a normal Blue Golem.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Cards Guide - 10 Mana Cards

Brothers of Light
The Brothers of Light are 2 decent tanks with Armor of Light and a good damage output. This card can work well if you manage to put some DPS behind them (but it won't be easy given the mana cost).

Counter: The Brothers of Light are somewhat dangerous if well protected. If they are one near the other, a Beam of Doom will melt both and the problem is solved. If they are separated you'll have to stun them with Stun Lancers or Defenso Chopper and kill them with some good DPS one at time. The Brothers of Light are vulnerable to airborne minions and hordes (but only after the Armor of Light has been triggered).


Lord-Sentinel Thelec
Lord-Sentinel Thelec is a weak tank with acceptable DPS, that also spawn 6 Crystal Archers if you have at least 4 spells in your deck. Unfortunately the Crystal Archers gets destroyed with a single Daggerfall and Lord-Sentinel Thelec on his own is quite unimpressive to justify the mana cost.
If you're using Mordar and a tombstone manage to resurrect Lord-Sentinel Thelec, he also respawn all the archers.
If you use this unit in team, make sure your teammate brings Banner Man or Azali so he can shield Lord-Sentinel Thelec and all his Crystal Archers making it far more viable. Also remember to keep 6+ mana available while Lord-Sentinel Thelec is around to get the most damage from him and the Crystal Archers.

Counter: Lord-Sentinel Thelec is a weak card that can be easily dealth with by using Daggerfall or any spell that can kill Crystal Archers. After the Crystal Archers are dead, you can take care of him with anything you want, just let a tank keep him still while your DPS beat him. Lord-Sentinel Thelec without archers is also vulnerable to airborne minions and hordes.


Nyrvir the Fallen
Nyrvir the Fallen is a huge dragon capable of dealing a small but continuous amount of damage by channeling her breath in a cone in front of her, damaging ground and airborne units at the same time. She also deal 100 damage to all units around her after spawning.
Nyrvir the Fallen has the trait Mythic which makes here immune to instant kill effects (like Lightning Bolt or Wizard Puff), she will take 1000 damage instead of getting killed. Also she won't die, instead she will fly away (making it impossible to resurrect her with Mordar's tombstones).
While Nyrvir the Fallen has a lot of nice features, summoning her is not easy as it seems. In fact in order to summon Nyrvir the Fallen you need to reach Accursed Ascension (by collecting 20 Spectral Essences), then you can spend 10 mana and summon her.

Nyrvir Slumber (3 Mana)
If you don't have Accursed Ascension, Nyrvir the Fallen is replaced by Nyrvir's Slumber, a 3 mana spell that deals 70 damage to the closes 2 minions to the point you use it over 2 seconds. Every unit killed by Nyrvir's Slumber will provide a Spectral Essence.
Since you just need to use Accursed Ascension just once per game, after you reach it, you'll have to use Nyrvir Slumber one more time, then you'll be able to summon Nyrvir the Fallen. After Nyrvir the Fallen dies, you'll need to use Nyrvir Slumber one more time before you can summon her again, and so on.

Counter: Nyrvir the Fallen is an enemy quite hard to kill and very dangerous (you can see her like a Fire Imp on steroids...). To kill her, you need first of all to stun her or distract her (like you would do with Colossus), then start to deal damage with good DPS. If you use a distraction always make sure to place your DPS on her back.
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Conclusions
I wrote this guide based on my personal experiences and I've also included several tips and concepts from my guild members, mostly because I see many people playing randomly and asking the same questions over and over again. I hope it can help.

Last thing: if you have any suggestion or you want me to add something to the guide let me know.

Thanks.

NOTE: english is not my mother language so I apologize for any grammar mistake :P
43 opmerkingen
star-of-the-fogotten 22 sep 2023 om 17:55 
thank you very much for the effort you put into this guide
Nunu 29 jul 2022 om 9:22 
The work behind this guide. Love u man. 98% of the guides on Steam are just bad. Really good guide.
Prime Minister of Crickets 10 apr 2022 om 9:52 
GOOD
正炜 23 sep 2020 om 1:16 
5:generator:
FirstDownMage 31 aug 2020 om 6:15 
OUTSTANDING. :wizard:
Jugo de Coco 27 apr 2020 om 8:10 
wtf
Pinco™  [auteur] 28 mrt 2020 om 8:35 
@Cpt. James Mockrons I stop playing months ago, and that's why the guide is not getting updated. For sure there are new strategies but I can't add a guide about them without any knowledge of it...
Cpt. James M. 28 mrt 2020 om 5:13 
add "random" strategy, because the player can use almost all random cards in his deck, and gain an advantage due to free mana
Helaade 19 mrt 2020 om 9:46 
Nice
KonK 10 feb 2020 om 7:49 
Damn 5/7