Citer :
Quels archétypes de decks mercenaires jouez vous en global ?
played in act 5 with tempus (when they were competitive, impossible to play with them since the nerf)
Citer :
2/ Quelles sont les cartes de ce deck les plus utiles/jouées en global ? pourquoi ?
---------------------this is for the last game i played in tournaments----------
(before the nerf): fast round boost/optional finisher with a high cost. tempus couldnt survive more than 2 fights anymore, so they needed the speed boost badly, and the finisher was really useful and situational, used only in emergencies, like tsoutai they needed a card that allows them to use again a finisher or a new finisher
/: these are evident
/: against some permanent based decks
: physical protection, avoid 1 shoots
: magic protection, earn 1 extra round against pure blast decks
---------------------new cards----------
tempus are based in reduce the damage in early fights (1°), boost the round counter(2°), and then nuke the enemy(3°)
for damage reduction (1°): , , , , sadly some of these counters also insta kill tempus
boost the round counter (2°): (this card has a big flaw)
nuke (3°): nothing new :/ (failed )
Citer :
Quelles sont les cartes les moins utiles/jouées en global ? pourquoi ?
: random and bad recycle card
//: outdated
: time spell which grants nothing useful for tempus strategy, you cant select the spell played, so you can play an in round 2 :S
: useless, i used door to infinity since day 1
: useless
Citer :
Quelles sont les principales faiblesses de ce deck en global ?
decks which can one shoot every character, decks which can counter the core cards of the tempus, AoE damage spammers, tempus have no protection in early rounds
Citer :
5/ Que proposeriez vous pour les ?
i just want to update this strategy, one of the most forgotten of the game
1° problem: bad protection in early rounds. suggestion: a new character or make old or new counter turn bonus cards with defensive bonus
: spell time. duration 4 turns. one accelerated production from your deck is sent to your discard. all the characters gain chain if they play a spell or an item. at the end of the turn, the turn counter advances X rounds, where X is equal to the number of your characters alive. at the activation of this card the opposing character have -3 to damage dealt.
Tempus, stone linekers or pirates: select and play one spell (non-aoe) or an item from your hand
: one heartrending dilemma from your deck is sent to your discard. discard 0 or 4 cards. if 0 cards are discarded, the opposing character have -3 to damage dealt. at the end of the turn, the Turn Counter advances 3 additional turns. Otherwise, if you discard 4 cards by the effect of this card, select an opposing character, he will suffer X (maximum 12) magic damage points where X equals the current Turn number +2.
why this 2 cards? because the current meta, can counter a lot of cards or kill you in 2 rounds, and tempus have only 1 (good) spell to increase the turn counter, making hard for the tempus players the gameplay if 1 or 2 of their heartrending dilemma are countered or if they are at the bottom of the deck, also discarding 1 copy of the card will balance the deck
if there is no way of create new turn counter cards, buff celerity and aging please
another option: "character's name". mercenary. mage. human. time guemelite. tempus. male. spirit 3. defense 2. hp 15. attack 3/5. your opponents have -X to damage dealt where X equals to 12 minus number of the current round (max -5 to damage dealt, min -0 to damage dealt). rounds 1,2,3, 4 & 5: send to your deck X cards of your hand, swap X different cards from your deck. round 12 or more: all your aging and celerity in your discard are placed in your deck
2° problem: bad turn counter cards: (suggestion [rework old cards/make new ones] in point 1°)
3° problem: bad early rounds: (suggestion [new character] in 1°), another suggestions:
card to rework:
Modification suggestion: deals X magic damage to the opposing character where X is equal to the current turn number +2. if the opposing character is alive at the end of the round, the round counter advances 2 rounds and this card is placed in your deck
card to rework:
Modification suggestion: attack +X where X equals the current turn number. if the opposing character is alive at the end of the round, the round counter advances 2 rounds and this card is placed in your deck
4° problem: no new finishers: (suggestions [recycle finishers] in 3° and 1°) another suggestion:
card to rework:
Modification suggestion: You become a Demon. Duration: 5 turns. At the start of your fights, Attack = X until the end of the turn where X equals the number of the current turn + you current attack. At the end your fights and if it is an odd turn, this card is discarded. tempus: this card is activated immediately
justification: this card gives nothing the turn you use it, at least for tempus is useless, with the new text this card cannot be affected by time to die or something else, tempus need another finisher or a way to recycle aging and celerity
an extra suggestion:
card to rework:
Modification suggestion: your tempus gain chain if the play a time spell. Your other Tempus characters gain Defense +1. Cannot play Divine Anger Theurgy. Turns 3, 7 and 10: Attack +1 and Defense +1.
justification: possible non pure mage tempus deck, this character cant chain tempus cards, making him, and the non pure tempus mages useless
please, mercenaries are not equal to avalonian, give them some diversity, they have a lot of possible decks