Upgrading Our Deck
Welcome to the World Map! We've finally beaten the tutorial area, and now we can get to the meat and potatoes of the game! Before you go charging off into the wide world, we are going to want to do a few things to update our deck and character to make them more effective. First, let's go ahead and spend our first talent point. Go ahead and click on the talent tree button located in the top right corner of the map.
This will take you to the talent tree grid. You'll notice only the first two rows are available to you due to your level. Talents that you have enough points to take are lit up and blink. Hovering over each talent will tell you what that talent does. Talents can do many things from increasing health, to boosting the power level of cards in your deck, to many other things. Feel free to peruse the talents and choose one that you think best fits the type of deck you want to make. If you can't decide, I recommend the following:
Clerics: Hale (+3 Starting Health)
Warriors: Training: Combat (25% of the troops in your deck get +1/+1.)
Mage: Spry (+2 Starting Health and +1 Spell Power)
Ranger: Pet Training: Shared Exercise (+2 Starting Health and +1 Spell Power) OR Ranged Expertise: Leg Shot (50% Chance to give an opposing troop -1 DEF and Defensive)
TIP: You can reset your talent points once per level for free. This allows you to make changes if you don't like your talent selection. If you need to change your talents before you've gained a level, you can but it will cost you gold to do so. Choose your talents wisely!
After you've made your talent selection click the Save Talents button and then click the X in the top right of the talent tree window to return to the World Map. Our next step will be to upgrade our deck. Click the Card Manager button located right next to the talent button in the top right side of the screen. This will take you to the Card Manager screen which will show your deck as well as all the other cards in your collection.
On the bottom pane of the window, you can see all of the cards in your current deck. The top pane contains all of the cards in your collection that are not being used. Cards can be dragged or double-clicked to be added or removed from either your deck or collection. On the right-side of the screen, you can see Equipment you have (You currently have none equipped), and you can see the Shard Grid. The Shard Grid is the particular shard alignment that your race feels and it restricts how many certain copies of a card you can have. In my Shin'hares example, you can see that I am only allowed cards from Blood (Purple) and Wild (Green) shards as well as a single copy of an artifact. Additionally, the columns are organized by card rarity, so for Wild and Blood cards, I am restricted to three copies of a common card, two copies of an uncommon card, and a single copy of a Rare or Legendary card.
TIP: As you level up, your shard grid will continually expand. It is important to periodically check up on your shard grid to see what has changed. At higher levels, you can add more copies of certain cards to your deck, or even play shard colors that are not typically in your shard alignment.
You can feel free to remove cards from your deck that you don't like, or add cards cards from your collection that you do like. There are a few deck-building fundamentals that you should adhere to though:
- Decks must be 60 cards. Typically you always want your deck to be at 60 cards exactly to best optimize the deck's draws.
- For a typical 60 card deck, you want to float around 24 resources. In a few cases you can try anywhere from 22 to 25 shards, but for now, I would recommend that your deck stick around 24 resources.
- Your deck should try to stick to a theme. For example, a typical Vennen deck focuses on adding Spider Eggs to their opponent's deck. Taking out cards that generate spider eggs can cause the entire deck's strategy to break down, so try to stick to a particular strategy.
- Make sure you keep an ample number of troops. A basic deck should contain roughly two troops for every action that you use.
Spend some time reading the cards in your collection and experiment if you'd like. If you need some pointers, I've listed a few recommendations below:
Gareth Kay from Crayburn Castle is a great addition to the deck with a useful Inspire ability. The Quick Striders have the useful Swiftstrike ability which tends to be more useful then the extra point of defense they lose compared to the Frigid Buffalo.
- Remove 3 Glimmerglen Witch
- Remove 3 Manti Ranger
- Remove 1 Wild Shard
- Add 1 Whispering Breeze
- Add 2 Spearcliff Pegasus
- Add 3 Noble Citizenry
- Add 1 Diamond Shard
Whispering Breeze from Crayburn Castle adds a great way to gain a ton of health thanks to the many ways to Prophesize troops in your deck. Adding Spearcliff Pegasus gives a much needed way to either deal damage with an evasive troop as well as block potential dangerous fliers. Noble Citizenry is an excellent card that can boost the power of some older troops or make a different troop truly dangerous. Finally, adding a diamond shard while removing a wild shard helps equal out the ratio of shards we've changed.
Moqui from Crayburn Castle is a good way to give yourself a few extra orc troops to finish off an opponent while the Shadowgrove Witch doesn't really fit our deck's model as much. Another nice addition is to remove the vulnerable Arena Brawlers and replace them with Emberleaf Duelists. Although Emberleaf Duelist has one less attack compared to the Arena Brawler, it has Swiftstrike when attacking which pairs very nicely with Incite Fury as well as the Orcish racial ability to grant Rage.
Nerissa is just flat out better then the Wild Child that it replaces. Another solid move is to replace the Molten Slaggards with Nightsky Stargazers. The Stargazers trade off a single point of attack for the benefit of giving a sizable buff to the next troop that you draw in your deck, a worthwhile investment.
- Remove 3 Iljuni Mirthkin
- Remove 2 Bravery
- Remove 1 Paladin of Naagaan
- Add 1 Iddi
- Add 2 Killblade of the Milky Eye
- Add 3 Giant Mosquito
Although your deck only contains 6 troops with Shift right now, the upside is high enough that Iddi from Crayburn Castle is a solid investment compared to the same costed Paladin of Naagaan. Additionally, adding the Killblades gives more mileage then the plain Iljuni Mirthkins that become obsolete later in the game. Finally, adding Giant Mosquitos to the deck gives you the ability to have a dangerous flying threat that is an ideal target to be buffed with Abominate.
Your pal Sora from Crayburn Castle is an excellent fit in a shin'hare deck with her ability to eat up those useless Battle Hoppers sitting on the sidelines. Speaking of uses for Battle Hoppers, Abominate is a fantastic use for a spare Battle Hopper, turning something else into a giant monster.
- Remove 3 Abominate
- Remove 3 Giant Mosquito
- Remove 1 Frigid Buffalo
- Add 3 Killblade of the Milky Eye
- Add 2 Corrupt Harvester
- Add 1 Zilth
- Add 1 Call the Grave
Removing the Abominates and Giant Mosquitos from the deck are a good start for an aspiring Vennen player, as neither of these really fit with the Vennen theme very well. Removing a Frigid Buffalo is also a good choice to make room for some better cards. Your buddy Zilth from Crayburn Castle slots wonderfully into the deck as both a strong blocker and a way to add spiders to the opponent's deck. The Killblades make your opponent think twice about attacking with their big troops, giving you time to build spiders while Corrupt Harvester is a strong card able to win games on his own by being difficult to handle. Finally, a single Call the Grave is not a bad idea to help retrieve those expensive Vennen troops that might have gotten killed during combat.
Once you have made the adjustments to your deck, make sure to click the save button on the left side of the deck editor to save your changes.
Well done! We are now ready to continue our adventure!