Is it my imagination of have High Elves landed themselves a potentially game-breaking card? Of the various new ten-cost tactics, the ability to rummage through your discard deck and lay out all your units into play wherever you want seems just too good. I can imagine a High Elf opponent suddenly digging out 8-10 units from his discard deck into his battlefield near the start of his turn and just decimating his opponents capital. It just seems too good, and certainly better than the same cost cards for the other factions.
The new 10 resource tactics.
HElves if any race, needed/needs all the help it can get, at least for me. People haven't posted many HElf unit decks, mostly it seems to be unitless RBT decks, for which the Epic Spell is a coaster. At least Morvael's Legacy offsets the uselessness of healing, which was supposed to be a strength for the HElves, but isn't really.
ho pro gamers,
i am too new to this game, but love the high elfs, please tell me, how is the best method available to get quick those 10 ressources needed for my spell? is there any trick to combine H-elfs with another faction to get the ressources quicker?
thnx a lot
The easiest way that I can think of would be some sort of combo type deck. You play out 6 or 7 resources to your kingdom zone, play a Reap Whats Sown for the max (discarding all your units in your hand), then hope to get into some innovations, cast another reap whats sown (again discarding units from your hand), to get into more innovations and a Morvael's Legacy, cast it and get back all the units you discarded to Reap Whats Sown.
I think the most powerful 10 cost epic spell is probably the dark elves. They can just take the units, then attack an undefended zone for the win.
darkdeal said:
Which makes it kinda odd that it has "only" a play on your turn limitation, while Chaos gets a not-so-good Epic that's at the beginning of your turn (not to mention the threat of 1-3 Twin-Tailed Comet in response
).
are there any dangerous effects or cards that can cancel my spell? spending 10 ressources for nothing is like half losing?!
sentrionic said:
are there any dangerous effects or cards that can cancel my spell? spending 10 ressources for nothing is like half losing?!
Probably don't want to see this hit the table:
#21 High Elf's Disdain (High Elf Tactic) 2-HH
Spell.
Action: Cancel a tactic just played.
Dam said:
sentrionic said:
are there any dangerous effects or cards that can cancel my spell? spending 10 ressources for nothing is like half losing?!
Probably don't want to see this hit the table:
#21 High Elf's Disdain (High Elf Tactic) 2-HH
Spell.
Action: Cancel a tactic just played.
and is it correct, that i play the same HF disdain to cancel the first one? lifo gameplay? my card cancels the first cancelation?
Yes, you can play a Disdain to counter the opponent's Disdain. And yes, the game works with a LIFO stack.
Note that unlike Magic, you cannot resolve only part of the stack, once things start resolving you have to let everything resolve. This is important for the case where you do not have enough resources for a card like Disdain and you want to play Innovation to get them. It doesn't normally work since you would have to let Innovation resolve to get the resources and then the tactic you wanted to counter will resolve too.
Yeah, the Dark Elf one is pretty crazy.
Out of all of them, the only one I would probably run in 3s is the Dark Elf one, because when you steal a zone. Chances are, that's all you need to do with your resources that turn.
After Dark Elf, I would probably rank Chaos next, then Dwarf, then Orc, then High Elf, then Empire.
Chaos is a duh, Dwarf is a duh and probably pretty easy to play for them, Orc is also a duh, but maybe a little more awkward to pay for theirs than others, High Elf is neat, but against a competitive 50 card deck that runs resets, there's probably a more efficient way to spend your 10 gold. (Though the aforementioned combo with Reap what's Sown sounds like a lot of fun, not to mention effective.) Thank god Dragon Prince has 'play from your hand' as it's trigger. Empire is more weird Empire jank. Why wouldn't I just pay 10 gold worth of cards to my zones instead of dancing around?
What do you guys think? How would you rank the epic spells?
sentrionic said:
ho pro gamers,
i am too new to this game, but love the high elfs, please tell me, how is the best method available to get quick those 10 ressources needed for my spell? is there any trick to combine H-elfs with another faction to get the ressources quicker?
thnx a lot
Not really - good luck with that. LOL Pretty much all the 10-cost tactics are just there for novelty's sake. Good luck ever getting to play one in a game. ![]()
Drawing one is one thing playing one...thats easy. I don't understand why 10 resources seems like a big deal. That is just 5 allies with power 2. In theory you could play one by turn 5. With the current rush hype I can see how that can be viewed as a bad thing, but later when more health heavy cheap units enter the decks and the game slows down, they will be very playable.
Certain epic tactics are good no matter when you play them usually like the high elf one that brings everyone back in. Or the dark elf taking control of opposing units. Others will only be useful in decks designed around them. ATM we only have core set and 1 expansion out. It will be a while before these tactics are amazing. At which point the AP will be out of print
. Then you will be glad you have them. I usually include 1 or two copies of one in a deck just encase game looks like it is going to stall. If games isn't going to stall I place them as developments.
I saw some Epics during a tournament and testing...Let's see...
- Empire one is pretty good in a "combo-ish" deck. Don't see any powerful use right now, but I trust the empire ![]()
- HE one is pretty strong with a little combo that a guy's testing...Note: to make it work with Reap one's worth you HAVE to play it IN RESPONSE to Moarvel's legacy. ![]()
- DE one is strong, even to subtract 2-3 Units. It's worth the deal. I played against it and lost a game by my own giants. ![]()
- CAOS one is devastating, even with the "beginning of your turn" stipulation. If you're in a bad situation after a reset or the like, with a good resource mechanic, waiting a turn is worth the deal. I reccomend it in a Unitless/Reaper deck as an alternative winning condition.
- DWARF one...I'm runnin' it in the Thrower Unitless deck...No problems in getting 10 resources, but sometimes it's not a great choice, especially if you can play the thrower and deal some damage...But in extreme situations, it can be a wonderful way to restart. It's a good developement choice first/second turn, just to get it back later with the MIne.
- ORCS one...I don't see it that good...Even if you're running control-ish Orc (as I do), you'll never be able to "skip" a turn...In a Unitless deck is pointless and I don't see any reasonable Orc deck with a powerful resource engine (aside the "usual" 3/4 cards).
My 2 cents. ![]()
Wytefang said:
sentrionic said:
ho pro gamers,
i am too new to this game, but love the high elfs, please tell me, how is the best method available to get quick those 10 ressources needed for my spell? is there any trick to combine H-elfs with another faction to get the ressources quicker?
thnx a lot
Not really - good luck with that. LOL Pretty much all the 10-cost tactics are just there for novelty's sake. Good luck ever getting to play one in a game. ![]()
Not necessarily.
My 50 card DE deck with search can consistantly draw and play their epic and more on turn 3 or 4. I just change my strategy vs. rush and HE. There isn't enough tactic cancellation to rule out the deckbuild. Outside of Chaos and DE, I wouldn't use them as a cornerstone though.