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Hex shards of fate adventure zone 2
Hex shards of fate adventure zone 2







hex shards of fate adventure zone 2 hex shards of fate adventure zone 2

The Dread Technomancer and Technical Genius are absolutely required for the combo (the crew talents fish them into play at start of game). These talents combine to create a deck where almost everything is free, you probably don’t even need resource draws, and you can play most of your hand turn 1 and have at least one 6/6 and possibly a heck of a lot more by turn 2. You want to allocate ship talents to the crew section until it’s full, then whatever you like subsequently. Hex TCG Card Database, Collection Manager, Deckbuilder, Trading Post and Draft Simulator.įor the shipboard section of the Alachian Sea. Hex TCG Browser & Deckbuilder Hex TCG Browser & Deckbuilder The Kindling Skarns and Quash Ridge Tuskers that are the biggest expenses in the deck are handy and can provide explosive growth but aren’t absolutely required for the engine to work - there’s a budget build that swaps in Savage Raiders and Gem Snatchers and is reputed to be comparable (I have the cards for the non-budget version, so I’ve never tried the budget build). Combine that with the Skittering Skarns providing +1 attack and speed to random troops and I’ve seen starting turns with 5/3 Speed Healers. The Ethereal Healers and their boots are vital - with the boots they interact to semi-regularly enter play before the match even starts and their lifedrain can then proc the others into play. This deck is crazy fast and consistent and can win against virtually any encounter in the Arena.









Hex shards of fate adventure zone 2