![]() Lord Fanriel the Stormcharger is a card we made to be an awe-inspiring leader of any push you make, mowing down hordes of smaller minions with ease while he charges. The first set of cards we’re introducing in this expansion all revolve around the power of the Crystal Elves. ![]() With a new adventure chapter, awe inspiring new cards, and an improved method of getting your hands on new content, it’s a great time to join us in our Minion Masters journey. Now, you need to rally your allies for the fierce battle that is to come as the powerful High Mage Leiliel in our latest adventure. In our last expansion we had players explore the exotic Jadespark Jungle, hunting down a band of fanatical cultists known as the Burning Fist. Hey again, Xbox Masters! We’re back with another brand new expansion for Minion Masters in Charging Into Darkness, with another awesome gift: A 100% discount on the new Charging Into Darkness DLC for this weekend only (ends May 31)!ĭark times are approaching quickly for the world of Minion Masters. Now even more Free to Play friendly than ever before.Rally the Crystal Elves with powerful new cards, or undertake an adventure to find a powerful ally.Darkness looms over the world of Minion Masters.Both lanes will be taken up by very threatening pushes and your opponent will have to try and defend both sides simultaneously. Split lane: With the addition of more cards that can be split (Royal Hogs, Zappies, Royal Recruits, Guards, etc), this archetype has risen to popularity.Don't play high-cost troops at the back against these decks because there is no way you can defend their rush attack with few elixir. It focuses on punishing other players for investing elixir by rushing them with combos that can take a tower in seconds. The cards in it are usually combinations of Royal Ghost, Bandit, Dark Prince, Ram Rider, Battle Ram, and other cards. Bridge spam: Bridge spam is an archetype invented by Team Vietnam.Those are common in log bait decks while Royal Hogs, Flying Machine, Barbarians, Minion Horde, and Three Musketeers are used in medium and heavy spell bait. These decks have many cards vulnerable to spells such as Skeleton Army, Guards, Goblin Gang, and Goblin Barrel. ![]() Spell Bait: Spell bait is a type of hybrid deck The goal is to get your opponent to waste their spells, and then overwhelm them with hordes of troops when they can no longer counter your attack.These decks chip away at the other towers, doing damage over time. They rely on quickly placing their win condition faster than your opponent can get back to their counter card. Cycle: Cycle decks are very cheap (usually 3.0 or less in average elixir cost.A hybrid deck might have Golem and Graveyard for example. Hybrid: Hybrid decks combine two archetypes and two win conditions for a deck that can surprise your opponent.Mortar is typically combined with a second win condition such as Miner. These buildings attack from your side of the map and force your opponent's units to your side of the map to defend, while you defend your offensive buildings so that they can keep doing damage to your opponent's tower. Siege: Siege archetypes are based around a strong offensive building win condition, either Mortar or X-Bow.These decks get an elixir advantage from countering huge pushes and chip away at the opponent's tower until it is destroyed. Control decks have a strong defense, which usually includes buildings, such as Cannon, Tesla, and Inferno Tower. Control: Control decks are defensive decks that fight from your side of the map.These decks start by building up a positive elixir advantage and build a huge push to attack the opponent's tower. They have a tanky win condition, such as a Golem, or Giant with high damage troops for backup. Beatdown: Beatdown decks focus on overpowering your opponent's tower through strength.Some deck archetypes are as follows: X Research source There are many deck archetypes, but the three main ones are Beatdown, Control, and Siege. Each archetype has its own strengths and weaknesses. Your deck archetype should complement your win condition and anticipate what your opponent may use to counter it. The type of deck you create is called your deck archetype. Each player makes a deck of 8 cards prior to each battle.
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