My defense is 4 Webspinners right now.
And without meaning any offense, I believe your team illustrates perfectly how the new system failed to address the “problem” of Webspinner and similar builds.
yes i know, but i don’t think it’s only the webspinner…
you can put any card four times in a team to get maximum of bonuses. like type-bonus, +25 mana-mastery, and the others. cards, that create the own mana-type, are even better.
No favorite team, cause the game basically decided teams for you already due to the new bonusses.
If you don’t have triple shadow dragon, webspinner, Kerberos etc, you are out of luck. And if you still need to lvl kingdoms, good luck getting these from iron keys haha.
I don’t have it to lvl15 yet, but to keep with the theme:
Wight
Wight
Wight
Hero(Prismatic orb)
3x undead = +1 magic, and 3x Khetar = +1 magic.
Wight will do 8 true damage, and gain 8 life. Hero will create 12 red/blue gems. However, with all of the life bonuses, my experience with true damage so far has been terrible. The Wights can still be tanky though with all of the life gain.
I tried out the 3x Webspinner/Prismatic orb combo and found it mind numbingly boring. Having much more fun with a ‘Goblin’ team and a ‘Wildfolk’ team, both of which qualify for hefty but different bonuses at start of match.
i have the cards you describe - but i love my green seer, goblin shaman, gob, hobgob. +6 for life and +2 attack. even the green seer does a bunch of damage… and i only have 1 lvl 10 kingdom.
You have to post more Sammy.
I have restricted my imp comments to the Imps’ Lounge - the part of the forum restricted to people with @Archenassa 's posting habits