

Once started it was fairly easy to keep this going ad infinum. If the purples ever got too low you could throw in a Stun, Promote whatever there is a lot of, and then toss out another Knight Lord. Once you got it going you could just generally spam Knight Lord over and over again and end up with a 4 or 5 of a kind every single turn. Knight Lord *doubles* the number of purple gems on the board. Promotion lets you choose a single type of gem and turn all of them to purple. Vigil is a duration spell that gives the Knight 3 of every mana when matching 4 or 5 of a kind. Combined that with any sort of equipment that does damage either when you gain a particular type of mana or when you match 4 or 5 of a kind and you had a death dealing combo once you manage to work up enough mana to get the ball rolling.īasically it worked like this.

Basically you want Knight Lord, Promotion, Vigil and Stun. Well they nerfed the ever living shit out of the winning Knight combos. I like how this game is increasingly reminding me of a light version of Magic The Gathering - which is a good thing, since that was my favorite game until WoTC ran it into the ground with constant expansions, and basically killed T1. Mana denial is EXTREMELY important, but unfortunately not entirely in my control. Which means if he gets in a few lucky 4- and 5-tile combos, he can manage to deal about 50-60 damage in a single turn. View image here: - He's a rune-stone guardian, and when a mana depot is filled, he gets an additional 50% boost in damange - for EACH mana depot, cumulatively! Toughest challenge yet is an Orc Chieftain that I didn't manage to kill last night before going to bed. Here's a list of spells for the curious, with useful filters and search. It has a 3-turn cool-down period, so you can't quite make an unlimited-turn combo, at least not with the items and spells I've so far found, but it's fairly powerful. Costs 9 blue and 6 green mana and has a 2 green mana (2G) upkeep, and works as a manashield - all damage taken goes from green mana first.Īlong with some druidic items that give me green mana under certain circumstances, I can play pretty defensively, hiding behind the manashield and simultaneously playing mana-denial and green-mana-gatherer tactics, with the occasional forest fire thrown in for direct damage.Īlso, Entangle, while expensive, is a great spell, giving you 1 or more additional turns after your current turn. Right now, as a level 12 (IIRC) Druid, I like Wall of Thorns. So how's your character working out, and what are your favorite spells? Not only is there a fairly large campaign, addictive puzzles and the usual level-chasing, but there's a lot of strategy hidden in the way you create and grow your character - you can play agressive, defensive etc. I've just played this for a few hours last night, but I'm pretty much hooked, and the depth of gameplay astounds me.
