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Message Publié : 29 Mars 2016, 15:04 
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Hello !

I do this post in english and Tigerclaw or Martin will edit it for traslating it in german (thanks to them !)

At first, sorry for my poor english. I will make a lot of mistakes, so if you want to send me a private message to tell me which mistake I did, you may !

I made a guide about Nomads on the french forum (here), and I thought that it could be a good idea to translate it :)

The various decks presented are bases and that will be to you to improve them like you want. Indeed, this decks do not contain legendary cards or cards from event or cards from trophy in order that everybody can make this decks ! (but of course, I put some advice about cards to add). Furthermore, a lot of cards are in 3 copies in order to decrease the randomness. You should add offspring of Dahre'ma and the big means in every nomads decks if you have them, so I will not speak about them.

/!\ Eclipse marauder/priest and undead remain for later because they need other release.


ECLIPSE

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1x Al-Zerek
3x Night run
2x Sweet from Ïolmarek
3x Eclipsing
3x Sent to the gravelard
2x The Antares
3x Eclipse's curse
1x Solaris
2x Cobra venom

Other card useful :
Bouquet of roses because characters are men and women.
Last barrier for survival.
In the hands of the Gods if you see too much decks with high defense.
Expiation can be very strong with Idriss's bonus or if an opposite character has a high spirit.
The hungry void for play the antares, solaris or cobra venom.
Machiavellism to play a card which you need.
Stone-heart because one of Eclipse's goal is the survival.

Gameplay :
To strike, you can decrease opposite's defense (night run, solaris) and increase your attack (sent to the gravelard with a dagger, Eclipse's curse, the antares).
To survive, you have sweet from Ïolmarek (which can be used by the antares), sent to the gravelard et solaris for the end.

Positive :
- games are short
- have resistance when we think that they are marauders !

Negative :
- don't have any card which recycle your discard pile.


TEMPLE GUARDIAN

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3x Sun emblem
3x Holy blade from Kehper
3x Lamentation of Sol'ra
3x Celestial light
3x Celestial power
2x Combat trance
3x Inner quest

Other useful cards :
Divine barrier for adding resistance.
Orb corruption, you can play it with producer... for more offensive.
Nebsen, Ra's sphynx to replace Shrikan obviously.
The hungry void for play lamentation of Sol'ra for example.
Pierre-coeur for adding resistance.
A new start if you are afraid that celestial light doesn't do the job.

Gameplay :
Here, you should play inner quest + celestial power which plays holy blade from Kehper, and sun emblem + lamentation of Sol'ra or combat trance too.
After, you have card to heal and to recycle your discard pile (celestial light).

Positive :
- has a lot of resistance
- is offensive during the game (sun emblem + lamentation of Sol'ra = +6 attack on one character, +2 in the other)

Negative :
- is sensitive to one shot
- games are long


TEMPLE GUARDIAN - KAMIKAZE

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3x ...will be your grave!
3x This tomb...
3x Desert's children
3x Celestial light
3x Martyr
2x Mercy
3x Combat trance

Other card useful :
Amhid is strong, you can play it if you want (but he is not priest).
Divine barrier for the survival.
Nebsen, Ra's sphynx replace Shrikan, it is better.
The hungry void which play ...will be your grave!, it is one ...will be your grave! played (logic) and +2 attack which cost 2 direct damage !
Stone-heart for healing.
Precognition if opposite's decks are too offensive (mercy + precognition is powerful).

Gameplay :
This kamikaze deck is simple : you hurt yourself, you hurt your opponent and you heal yourself. So why is it subtle ? Because you must find a balance between "to hurt yourself" and "to heal yourself".
Offensive cards : this tomb..., desert's children and martyr, + ...will be your grave!.
Healing cards : celestial light and mercy.
Offensive card that heals : combat trance.

Positive :
- unusual deck, and underestimated !
- you must think "I hurt or I heal ?" so this deck is not annoying, even if the game go more than the turn 6.

Negative :
- it can be hard to find the balance between offensive and defensive, and this could make you lose.


TEMPLE GUARDIAN - PRECOGNITION

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2x Lamentation of Sol'ra
3x Celestial light
3x Mercy
3x Stitches
3x Precognition
3x Heal the guardians
3x Combat trance

Other card useful :
Light and shadow shield and Nehant shield (for removing the 2 lamentation of Sol'ra).
Machiavellism for play an important card (like precognition after playing mercy).
Stone-heart for healing.
A new start if you are afraid that celestial light don't do again the job.

Gameplay :
Two questions may be in your head :
- Djoser doesn't play any card ?! No, he is here just for taking damage.
- Nebsen, Ra's sphynx is not here ?! No, because it is cool that your character don't have their maximum health point.
The strategy is simple : Djoser take all the damages, so you can play early precognition + mercy !
You should may understand, you heal your character and strike with precognition.

Positive :
- has a lot of resistance
- with precognition, the opponent can't heal his character
- precognition hurts a lot with mercy

Negative :
- if your opponent removes precognition, you can't be offensive
- games are long


IMMORTAL

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2x Familiar ground
3x In the hands of the Gods
3x Blade from Thebirak
3x Naptys' mask
3x Kapokek's pavis
3x Protection of the king priest
3x Divine power

Other cards that can be useful :
Divine armor of Naptys for more healing.
Orb corruption with producer... for more offensive.
Lucyan's sword for more attack.
Prestigious great helmet for increase your defense.
Spectral blade for increase your attack.
War watchdog can be useful (be carefull, replace Urakia by Vizier Mahamoud for their race)
Wave of panic to prevent recycling your opponent's discard pile.
Stone-heart for more healing.
Snow tornado is very good with Zehanie.
A new start if you think that divine power is not enough.

Gameplay :
Immortal can be a lot of things. Indeed, they inscrease their attack slowly (blade from Thebirak and divine power), they heal (blade from Thebirak and divine power with Kapokek's pavis), they counter (in the hands of the Gods and protection of the king priest), they remove opponent's card in play (familiar ground and Naptys' mask) and recycling their discard pile (divine power).

Positive :
- control the game (counter, remove card in play, healing)
- very good at surviving (especially Zehanie)

Negative :
- if your Zehanie dies at her first battle, it is a very bad beginning
- games are very very long


IMMORTAL - KAMIKAZE

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2x Desert's children
3x Blade from Thebirak
3x Spectral blade
3x Martyr
3x Divine power
3x Repulsion
3x Solaris

Other card useful :
Last barrier for Ayept's surviving.
Lucyan's sword for more attack.
The Mineptra specter for the end of the game.
Machiavellism for playing the good card.
The hungry void for playing again a good card.
Snow tornado with Ayept, it is perfect.

Gameplay :
The goal is not to survive like other Immortal. You must keep your Ayept alive in last for having his effect. You may understand why I didn't put Zehanie so (and prince Metchaf and Kebek are very few used).
For killing your character and kill opponent's character, you can use martyr and increase attack with repulsion and desert's children.
If Ayept is your only character alive, you know what to do... Play solaris !

Positive :
- deck unusual
- with repulsion, you prevent that your opponent put his card on the game.
- this is not an annoying deck even if it is Immortal ! :D

Negative :
- you need the Mineptra specter which you play it again with the hungry void. Without, it is more difficult.
- if Ayept dies, you lose


PRETRE SANS CASTE

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3x Divine barrier
3x Deus ex machina
3x Celestial light
2x Divine light
3x Mercy
3x Sacred nova
3x Swarm of scarabs

Other card useful :
Bouquet of roses because characters are men and women.
Last barrier for the survival.
Machiavellism for playing the card which you need.
Observe the sky for the survival.
Stone-heart for healing.
Precognition for hurt with healing.
A new start for recycling your discard pile.

Gameplay :
You hurt with deus ex machina, sacred nova and swarm of scarabs.
You defense yourself with divine barrier, celestial light, divine light and mercy.
It is simple but effective.

Positive :
- can be offensive (sacred nova + deus ex machina)
- can be defensive (divine barrier + healing)

Negative :
- don't like one shot


And in extra (because this deck have legendary card, card from event and card from trophy)
SOL'RA AVATAR

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1x Nehant shield
1x Light and shadow shield
1x Divine punishment
1x Candy
1x Orb corruption
1x Dissidence
1x Exodus
1x Sentence
1x Machiavellism
2x Sacred nova
3x Obesity
1x Teslic plier
3x Toffee apple
1x Return of fair weather
1x Supernova
1x Snow tornado

Other card useful :
Equinox battle for defensive and/or offensive.
Last barrier for the surviving of Sol'ra avatar.
Producer... for play again orb corruption and do more damage out of battle (be carefull, only Nebsen, Ra's sphynx can play producer... !).
The hungry void can always be useful in the end.
A new start for recycling your discard pile.

Gameplay :
I wrote a big text on it (it is my favorite deck :D ) but it is hard to translate, so I will do in short : damage out of battle is your best ally and you can increase it with toffee apple. After, very important, your Sol'ra avatar must survive. If you don't understand why I put one card, ask me ;)

Positive :
- very strategic
- can be more defensive with Netjhim
- don't be afraid about your guild ! (dissidence, suspicion of treason, ...)
- game are short

Negative :
- if all the characters are dead, you lose
- if you can't increase your damage, you lose
- is weak in front of big defense and big spirit


That's all ! I hope that I didn't hurt too much your eyes :P

_________________
Guild leader nomades du désert


Dernière édition par NightXIII le 07 Avril 2016, 10:45, édité 3 fois.

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 Sujet du message : Re: Guide for Nomads
Message Publié : 29 Mars 2016, 15:36 
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Inscription : 31 Mars 2013, 01:12
Message(s) : 719
Übersetzung by --Tigerclaw--


Hallo

Ich habe einen Deckführer für die Wüstennomaden im französischen Forum herstellt (Link) und dachte es wäre eine gute Idee diesen für euch zu übersetzen.
Die aufgeführten Decks repräsentieren den Standard der Wüstennomaden und es liegt an euch diesen zukünftig mit weiterzuentwickeln.
In der Tat enthalten diese Decks keine Legendären und/oder Event Karten, so dass jeder diese nachbauen kann (Ratschläge welche hiervon aber passen, sind gegeben).
Zusätzlich sind viele Karten 3-fach enthalten um die Zufälligkeit zu reduzieren.
Auch sollten die Brut der Dahre'ma und Die grossen Mittel in jeden Nomaden Deck enthalten, wenn Ihr diese karten besitzt, so dass ich hier nicht weiter darüber reden muss.

Eklipse Marodeure / Priester, sowie Nicht-Tote bleiben noch offen, da diese Decks noch weitere neue Karten benötigen.

Die Decks übersetze ich später.


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Message Publié : 30 Mars 2016, 13:05 
Marchand

Inscription : 30 Juin 2013, 14:03
Message(s) : 408
Just wanted to say that I really like the idea of Deck-Guides for different guilds and castes! Maybe we should try to get something like that for each and every single one of the guilds and make it a sticky, keep them updated and reserved for the basics instead of discussion. Would be quite useful for new players and may help to get into the game. Since so far, at least within our forum, it seems somewhat difficult deciding which one of the threads depicts most recent decks - except for Tiger's new ones that is.


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