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So the [Duel of Champions] CCG is pretty fun.

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Posts

  • EchoEcho Per Aspera Ad Inferi Super Moderator, Moderator mod
    It's the max might/magic/resource levels required to play any card in the deck.
  • Albino BunnyAlbino Bunny Registered User regular
    Neat advice.

    I don't possess a demon hero that isn't Xorm though. Honestly the deck is just the cards that dropped in my box.
  • mogonkmogonk Registered User regular
    Selecta wrote: »
    mogonk wrote: »
    It's 4/4/1, but you can coast on 4/2/1
    This right here, what does it mean? I've been seeing numbers like that in decklist descriptions but I have no idea what it stands for.

    Oh, it's just your attribute distribution. Might/Magic/Fortune. The thing to understand is that raising an attribute comes with the tradeoff of not being able to draw an extra card. So it's not just that your 6 costed fatty comes out slow, it's that he's costing you card advantage. There is basically no "serious" deck that runs more than 4 might. Some factions can get away with 3 might, notably Haven. More than 4 magic/fortune is pretty rare, but some decks do it.

    To translate what I said about the I-Rush deck, you can bump might to 4 to get your best creatures out but leave magic at 2 for most of the game. The reason is that from 2 magic you can bump it at the top of the turn for Town Portal if necessary, and you have a good chance of knowing a turn in advance when you're going to need Fireball so you can bump twice and cast on the second turn. Since those two spells are the only 3+ magic reqs in the deck, you can safely play the majority of most games at 4/2/1 which lets you start drawing cards earlier.
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