This is the natural progression from board control. This means that when most other decks are casting 1 card per turn, you will be casting 2 which can turn around even the most dire circumstances and give you board control.(even though you may not have any allies on the board, that doesn't mean you can't control it.) Surprisingly, 50% of this deck is cards that cost just 2 or less. Once you have card advantage, create some tempo. By this stage you will most likely be behind on board control, but don't worry, you have plenty of tricks up your sleeve to turn that around. Do this by casting Blood Frenzy/Bazaar as soon as possible. The primary goal of this deck is to provide card advantage and a way to make the most of it. This card increases your resource pool giving you a distinct advantage, but it's up to you to make the most of it.ĭeck List Amber's Dream 1.28 ( View in deckbuilder) Hero: Amber Rain Allies (13): 4x Puwen Bloodhelm 2x Aldon The Brave 4x Jasmine Rosecult 3x Armoured Sandworm Abilities (19): 1x Misplaced 3x Bazaar 4x Retreat 4x Blood Frenzy 3x Crippling Blow 2x Enrage 2x Smashing Blow Weapons/Armour (7): 4x Jeweler's Dream 3x King's Pride Strategy The theme of Amber's Dream 1.28 is centered on one very important card as its ability is completely unique: Jeweler's Dream. I have chosen this deck as an intermediate deck as it contains ALL of the fundamentals a good deck should have, and introduces weapons/armour. (This is a guest deck article by EPITAPHEVERMORE) Put its unevolved version in your cemetery.Shadow Era TCG » Decks » Amber's Dream 1.28 (40 cards) Put the evolved card faceup on your evolve deck. Your evolved follower takes lethal damage, dropping its defense to 0. (Faceup followers in the evolve deck are considered removed from the game.) Place the follower's evolved card on top of your evolve deck facing up. What to do if evolved followers are moved from the field to other areas: (If it was played during the previous turn, it can attack enemy leaders, as normal.) ・If a follower is played and then evolved in the same turn, it can attack engaged enemy followers. ・Status counters (damage, buffs, etc.) remain on followers when evolving. ・After evolving, followers have the stats and abilities of their evolved versions. After paying, find the evolved version of that follower from your evolve deck and place it on top of that follower. Track damage to your leader's defense with the defense counter.Įvolve your followers on the field by paying their evolve cost. Destroy the follower if its defense reaches 0 or lower. Place status counters on a follower to indicate damage to its defense. This means the attacking follower deals damage equal to its attack value to the enemy follower's defense, and vice versa.ĭamage is persistent. If you chose to attack a follower, exchange damage. ④ At this point, your opponent may play cards with Quick. ③ Take care of any Strike abilities, if applicable. ② Declare your attack and engage your attacking follower. ① Select your attack target: either the enemy leader or an engaged (horizontal) enemy follower. (Followers can't attack on the turn they come onto the field.) Select a reserved (vertical) follower to attack with. Turns are split into 3 phases: start phase, main phase, and end phase. The player going first decides whether to mulligan first, followed by the player going second.Īll players shout a hearty "Shadowverse showdown!" To mulligan, put your starting hand on the bottom of your deck in any order and draw 4 cards. ⑤ Look at your cards and decide if you want to mulligan (redraw your hand). The player going second gets 3 Evolution Point cards. ③ To choose who plays first, play rock-paper-scissors or roll a dice. ② Both max and remaining play points start at 0. When all players have placed their leader cards, flip them over. ① Put your leader card facedown into the leader area. (If both players would win or lose simultaneously, the game ends in a draw.) ・Your opponent must draw a card but they have no cards in their deck. ・The enemy leader's defense is reduced to 0. You win if any of the following conditions are met: Keep track of your remaining play points for any given turn here. Mark your maximum number of play points here. Cards in your EX Area can be played like cards in hand (just pay their cost to play them). Your field holds up to a maximum of 5 cards. Place amulets and followers here when playing them. Place destroyed followers/amulets, played spells, and discarded cards here.
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