Neotitan | 2009-12-04 04:46:19 |
Hi! I just played the game and wanted to make a customized deck for myself. Its very hard to make one with the limit of 700 MP. Please help me and give suggestions to which combination of cards are good and how to use the deck thanks
Since no one else seems to respond, a first suggestion, all-nature deck: 3 elf healer cheap creature, life gain 3 elf armorer cheap creature, damage prevention + helps to keep your creatures on the board 3 wild ritual speeden up more expensive spells 3 forest sprite life gain 3 elven archer creature removal 3 venomous spider creature removal 3 avenging druid creature removal 3 stone rain mass creature removal (sort of a reset button) 3 nature ritual mass healing (overpowered spell) 2 elf defender damage prevention 1 will of ancients needed to get to 30 cards. works ok; especially once your hand starts being light you can use this for rapid creature summoning
Some explanation on how to use it: Get your creatures out fast, in particular the ones that prevent damage. Use your archers, druids and spiders to get rid of the opponent's creatures. Gain life if you have excess mana/aether (what is it called again in AM? :)) The main idea is to keep your creatures in the field while quickly removing the opposing ones. You might want to make a few changes and add a couple of more powerful attackers if you feel you have difficulty doing enough damage. Obviously this is very much a starter deck; as soon as you gain more MP I would recommend switching to a dwarven deck - quite a powerful and fast deck until you get access to more MP. I stuck to archer / druid / spider + dwarves for a long time.
Noctilucus | 2009-12-10 23:50:35 |
And another one, all water. This single element approach makes for easy, straightforward decks; as soon as you feel it's lacking in some area, you can add a dash of another element to compensate for that weakness. And I'm used to the old rules where a single element gave you more life to start with...
3 merfolk trapper: damage opp creature 2 storm ritual: increase astral power, damage opp creatures 3 justice: damage opp creatures 3 call to fittest: retrieve creature of your choice 3 ice golem: immune to damage spells / abilities, strong for its astral power price 3 ice guard: prevent damage 3 ice elemental: heavy duty 3 acidic wall: damage opp creatures 3 acidic drake: damage opp creatures in 2 ways 3 astral chaneller: increase astral power + some cheap defense early on 2 merfolk shaman: increase astral power
Based on a combination of 3 things: first of all, low MP cost for most cards (allowing you to add some great but expensive ones like merfolk shaman). Secondly, some astral power increase to allow you to cast some heavier creatures. Thirdly, plenty of anti-creature damage.
- Mass damage spells are quite overpowered in Astral Masters - Those ice creatures have annoyed me plenty of times when I had to play against them
- The acidic creatures are terribly annoying to play against and provide additional mass creature damage
Feel free to comment...
Neotitans | 2009-12-12 14:12:25 |
Thanks for the deck advice, will be trying this out
Noctilucus | 2009-12-31 09:21:31 |
I noticed that with some changes, the "blasting walls" deck does really well at least in offline play: it took me 1 tournament to pass the first league and 2 tournaments to pass the second league.
First add more minotaurs as far as your MP allow. The next change is to add 1 of those air warriors (cost 1, draw a card when played); as soon as you can, replace one of those card drawing walls with another air warrior.
Next, replace a titan with a salamander (I found that the casting cost of 8 often prevents me from playing the titan; the salamander adds some creature removal and makes a great combo with sacrifice).
In the second league I added another salamander, making a total of 31 cards and a deck price of 735 (your mileage may vary, depending on which cards you won in the leagues)
Of course in the highest league I end up somewhere in the middle, with 800 MP it's tough to beat those multi-thousand MP decks :)
Wosstawshiy | 2010-01-03 10:21:00 |
the best start deck - frogs. than - nature keeper
Nil Dum | 2010-01-12 01:17:53 |
stone golem based + spells of water or wind is good
Dreamteam67 | 2010-08-01 23:28:27 |
Here is a fun starter deck to try with 31 cards using Earth and Water, and it only costs 600 mental power  It works well against the AI. 1 Keeper of Nature (spell summoner) 1 Elven King (creature summoner) 1 Earth Elemental (heavy hitting thug) 1 Polymorph (creature destruction) 1 Will of Ancients (endless light troops) 3 Elf Healer (gain life) 3 Forest Sprite (gain life) 3 Nature Ritual (gain life + heal troops) 2 Elf Armorer (minimize damage) 3 Call to Fittest (choose any creature) 3 Materialize (choose any card) 3 Justice (excellent against very heavy-hitting enemies) 3 Merfolk Trapper (early game survival) 3 Storm Ritual (helps clear enemies) Early Game (AP = 1-3) The basic strategy is to deploy the Elf Healer supported by any other light creatures as necessary to hold the line and keep your health up until you can summon the Keeper of Nature (you will probably have to use Call to Fittest or Materialize to get one). Mid Game (AP = 4-8) Use the Keeper's spell-summoning ability to cast Polymorph, Nature Ritual, or Will of Ancients as necessary. Try and stabilize the situation and get rid of the peskiest enemies. Maintain the Keeper in play as long as possible while preserving your health. End Game (AP = 8+) Deploy the Elf King (use Call to Fittest or Materialize to get one). Use his summon ability to summon another Elf King to hold in reserve in case this one gets killed. Then subsequently summon any creatures you deem necessary to dominate your opponent and win, preferably using lots of Earth Elementals. What I like about this deck is that the Keeper and Elf King give the player quite a lot of control to address the situation as necessary. Remember you can also cast Polymorph on your own creatures as you no longer need them OR just before they are about to die anyways (heh heh), so as to generate a new card back into your own hand. Cards to add: You generally only need 1 copy of any new card, since you will be able to summon it when you need it. This should allow you to add some otherwise expensive/exotic cards relatively early. Once you can afford it, try swapping Polymorph for Sword of Nature (a slightly modified deck using the Sword and only 30 cards costs 615 mental power). This gives you the added possibility to cast the Sword on one of your own Earth Elementals for a quick health boost. Other well-suited cards to add as you can afford them (you only need 1 of each): Natural Hunger, Astral Collapse, Merfolk Scout, Merfolk Spellbreaker, Stone Rain, Final Sacrifice, any cards that help increase your AP quickly. Modified by Dreamteam67 on 2011-01-15 10:03:59 Noctilucus | 2010-08-09 11:18:50 |
Dreamteam67: nice, I like the approach, very refreshing from more "standard" decks and an elegant solution to the problem of not being able to afford multiple copies of expensive cards!
HalfMoon | 2010-09-03 18:27:02 |
Struggled in the first league until this deck. I'm quite inexperienced and I don't know if that's something other players use as well or not ... But I didn't lost a single match against the AI (went all the way to 1st place in major), and my very first try at online play got me 14 wins 1 loss.
The core of the deck uses: - Merfolk Apostate (water creature, cost 1, for 1 mana: draw a card and lowers your power) - Winged Avenger (air creature, cost 1, deals 5 damages to your opponent each time something hurts your power) - Winged Judge (air creature, cost 2, draw a card each time something hurts your power) - Clone (water spell, cost 1, add to your hand a copy of a creature already in play)
It's very fast, deadly and should be self explanatory, give it a try. This alone with a bunch of cheap cards to discard can win you a lot of game already, but for more consistency you want some cards you can use if you don't draw an Apostate or an Avenger. As an alternative to the first you can use: - Adept of Power (water creature, cost 2, for 1 mana: deal damages equal to your power to a target creature and lowers your power)
Clearly not as good since you'll never have high power (read 2 most of the time, sometimes 4 by the end of the game) but still triggers your Winged allies. If you only get Judges and no Avengers, you need some cost efficient creatures to deal damages in an old fashioned way. I like - Griffons (air creature, cost 2, if you have 4+ power when you summon this it deals 5 damages to your opponent) - Sea Sprites (water creature, cost 3, makes you lose 2 health a turn but is 6/22)
There's probably some other options, those are cheap to get tho. The griffons especially are good, even when I get a correct draw, they often help to finish a game when all my key units are dead and am still lacking some punches. And if all of this fails, you can also use some: - Call to Fittest (water spell, cost 3, let you get a creature from your deck).
Also, to delay your opponent's strategy or to buy one turn for a key creature while wasting some of your opponent's mana I like to add: - Ritual of the Wind (air spell, cost 1, return target creature to its owner's hand)
That's 9 cards total, there's one more to get (given that you use 3 of each) ... I settled for Merfolk Trapper but mainly because of the very low mental power cost (5). When looking for a card to discard they go first.
The all thing costs 825 mental power, but as I said before you can get a cheaper and still efficient version by using some cheap cards to discard. And of course, once you get higher mental power there's a lot of room for tweaking. To the experienced players: Is a version of this deck popular already?
HMoon
ps: I'm not a native english speaker.
Forgot to log on, sorry for double post. Let me know how you like this suicide WARush.
EDIT: Also a correction, that was 11 wins (not 14) and still only one loss. EDIT 2: Reading a bit more around the forum, it's seems to be quite a popular deck already :x Meh. Modified by HMoon on 2010-09-03 18:43:05 Just a fan | 2010-11-02 05:25:16 |
I call my little deck the HypnoDirect deck. it uses creatures-> 3 Faerie Archer 2 Faerie Hypnotist 3 Faerie Apprentist 2 Faerie Sage 3 Wall of Lightnings 3 Griffon 3 Phantom Beast spells-> 3 Hypnosis 3 Ritual of wind 3 Storm Ritual 2 Steal Essence
If I usually summon the faerie apprentist first when I can(the AI never blocks it) followed by faerie archer. Then I summon Wall of Lightnings 2dmg then sacrifice for 2 more dmg. When I get 4 AP i summon Griffon 5+2 damage sacrifice +2dmg.
Positive - Fast and quick direct damage. Even if your creatures are weak, you can use the opponents strongest creatures against them. Negative - Acidic wall and Acidic Drake kill this deck.
Dreamteam67 | 2011-01-15 00:55:35 |
HalfMoon, thanks for that deck idea. I tried it out and it rocks. United Mind also makes a useful addition to this deck when you want to upgrade it for PVP duels. Modified by Dreamteam67 on 2011-05-12 17:55:35 Dreamteam67 | 2011-01-15 05:25:05 |
Here is a 30 card starting deck centered on golems costing 600 MP. One of the fun things about golems is there is plenty of room for experimentation (single element Earth deck, or Water/Earth and Air/Earth combo all add subtle variations to the theme). I have found I kind of like this one using Fire and Earth:
3x Forest Sprite (gain health)
3x Clay Golem (light but tough early thug)
2x Stone Golem (nearly impervious medium thug)
3x Nature Ritual (gain health + heal troops)
3x Healing Ritual (heal troops + gain card)
2x Will of Ancients (endless light troops)
2x Wrath of Hamsters (mass damage + gain card)
2x Rejuvenation (gain health + gain cards)
1x Stone Rain (mass damage) OR Test of Endurance (damage creatures + opponent)
3x Fire Bolt (surgical damage)
3x Fire Ball (mass damage)
1x Hammer of Ancients (surgical damage)
2x Rune of Eternal Fire (creature removal)
Using the deck is pretty straight forward. You want to try and get the golems into play early and preserve them as long as possible. Obviously the golem’s spell resistance plays a major role in their staying power, along with a generous dose of healing available from the Earth spells. Use Stone Rain/Wrath of Hamsters and the fire spells to clear enemy creatures. Plug any gaps in your line by casting Will of Ancients. As the fight progresses use Forest Sprite, Nature Ritual and Rejuvenation to keep your health up.
One weakness of this deck is a lack of card-generating cards, which means it is going to be slow going to get your AP above 6. At that point, it is best to get creative and take maximum advantage of the card-draw ability of the spells. But this deck is still pretty effective, even with a low AP.
There are plenty of viable spin-offs of this deck and good cards to add. If you are encountering difficulties against spell-breakers, try substituting the spells with creatures like Master Healer, Avenging Druid or Salamander. Try adding in Planar Burst when you have enough AP. Modified by Dreamteam67 on 2011-03-16 05:30:39 Dreamteam67 | 2011-01-15 22:42:45 |
And finally a good duplication themed starter deck using all water for 596 MP (10% card discount for single-element deck):
2x Ice Elemental (heavy hitter)
1x Merfolk Duplicator (gain creature)
1x Astral Collapse (mass damage)
3x Clone (gain creature)
1x Giant Toad (decent creature + gain card)
1x Astral Search (choose any card + gain Life)
3x Materialize (choose any card)
3x Call to Fittest (choose any creature)
3x Ice Golem (spell resisting early thug)
3x Ice Guard (damage control)
3x Astral Chaneller (gain AP)
3x Justice (thug removal)
3x Storm Ritual (gain AP + potential mass damage)
Play the Channeller, followed by Storm Ritual and then any of the Ice creatures or Toad to quickly boost your AP. Then use Materialize or Call to Fittest to summon a Duplicator. Restock your hand using the Duplicator and Toads. Copy any useful friendly/enemy creatures using your spells or the Duplicator, making sure you have a copy of anything useful in your hand before it gets killed off. Keep Astral Collapse handy so as to be able to clear the enemy off the field right when his key creatures have been deployed. In the later stages of the match, use Astral Search as a healing card by summoning itself repeatedly, and concentrate on powering up your AP to turn the Ice Elementals into unstoppable juggernauts. Having multiple Duplicators operating simultaneously keeps your hand well stocked with cards.
Cards to add: This deck works even better after adding either a Mind Master or Ocean Master. Keeper of the Coast makes gaining Life a bit less expensive than relying on Astral Search. Steal Essence, to intensify the duplication theme. Merfolk Spellbreaker for spell protection. Change to Water Elementals and add any cards that accelerate your AP gain. Modified by Dreamteam67 on 2011-05-04 11:41:43 Dreamteam67 | 2011-02-22 05:13:10 |
Here's another, thanks to Konsul for this nicely balanced deck idea featuring toads (modified slightly for use with version 1.8). It uses Earth and Water and also costs a mere 600 MP.
3x Elf Healer (gain health)
3x Nature Ritual (gain health + heal troops)
3x Justice (mass damage + gain card)
3x Storm Ritual (gain AP + mass damage)
3x Call to Fittest (choose any creature)
3x Materialize (choose any card)
3x Astral Collapse (mass damage)
3x Astral Analysis (gain AP + gain card)
3x Toad (decent creature + gain card/s)
3x Clone (copy creature)
Play the Elf Healer early, but otherwise try and hold back while you boost your AP quickly to 5 with the help of Storm Ritual and Astral Analysis. Then start playing Toads. Concentrate on getting as many Toads as you can on the field and keeping them alive: summon them, clone them, heal them, the more the merrier. Each new Toad will bring more and more useful cards to restock your hand. Kill mass enemies with Storm Ritual/Astral Collapse. Another nice touch is the option to Clone any useful enemy creatures if you think it necessary.
This deck tends towards a vulnerable early game, but can become very fearsome as the match progresses. So any cards that accelerate AP gain are welcome. Spellbreakers and golems can also be useful additions, as well as more potent creature removal spells. Modified by Dreamteam67 on 2011-02-22 05:16:07 Dreamteam67 | 2011-03-02 05:43:07 |
Here is a 30 card starter deck demonstrating the formidable potential of the turtle and the troll. It costs 600 and uses Water and Earth. Thanks goes to the players who have beat me in custom duels using similar upgraded decks 
1x Ice Elemental (heavy hitting thug)
1x Giant Turtle (armored tough guy + card gain)
1x Cave Troll (regenerating tough guy + card gain)
1x Astral Collapse (mass damage)
3x Astral Analysis (gain AP + gain card)
3x Storm Ritual (gain AP + mass damage)
3x Ritual of the Ocean (gain AP + gain card)
2x Will of Ancients (endless light troops)
3x Justice (mass damage + gain card)
3x Nature Ritual (gain life + mass healing)
3x Materialize (choose any card)
3x Call to Fittest (choose any creature)
3x Elf Healer (gain health)
Deploy the Elf Healer and then summon and deploy either a turtle or troll (preferably both) as quickly as possible, using Call to Fittest or Materialize and any of your AP-gain spells as necessary. Then start casting your 3- and 4-mana cost spells as the situation merits, and watch your AP go through the roof as the cards stack up in your hand. Try and preserve the Turtle and Troll as long as possible and replace them immediately if either gets killed, as these are the motor that restocks your hand. Plug any gaps in the line using Will of Ancients. Use Justice, Storm Ritual and Astral Collapse to clear tough enemy creatures. Your AP should increase quite rapidly as the match progresses. End the game using your Ice Elementals to plow down anything that gets in their way.
Cards to add: The turtle/troll card-turnover technique is useful even in advanced decks. Good early cards are Healing Ritual, Clone, Wild Ritual, Spellbreakers, cards that speed up your early AP gain, any spells that cost 3 or 4 mana to cast. Modified by Dreamteam67 on 2011-03-02 06:21:47
Dreamteam67 | 2011-03-04 03:27:36 |
Here we have a 33 card starter deck for dueling that costs 750 MP. It centers around the damage bonus of the Fairy Apprentice using Water and Air.
3x Fairy Apprentice (spell damage bonus)
3x Ritual of the Ocean (gain AP +gain card)
3x Astral Analysis (gain AP + gain card)
2x Materialize (choose any card)
3x Justice (mass damage + gain card)
3x Storm Ritual (gain AP + mass damage)
3x Astral Bolt (surgical damage + gain card)
2x Chain Lightning (mass damage to creatures + opponent)
3x Call to Fittest (choose any creature)
1x Ice Elemental (heavy hitter)
2x Steal Essence (clone creature + damage)
3x Acidic Rain (mass damage + gain card)
2x Hypnosis (damage opponent + gain card)
The goal is to deploy multiple Apprentices to boost your spell damage. Concentrate on raising your AP quickly in the beginning as you get as many fairy Apprentices as you can into play. Then start wreaking havoc with your spells. With three or more Apprentices active, spells like Steal Essence, Justice, Storm Ritual, Astral Bolt, Acidic Rain and Hypnosis all become deadly. With 4 Apprentices, you can take down even the toughest creatures using a combo like Acidic Rain followed by Justice. You’ve got plenty of spells to boost your AP, so finish up by casting Chain Lightning and deploying your own Ice Elemental juggernauts to end the match.
This deck works well against rush decks containing lots of light creatures.
Cards to add: With an Air/Water deck, you’ll be looking at cards that boost your AP quickly, spellbreakers, cards that restock your hand, cloning and control. One weakness of this deck is the lack of healing. So Ice Guard, Astral Search or Keeper of the Coast might be sound choices to consider. Maybe add a few creatures than can be brought to bear in the early-game, but don’t dilute the deck with too many creatures. Remember the real power of this deck lies in spell-boosted mass damage. Modified by Dreamteam67 on 2011-03-04 03:28:45
Dreamteam67 | 2011-03-23 16:03:18 |
Here is a starter deck that demonstrates the usefulness of the Faerie Tactitian. It has 31 cards, costs 598 MP and uses Water, Air, and Earth.
3x Faerie Tactician (boost attack)
3x Forest Sprite (mass attack, gain health)
3x Acid Drake (mass attack x 2)
3x Nature Ritual (heal all + gain health)
3x Call to Fittest (choose any creature)
1x Giant Turtle (armored tough guy + gain card)
3x Justice (mass damage + gain card)
3x Storm Ritual (gain AP + mass damage)
3x Hypnosis (damage opponent + gain card)
2x Ritual of Wind (card return)
3x Elf Healer (gain health)
1x Faerie Sparkcaster (direct damage opponent)
This deck is fairly straight forward: you want to quickly deploy your forces in such a way so as to maximize the Tactitian's attack bonus while you build up AP to deploy a Turtle and keep your hand retock with cards by casting 3-cost spells. Flank your Tactitians with Forest Sprites or Acid Drakes, and they will nicely clear any wounded creatures that the spells can’t finish off. Use Ritual of Wind to free-up space in your line and deploy the Sparkcaster in the late game to finish the opponent off.
Good cards to add: Look to add cards that offer creature destruction, mass damage, or speed up AP gain. Modified by Dreamteam67 on 2011-04-01 16:19:36 |