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Card combos loop hero
Card combos loop hero








card combos loop hero

While having as many Battlefields providing you with more loot with each loop as possible is great, beware that placing two too close to each other will form a Blood Path. Triggered by: Two Battlefields placed with an overlapping area of effect

card combos loop hero

Enemies with less than 20 percent HP are finished off, but there's a chance your hero will be hurt by its leafy tendrils, too. Getting rid of a Grove next to a Blood Grove with Oblivion gives you a Hungry Grove. Triggered by: Remove a Grove next to a Blood Grove After three loops, it transforms into Count's Lands. Triggered by: Placing a Village next to a Vampire Mansion The same as a Goblin Camp, now with a somehow-even-more-irritating Goblin Archer, which cannot be killed. Triggered by: Placing a Swamp next to a Goblin Camp Especially dangerous for Necromancers with low attack (summon) speed. Watch out for the 30 percent bonus damage Goblins deal when one of their allies are killed. Spawns a Goblin on an adjacent tile once per day. Triggered by: Placing your tenth Mountain or Rock anywhere on the map, and every tenth Mountain or Rock tile after that. Regardless, I've detailed everything you need to know about each card so you're well prepared before you place your next card. If not, each slain enemy is a chance for more loot and cards. Equally, cards are good and bad in context: If you're on the edge of death, a combination that spawns more enemies is bad. Now, since some effects are good and first and can become bad, and vice versa, Loop Hero's mechanics are more nuanced than these two categories. Each combo is also distinguished by card type: 'Road' means on the loop itself, 'Roadside' means next to the loop, and 'Field' means either inside or outside the loop, but not adjacent to it. Since there are quite a few, I've divided them by 'good' and 'bad' combo effects and indicated whether the effect originates from a card's location or from their time on the world grid.

#Card combos loop hero how to

Dragster and Vylon Cube are so much better.Īnd here is my side deck if you were curious.To help you understand why your board is changing and how to optimise your card placements, below is a list of all the card combinations we know so far. Please don't run Power Tool Dragon with three Ddr, please. Take a shot every time you see a Dark Warrior player summoning Armageddon Knight This deck could run Kali Yuga, but having extra deck space for Knightmares I believe it's more beneficial than running N'Tss and the Utopia Kaiser package.ġx Dingirsu, the Orcust of the Evening Star The main benefit of running a Calamities build instead of a Kali Yuga build is the increased extra deck space and overall quality of your plays. You load the graveyard up with Equip spells and Succession and she will always have a minimum of six counters to summon Summoner Monk back AND provides Link arrows for Ferret. She sets Succession and can act as removal. This fellow doesn't simply equip Dragon Buster, but can also tutor into the graveyard stuff like shuffled back Orcust pieces or Boots for an additional Fog Blade. It's mandatory to play in this deck, though.

card combos loop hero

Oddly enough, this deck does not abuse this card as hard as, say, Eldlich does as this deck's target is Vylon Cube rather than O-Lion or stuff like that. This guy should probably be an Ip: Masquerena, but I'll wait until the tins come out to pick her up. The second Isolde is here if the first one gets Handtrapped on the search effect as most people only run one copy because of space.

card combos loop hero

2x Isolde, Two Tales of the Noble Knights










Card combos loop hero