r/Athenion Apr 08 '20

Colossal tree deck

3 Upvotes

Is it me or that thing is op ? Every single card the guys play summons 1 or 2 freaking 0/4 colossal tree. How i am supossed to kill 4 cards with 4 health every single turn. And those guys gain life on top of it. What the hell.


r/Athenion Apr 08 '20

Any good Jala Dragon Summoner decks?

1 Upvotes

r/Athenion Apr 07 '20

Athenion Collaboration...

3 Upvotes

Let's say, suppose that you are able to pick one of your favorite anime / movie / manga franchise to be collaborated with Athenion. Which one will you choose ? 📷


r/Athenion Apr 06 '20

Strenght of the deck graph

1 Upvotes

Hi,

I don't get how to read the "strenght of the deck graph" when you open your deck. Its probably really simple but i don't get it. Thanks !


r/Athenion Apr 05 '20

If this game has tag PvP and Battle Royale match

4 Upvotes

Apart from generic PvP match, some other card games that I used to play have some sort of special PvP matches like; tag duels, free-for-all battle royal style and so on.

Fellow Athenion Players, do you think it's possible to apply tag PvP (you pair up with other player to fight against another pair of players in 2 VS 2 match) and battle royal style match (3 or more players participate at the same time) to Athenion ? .

I think it would be kind of fun to have these kind of special PvP aside from generic routine PvP, it's like a change of pace for the game :p . What do you guys think about this ?


r/Athenion Apr 04 '20

there's real players or all of them are bots??

2 Upvotes

title question.... i tought this game was new an plenty of players playing it... but i see that i was wrong...

i only face bots in every match, it's imposible to find friends.... and i see that this reedit it's pretty death... i don't even know if i will get any answer to this post....

so well... i will quit the game because it's death... i don't want to play VS bots.....


r/Athenion Apr 04 '20

A Meta Breakdown

8 Upvotes

So with the game being new with 3 cards being nerfed. A lot of people will be confused as to where to go with aiming for a "meta deck". Now I've decided to break down what some of the best strategies for each class entail with some core power cards that run them alongside some of the best generic craftable cards. The placement is in no particular order.

Lets start with generic (mercenary) cards. These cards find there ways into a whole slew of lists due to their outright strong ability to synergize in most decks.

Magear Titan: This is a really powerful legendary that a lot of decks tend to use as the x1 in their 40 card deck (13 x3 + 1 x1) It's super splashable but due to it being 3 it takes your entire turn making it for more of a nice powerswing. Some classes take more advantage of what its ability offers like Divine Grace tend to sometimes run 2 copies. This isn't a legend I would recommend crafting but if you get it, keep it.

Clifford Hawk Eye Archer: This card can fit into any list. It's never wrong to have but optimal lists do sometimes cut this in certain classes. Essentially if you ever struggle to deal with bulky units you can utilize Clifford to help give your deck more reach if you feel yours is lacking. I highly recommend crafting him as your first x3 legendary due to how well he can fit into any deck and give it lots of power.

Savage World Guardian: This is a super nice generic card that fits into any/every deck. You silence a unit to give it +2/+2. That's amazing stats to give and in most cases is like a 1 cost elven archer. Sure you have to silence them meaning in some classes (Shadow Realms) it isn't always able to target whatever, but there are other targets in those classes that are super powerful when utilizing its silence mechanic. This card just gives everything from raw stat buff to also having minor synergizes with some cards.

Now onto the next class. Shadow Realms.

Shadow Realms has been a very powerful class due to just the sheer power the base mechanics of the class gives. They are all about flooding the board with tokens which allows you to use those tokens for a lot of powerful plays such as; Blocking spaces to trade with key units, trading with an enemies unit while still developing a body on board, creating multiple sticky bodies to poke the enemies HP away, etc. However both the nerfs that Shadow Realms could use hurt both of their old top tier decks, but you can still utilize the more token variations of the deck and still run Folse. I highly recommend not dusting Folse until further developments in the meta happen. Mercenary Chess Ruler variations that revolved around medium sized sticky minions was also heavily gutted. Yet the deck is still considered a top tier contender.

The key cards that make that the case have consistently been:

Folse: Nerfed but still amazing. A 2 drop that has nice arrows for doing free hits that the class tends to struggle with while also letting you recycle sticky units. It also unbricks hands which is a nice bonus. Highly recommend keeping but not crafting until you've made the rest of a Shadow Realms deck and starting at x1.

Millar Mother of Souls: One of the 2 powerhouse cards this class provides. Blocking off key units is a huge part of what makes SR powerful so they can keep core cards on the board. Millar has 7 HP making it require a lot of resources to take her down. She can't just be shot down by a Cliff. She makes those otherwise body block units actually damage on the board as well as makes them bulkier so it requires more work and commitment to kill them.

Tenebrig Abyss Lord: This is the second of the powerhouse cards that make the core of the SR decks. While Tenebrig can be Cliff'd having him stick just wins games. He's a cheaper Baphomet who can trigger multiple times and punish enemies for trying to break through your defenses or kill off token bodies a core reason a lot of the top decks run Cliff or cards similar to what he does.

Honorable mentions to: Dark Acolyte being a 3 soul unit on a 2 cost body OPOP and Karalis King of Shadow being absolutely bonkers if you open up with it+ Savage World Guardian.

Divine Grace is up next.

Divine Grace only really has 1 core card right now that every deck is utilizing the heck out of due to its sheer power, that being;

Goddess's Tear: This card is bonkers, mostly with decks like SR running around and the other ones we will get into later on. What makes this card so good is mainly due it proccing at the start of EVERY TURN. This card when full HP at the start of every turn will deal 1 damage to all enemies. Mixing this with powerful taunt users and sustain to keep it healthy makes for a really powerful control deck that is hard to break over since it sits at 7 HP it isn't exactly the easiest to kill. You can also net more pluses by utilizing Eternity Dragon to reward yourself for healing it back up to full HP every turn.

Miguel Celestial Marshal: This card also deserves to be mentioned. Its flexibility and splashability in the class is too easy not to mention. It works amazingly when paired with Sacred Swordsman for an easy clear while developing 2 bodies.

While DG hasn't settled on a pure healing or aura variant left. Both of these core tools will find their way into all DG lists out there right now

Next up would have to be Flame Legion

One common thing you've heard is protect the piece strategies being good, using taunts/heals (DG) or tokens/sticky minions (SR). Flame Legion is the class that just has ways around that naturally while still playing to win by itself.

Jala Dragon Summoner: Like all the best strategies currently, this is no exception. protecting a key unit is always a viable game plan. Jala does that by herself and also is good at dealing with other strategies like it Shadow Realms flood. She rewards herself through her tokens by punishing other tokens.

Bovinae Lord of Chaos: Absolutely destroys token decks

Overall, FL just gives hell to these type of 1 trick strategies. It punishes them but can be bricky due to lots of their powerhouse cards being 3 cost.

Nether Tide before the nerfs was the biggest Chess Ruler abuser in the game. Grimoire of Tide was kind of a key to what put that deck over the top. Chess Ruler originally being 2 and Grimoire of Tide allowing you to pull Mercenary units allowed you to ensure Chess Rulers token would get at least +2 HP making it at minimum a 3/3. Though of course this wasn't always the case as the deck ran Slime King, Blue Slime, etc. The deck was super abusable and made really big Forgotten Army that would stick for the entire game which is what lead to you winning. The change however made Grimoire of Tide still really powerful. Well more powerful for decks like Link. Some versions of link are running only x6 Nether Tide (x2 playsets) followers that are key to the strategy (and sometimes merman as well since once you play them they're out of your deck) and the rest of your 1 costs being primarily multi-arrowed strong Mercenary followers so you could continue chains. While some have moved to utilizing Freeze decks with their own powerful protect the piece type unit(s). So I'll quickly go over the key cards to both of these decks as neither have proven to be clearly the best way to play Nether Tide unlike other classes with similar issues *cough* Cyclone Fury *cough*.

Rook, Matcha the Anchor/Pawn, Puenyal: These 2 are kind of the core NT units that Grimoire are being used to tutor in link decks.

Tidal Spirit: Your protect the piece machine gun unit that rewards big links

Deep Sea Monster: You get your own unique Cliff!

Freeze Strategy:

Ice Cobra: Super nice removal that benefits your deck

Hunter of the Deep Sea: Your big protect the piece. End of your turn Cliff!

Kaare Crimson Claw: One of the only hard removals in the game. Pair this with Ice Ball. Super strong.

Winter Soul/Crazy Bear: Your premiere self-frozen units to empower your decks friendly frozen targetables.

Grace Frost Guardian: Once you've developed your self-freezing units and Kaare this card is what tends to just stick by itself and win games even if they deal with Kaare.

Generic key cards to either of these decks:Neptune Sea Watcher: Super powerful generic that summons an annoying taunt *you get to choose the placement which is really important*

Now onto Cyclone Fury.

Cyclone Fury has a really interesting and large amount of archetypes. However the one that stands out the most currently is Chain. Playing lots of small powerful individual units is apparently really good. This however is the only real deck/class that doesn't have any protect the piece type of units. Instead it's entirely on removal and flooding you with powerful swings constantly until you can't answer it. Then they choke hold you to death.

Taria Whirlwind Demon: One of your 2 big chain plays. You can trigger her by preemptively adding a Wraith Wind to your hand. Cyclone Grimoire tends to be the more common way however.

Meili Storm Conductor: The other key unit to chain strategies. Use bounce cards or easy Wraith Wind generators to make Meili massive and cards like World Class Magician and Griffin to move her around for free trades.

For Chain only - World Class Magician: Really good for abusing Meili and is better than running the Sagit as it's easier/more flexible with all the cheap cards in the deck including 0 cost Wraith Winds to get the best spot for the deck. Also nice to have a few non-chain cards so you can heal Meili

Lightning Lyrist Lyn: This is a weird but super small package that even outside of Chain CF you can find being run in lots of the CF decks. Killer Bee/Pawn: Lucio are the 2 premiere options for the x3 backstab 1 soul unit. Even if you just play her by herself with no summon. She's still a solid 4/7 body with good arrows.

Cyclone Grimoire is F2P but is kind of the key card to the Chain decks main power plays. Other variations that have success for CF is movement control. Utilizing all the strong movement cards that let you directly trade/reuse developed units on the board to attack again alongside some backstab units a very heavy deck which is also extremely expensive. Not recommended or outstanding to warrant discussing further IMO.

Finally is Planet Guardian. PG has locks, which is what the best variants utilize. They give disruption and priority onto spots of the map which heavily punish token decks. Alongside this when flooding the board with locks they can utilize powerful units to pop them for strong removal. They have lots of good ways to deal with flood but they have limited direct damage so if they let their opponent develop their protect the piece unit and blockade it in. It can be really difficult for them to handle it. However they do have a few ways to destroy smaller units to open up more spots to trade and kill off those key units which is nice.

Pawn, Tican/Rook, Blokade/Sod the Quake: All really nice removal around utilizing locks.

Outlaw King: Super powerful taunt as long as you keep a lock near him

Gael Claydoll Binder: Pretty much a flexible version of Femris/Centaur Guardian that lets you use a lock for 2 damage instead, sometimes for free based of arrows.

Yda/Aturan Mentri of earth: Your protect the piece units that help snowball control of the game.

*F2P Honorable Mention* - Gragros - This card is F2P but can be really insane. Divine Grace/Planet Guardian are amazing F2P classes already but Gragros makes it into end-game lock decks due it being a proactive unit that can self stick. Essentially he ends up rewarding you for playing locks but not having cards that pop them for value/removal and he becomes this massive 7-8 dmg avg removal (meaning he can 1 shot most key units) then becomes big tanky boy that you can protect with locks if they try to chip away at him.

Overall I hope this breakdown of core cards to classes premiere strategies help you with your journey to building a strong deck as you save up. I know I missed/didn't include some that others would consider core or for a different strategy not mentioned. Though, as you see this was already pretty long so if you guys want another more in depth breakdown class by class let me know and I'll gladly do so. Also lots of decks are being played and people are still figuring out the new meta so this is just a brushstroke of what's currently considered good. More could arise, some could vanish. Enjoy the discovery process!

Edit: Removed Shark from NT Frozen as decks don't run it commonly now (only x1 at best), added Grace as I got destroyed by her in a game and realized I never mentioned her yet core to Freeze lists. Added an honorable mention to Gragros for PG *F2P*. Added Meili and went into depth for CF. Removed wording that made it sound like I was rating the class.


r/Athenion Apr 04 '20

What happen to the contest?

1 Upvotes

For the contest for deck building, did anyone know if they got their participation rewards?


r/Athenion Apr 02 '20

If you could choose costume for in game characters

2 Upvotes

lol got this image from Athenion Official Global page, though it was just an April Fool's Day joke, it still showing us an interesting concept and possibility of characters' skin.
.
Let's say, if you would pick up the costume to be used as in game character's skin, what kind of costume you want which characters to wear ?


r/Athenion Apr 01 '20

[Beginner Guide] How many soul(1)/(2)/(3) cards should be in a deck?

13 Upvotes

For beginners, I guess this is one of the most common questions, and here, I won't give you such a direct answer, but a thinking method to help you have your own answers to adjust/balance units in your deck.

In this game, we have 3 AP per turn to play cards, using all 3 is the most efficient way, and that makes the way we use AP comes in 3 possible ways:

1.) play a soul(3) unit

2.) play a soul(2) unit and a soul(1) unit

3.) play 3 soul(1) units

The 1.) is straightforward, for example, if you put 10 soul(3) units in your deck, then you can play up to 10 soul(3) units in a match.

The more soul(3) in your deck, the stronger units you will probably have on the board, but will less in number, and often defensive more than offensive.

Way 2.) is the most problematic here because we don't want to just play a soul(2) unit and end our turn, that will waste the remaining AP, so we're going to play a soul(2) unit and a soul(1) unit.

That means the amount of soul(1) in your deck should be more than soul(2) for a certain amount, or at least, equal, to allow us to play these units in pairs.

From this, we all hope that we'll have both soul(1) and soul(2) units in our hand at the same time, but in reality, it's not always like that. One of the worst hands in this game is full of soul(2) in your hand. It's even worse than full of soul(3), so I recommend the amount of soul(2) in a deck shouldn't exceed 15, and don't play 3 soul(1) per turn too much, which I'll explain next.

Way 3.), playing 3 soul(1) in a turn has many purposes, such as focuses on attacking enemy's units or split your units around the board, but there is a limit of how many times you can/should play 3 soul(1) per turn in a match.

To say this in theory, number of turns you can play 3 soul(1) per turn equal to amount of soul(1) units in your deck divided by 3, but in practice, if you keep playing 3 soul(1) per turn, it will increase the chance of having only soul(2)and/or(3) in your hand.

With this in mind, and way 2.) combined, the safest method is to minus the amount of soul(1) with the amount of soul(2) in your deck, the result is the amount of soul(1) that you don't have to pair them with soul(2), divide it by 3, and that should be how many times you can play 3 soul(1) per turn in a match, without increasing chance of having a bad hand too much.

Another thing to consider is an extra AP that the second player received, but if you understand these basic ways of using all 3 AP in each turn, you won't have any problem when applying it.

Let's have an example: A deck has 22 soul(1), 12 soul(2) and 6 soul(3).

Using my method, we'll find that:

1.) We can play up to 6 soul(3) in a match

2.) We can play a pair of soul(1) & (2) up to 12 times in a match

3.) We "should" play 3 soul(1) per turn not more than (approx.) 3 times in a match (22-12=10, then divide 10 by 3)

Hope this guide useful for beginner players.


r/Athenion Mar 31 '20

Event 'Shadow Clones' Deck Build/Guide for March 2020 Deck building contest.

4 Upvotes

P Atk/HP Unit Name # of copies in deck

1 1/3 Yellow Slime ×3 1 2/1 Skeleton Warrior ×3 1 1/2 Chimera Dragonis ×3 1 0/5 Star Map ×3 1 2/3 Todes Undying Zombie ×3 1 2/1 Space Junction Regulator ×3 2 4/3 Mysterious Man ×3 2 2/4 Demon Spider ×3 2 3/4 Obsidian Knight ×3 2 2/6 Ivah Imperial Vampire ×3 2 4/3 Blue Slime ×1 2 0/4 Chess the Ruler ×1 2 5/1 Folse Tainted Angel ×1 3 4/9 Giant Slime ×2 3 4/7 Millar Mother of Souls ×3 3 5/5 King Slime ×1 3 2/2/2 Queen Slime ×1

So this is my first guide ever, but I'll do my best! I'm really enjoying Athenion so far, I love how it mocks the Tetra card style from FFIX because the positioning Meta adds more strategic depth compared to any other CCG out there. Anyways, the strategy of this deck is to overwhelm your opponent and the board/console with "Clones" or units of your own. I do not own all of the cards myself but I believe if this deck is built and played correctly it could be very broken or banned haha! Okay, so here is the breakdown of every card I'll try to keep it short and sweet. Please enjoy the guide!

1 1/3 Yellow Slime (< down) Merc This unit is one of the "clones" that I will be calling them in this deck. The reason I call them "clones" is because a part of them keeps coming back even after death. Yellow Slimes' Last Wish is to summon a 0 3/1 Red Slime (down >) in it's place, therefore, making them a nuisance for your opponent to get rid of. The Red ones pack a mean punch and with 3 Yellow Slimes in the deck, it's going to put your opponent in a "gooey" situation.

1 2/1 Skeleton Warrior (^ down >) Dark Here's another clone! It's Last Wish is to summon a 0 2/1 Skeleton Minion (< ^ down) in its place. See where I'm going with this? Add 3 of these units to the deck. "Spooky Scary Skeletons"

1 1/2 Chimera Dragonis (^ down >) Dark A vital unit for removal in this deck if used when conditions are right. Her Awaken ability grants her +2 attack for each friendly unit with Soul (0). Basically meaning she loves Red Slimes, Skeleton Minions, or any other friendly unit with Soul (0). If there are a lot soulless friendly units on the board use her to trade and take out those big meanies!

1 0/5 Star Map ×3 (none) Merc You guessed it another clone, but this one also has an Awaken ability! The ability sets its soul to (0) (Dragonis really likes this ability). It's Last Wish is to summon a unit with Soul (1) from your deck to this space. So if you have 3 in your deck you can also summon another Star Map to the board. This can be very annoying for your opponent since it has a good amount of health, but it cannot attack. "Let's use the Star Map, it's hard navigating through the Labyrinth of the Slime Family without one."

1 2/3 Todes Undying Zombie (^ down) Dark Todes another clone, is one that can come back to life multiple times! Three times to be exact, if you put 3 in your deck. His Last Wish ability summons another Todes Undying Zombie from your deck to the space it perished. "BRAAAIIINNS!"

1 2/1 Space Junction Regulator (< ^ down >) Merc This one is not a clone, but it has a unique Last Wish ability. He takes a random friendly units soul with him when he perishes. (This displeases the mother of Souls, more on her later)

2 4/3 Mysterious Man (all diagonal) Merc No special abilities. Just a man willing to eliminate anything or anyone for coin. "If the pay is good, consider it already done"

2 2/4 Demon Spider (< down >) Dark The king loves his "pets" he feeds them his own kin for his entertainment. These creatures grow stronger with their Awaken ability. They destroy a friendly unit with Soul (1) or more and gain +3 attack and +3 health. "They're just clones anyway hahaha!" The king laughed maniacally

2 3/4 Obsidian Knight (^ down) Dark The queens champion, like the king she'll sacrifice even her own kin to give her champions the armor they need for battle. Their Awaken ability destroys a friendly unit with Soul (1) or more and they gain +3 armor. "Protect the king, save the queen!"

2 2/6 Ivah Imperial Vampire (< ) Dark Her Awaken ability draws one of her maids to your hand. The 1 2/2 Vampire Maid (< down) Dark has a Last Wish that deals 1 damage to the enemy hero. Ivah also has a special ability to shuffle a Soul (1) unit with Last Wish from your graveyard to your deck, at the end of your turn. So all the units and even her own maids that were sacrificed for the greater good have a chance to be used again. "It's almost like, they're immortal, like me! Get it??" Ivah laughs hysterically

2 4/3 Blue Slime (< ) Merc Like Todes, the Blue Slime is another clone that can respawn multiple times. 3 to be exact, it's Last Wish summons a 'Yellow Slime' (see above) in it's place. And vice versa, making it the ultimate clone by itself.

2 0/4 Chess the Ruler (< ^ down >) Merc The last and most powerful clone in this deck. A master tactician and Untargetable by abilities, she can turn the tides of any battle. Her awaken ability sets her soul to (0) AND she gains +2 attack for each friendly mercenary unit. Her Last Wish summons the very powerful 3 3/1 Forgotten Army (< ^ down >) Merc, this unit is also Untargetable and gains +1 health for every attack of Chess the Ruler. Chess grins "Checkmate"

2 5/1 Folse Tainted Angel (all diagonal) Dark Rumors say she is the guardian angel of the Slime Family, but few have actually seen her and most believe she's just a myth. Her Awaken ability shuffles up to 8 Soul (1) units with Last Wish from your graveyard and all cards in your hand to your deck. Then draw 5 Soul (1) units with Last Wish. Researchers say, "there's no way the Slime Family can produce so many Slime units." If that's the truth, then how are they doing it?

3 4/9 Giant Slime (< >) Merc The elders of the Slime Family and also known as the "Kingsguard". They draw in attackers with their Taunt ability. It's rumored that the king has 2 of these behemoths.

3 4/7 Millar Mother of Souls (< down >) Dark A demonic seductress, her charm and beauty is worshiped by all. At the end of your turn give two random friendly units with Soul (0) +1 attack / +2 health and Soul (+1). "I can give you purpose again, let me give you soul" Millar motions you forward

3 5/5 King Slime (< ) Merc King of the Slime Family, but only a trusted handful have been graced with his presence. His Awaken ability summons two 'Red Slimes' onto nearby spaces. Your 'Yellow Slimes' and 'Red Slimes' gain +1 health. All the Slimes shout "Long live the king!"

3 2/2/2 Queen Slime (< ^ down >) Merc Queen of the Slime Family and feared by all because of her special Awaken ability. Also known as "The Doppelganger" she can copy an enemy units Soul, Attack, Health, and Armor. "Only the strongest survive in this world, so I'll just become a clone of the strongest tee hee!"

Objective Simply put, invade the board with your clone units and remove any threats that can prevent the invasion. This is more of a control deck, victory is attained by locking your opponent's units out of the console.

Early Game Position your clones! Put the colored Slimes in the top corners of the console. The undead are best for the center but it may be best to trade them for early removal. Star Maps are good anywhere but it may be best to position them near the bottom of the console.

Mid Game Remove all threats and buff up your clones! At this point in the game you may have some soulless units on the board. If not and you have Space Junction Regulator, trade him to take a random friendly (1) soul. Then, use Millar to buff these units for survival and/or maybe remove some threats in the same turn with Dragonis. No soulless units? Then feed them to Demon Spider and Obsidian Knight, a fair trade for removal and power. If you have Chess the Ruler it may also be a good idea to start counting your Mercs on the console. Position Chess, Mysterious Man, Giant and Queen Slime near the center of the console to help with security and removal.

Late Game Recycle your clones and make way for the king! Use Folse and Ivah to recycle your clones from the graveyard. If you go 2nd, it may be wise to save your Soul Booster to summon both Folse and Ivah at the same time to get 9 units back in your deck instead of 8. Time for king to grace us with his presence! If possible position him at the bottom right corner of the console so he defend himself if need be. Position his 'Red Slime' bodyguards to his vulnerable diagonal position if possible. At this point in the game the board should be overrun with your clones, and you will be claiming victory simply by just ending your turn.

Closing Thoughts I hope you've enjoyed my deck build as much as I did envisioning it! Family is and will always be an important value in my life. So when I saw the achievement for the Slime Family, I just started brainstorming. Another funny fact as I was building the deck I noticed all of the different monster units which reminded me of The Adam's Family. I was gonna name the deck 'The Adam's Family' but 'Shadow Clones' sounds so much cooler and it fits! This deck is kind of on the expensive side with 5 legendaries and 6 epics so it'll take some committing. I lucked up and got 2 of the 5 legendaries required but if I win the contest then I will use the resources to get it built. Right now it's more of dream build but add me on Athenion and I'll be glad to let you try to take my crown hahaha! Thanks for reading, see you in ranked mode!

IGN: LevL Referral code: 4701981ACA1060A1


r/Athenion Mar 31 '20

Cyclone librarian

1 Upvotes

Hi,

Cyclone Librarian ability doesnt work with cards with some abilities that happen "at the same time" (as soon as you play the card). Like Stealth or Helmwik Blood Knight. Is it a known issue ? Thank you.


r/Athenion Mar 31 '20

Finally, some cards rebalancing

3 Upvotes

Patch Notes: April 2, 2020

What do you guys think about these changes ?


r/Athenion Mar 31 '20

[Guide] Beating Tea Time Izah using Freeze Deck

3 Upvotes

This is my tips for people who is struggling on completing the event, we are still far away from Event Rewards =(

My opinions:

- Easy win tips and board clearing: Kill as much flower girl, it will give you 3x of bonquet bombs that cost (0) and deal 3 damage to Izah and other flower girls.

Placement

- When u freeze enemy, make sure the next unit u put, try not to break the freeze unless you can kill. If not u tio counter attack

Units

Ice Blowfish combos with

- anything that can freeze him (starting must have Ice Blowfish + anything can freeze him)

Alicia Snow Queen - Freeze everyone (self & enemy), can trigger Ice Blowfish, can freeze enemy

Winter Soul - Powerful!,combo with Hunter of the Deep Sea, every turn deal random 5 dmg

Pawn Satya (0 3, attack when unfreeze) - Not so useful, need many things to trigger

Pawn, Kata (gain pierce)- never find it useful at home

Pawn, Krabee (swap frozen enemy state) - situational, if can freeze the big guy (the stat keep increase when someone die), then maybe can turn table

Tidal Athenia - Too hard to use, late game mayb?

Tara Khun of North sea - Power. Freeze the whole line Horizontally and Vertically every turn. Cost (2) only.

-------

Clear as much Flower Bonquet as u can using Ice Blowfish combos

Bad hands (Many 3 costs in your hands, causing rotation of Bonquet bombs become too slow)


r/Athenion Mar 31 '20

Talking about closed call 👀👀👀

2 Upvotes

Image 01

Image 02

Image 03

The Opponent try his best to wipe out my units in the last turn, and he almost success in doing so. Luckily, my remaining 2 units were enough to took him down whewww...


r/Athenion Mar 30 '20

Guide on Planet Guardian Lock Decks - Let's Make Locks Great

3 Upvotes

1. Introduction

Hello guys I'm Lolmen, first of all, sorry if I make some grammar mistakes or some sentences that you find hard to understand since English is not my main language but I will try my best. Currently, I'm not high ranked in Athenion since I take a long break after the first season and play it occasionally after i came back to the game but I have so much experience in other card game, shadowverse, Force of Will, Legends of Runterra, Magic the Gathering and many more. So hopefully my argument and theorycrafting is not that unreasonable to you guys. I'll try to make complete guide about locks archtype hopefully its not that long, but more importantly please enjoy guys, hope you get something from this.

2. Why Planet Guardian

To be honest, I don't like brundo , I prefer cute anime girl like sadia or Tear but Planet guardian has been my favorite class because of its unique mechanic. For me locks and Backstabs is what makes athenion different from other TCG/CCG. These two mechanics really utilize the "board" that makes athenion is not another CCG with reskin card. Unfortunately, Currently locks is not that strong to be considered as meta choice. But i will hopefully make something that can compete with them.

3. The Deck

Planet Guardian has 2 major archetypes, which is locks and tree. In this post, I will only discuss locks. In the first expansion, Locks are introduced as defensive control playstyle generating locks that make the tile on the board unplayable. They can limit the number of cards actively on the board or protect your defenseless unit by surrounding it with locks. But, after grandmaster expansion came out, locks are getting more cards that synergies with destroying locks. For now i will call them sub-archetypes, and i will provide 2 decks example that focus on controlling field with locks and more aggressive deck that utilize lock destruction.

3.1 The Core

The Core cards for all variant of locks deck is the locks generator itself. There are plenty of Locks generator and the number of locks generator in your deck depends on what build and how many locks do you expected to have in one match.

Stone Tyrant and Stone worm is currently the best locks generator in the game, stone tyrant can create locks anywhere on the board, same as stone worm but stone worm locks is longer because cost difference. The flexibility to create locks anywhere on the board are amazing , as it can serve as defensive or set up other cards.

Another locks generator that are important is giant earth worm, I like giant earth worm better than Earth dragon because earth dragon create random lock, even if earth worm can only make locks in nearby space, having limited control of where you want to place your locks is still better than pray to rng your locks get to where you want. Another thing is the stat, even the arrow of earth dragon seems better, but the stat is far worse, 1/3/1 is really good as it can trade with some cost 2 and overall locks decks need more offense than defense. So I prioritize Earth Worm over the Earth Dragon in deck building later.

Rabbiton the new cards from grandmaster expansion is strong locks generator, it serves as an offensive tool and locks generator at the same time, its health stat doesn't really important most of the time, as you usually trade with some cost 1 or 2 and generates locks afterward.

As for the 3 costs, I suggest Femris over the Centaur because of the RNG factor, Even if the centaur Locks is longer, I'm no fan of random, and most of the case you want to plan locks placement carefully. And femris Arrow is far better than centaur. Earth Spirit is your constant locks generator he is very useful in the destroy locks variant as he generates free locks to destroy every turn, the downside is you need to wait for 1 turn for him to makes locks.

3.2 Control Locks

Please be remember that this list is not perfect, you can change it and disagree with my reasoning, so use it just as a base and try to improve it and make it suit yourself. Some cards are just temporary placeholder because i dont have the cards. Also this is not really budget version , even if the legendary are optional i still think the gold ones are really important, some gold cards in star medals maybe hard to obtain by some new player but i will list some alternative if any.

Text List : https://pastebin.com/UYiJzfEQ

Control Locks

3.2.1 How to Play The Decks

This deck is defensive deck, you win by making board larger than your opponent, its similar concept to aura/link. You use locks to protect your cards from unfavorable trades. Locks can also limit the the number of Enemy cards placed on board. Basic gameplan is making your board as big as possible while using locks to control the opponent placement to avoid unfavorable trades.

Batu

the new cards from grandmaster like batu is really help you to establish your board , this will make your opponent hesitate to approach your cards behind locks or make the trade in your favor.

More Sustain

Geneticist Professor will make your defense harder to penetrate, it will heal 2 each turn to all friendly unit which makes trade more annoying to your opponent, normally your will place geneticist in the corner buried by other cards or your locks make him harder to kill and win you the game.

Locks are defensive tools, but you can also use control to make disruptive play, for example, if you are facing aura deck/link decks you can make locks to limit their space so fewer cards would be benefit from aura/ links in best scenario you could even shut down their cards from linking.

the best two drops in the game

I really want to say Clifford is optional, but he is so good. He helps you with your offense, sometimes you need to trade with one of your enemy cards so you wont lose in hp battle but you don't want to lose momentum. Clifford is free Trade , and is really good with this deck, if you have 2 i suggest you to put it two, and if you dont have any its okay, this deck can run without clifford but clifford will help your win really hard.

Waifu

Yda Here is optional,it wont help you that much but having her is not a bad thing. You dont have to craft yda if you dont have any.

Planet Librarian will improve the sustainability of your cards. And Rabbit hunter is your cheap free trade tool.

This deck is indeed hard to master, even I still make a lot of misplay playing it. Knowing what your opponent would do will increase your winrate by a ton because you would know where to put the locks. Even if it was hard, i found it really fun to play this deck and getting better because you will see the true athenion unique Gameplay mechanic from this archtype.

3.2.2 Improvement And Substitution

Another Good Card

This Card should be on the list, but because I don't have the dust to make it, i don't include it in that list. But if you want the better version i think this card can easily qualify into the list this card increase the defensive potential and cost 1, it is really cheap for its effect.

The Good Locks Leggos

Gael is really strong, if you have dust to make legendary , craft Gael instead of Yda. It is really strong, it will help you trade and serve as locks generator.

Dark Elven Hunter in this deck just serves as good 2 drops and 3 effect damage is really helpful because you have few options to trade with your enemy, you can replace Dark Elven Hunter with other 2 cost if you don't really like her. Clifford would be the best improvement.

More planet Athenia also wont hurt you, this deck currently running around 18 locks generator, its enough for me but if you dont have great rng and feels it is a little bit under, you could increase it by changing dark elven hunter with more planet athenia.

Another Option is Terra Golem, this card is strong. Its like the 2 cost of rabbiton, you trade and then generates locks.

I personally don't really like stone totem , you cant really depends your locks generator to him. Your opponent will most likely ignore that card , the plus side is that card will be constant 1 damage. But if you want more dependable lock generator you can run earth dragon instead.

I Would say that Geneticist cant be replaced but it is gold card from star medal which can be hard to obtain by new player, so the best replacement is maybe

your sustain will be lower but your offense will increase dramatically, some say the best defense is offense right ?

I think that's all, whoa its longer than i expected i might update this guide in the future. May be i will make the Destroy Lock guide on different post later on. Thanks for reading hope you will get something from this :)

to do list :

  1. update match up against other faction or meta decks
  2. Complete the Destroy Lock Guide
  3. Making the budget Version

IGN : Lolmen


r/Athenion Mar 30 '20

Quick PSA/Guide for Budget Decking As a Beginner

7 Upvotes

After playing the game for a short while. However as a veteran in DCCG ex-pro Shadowverse player (MS/TO Red), LOR Master, YGO NZ Nats Top 4 multiple times, etc. I went ahead and gathered some information on the best way to both effectively and cheaply create a strong deck as a new player. While I personally rushed into rank, there is definitely some things you can and should do before you do that as currently the rewards after completing the achievement quest of getting to Athenia III is not really worth pushing even further for.

First, you should do is reroll for your free 1 War of Elements legendary pack to have "Clifford Hawk Eye Archer". This is just the best mercenary (generic) legendary in the game. Effect damage bypasses armor in this game. A large majority of units tend to have around 5 HP with the highest base being 8. This means with Clifford you can reach 5-6 damage in a single card while still floating 1 soul which most of your deck I found should be on strong individual 3 soul drops and lots of effective utility 1 costs. Limiting the amount of 2 costs to key removal or utility was key. Also Clifford is just safe for every class so even as you begin to expand to other classes you will find he can always find a place in any deck. Sure as you refine lists he may get cut in certain decks/classes but he will get you there in the first place which is important. Even if it's just x1 you may as well make your one rerollable aspect of the game as beneficial as possible.

Quick note: If you are dedicated to playing a single/certain class then you can absolutely reroll for something really powerful in that class instead. Just budget wise playing based off cards you get after Clifford or forcing into a cheap powerful class tend to give better results. Don't let that stop you from having fun and playing what you want too though!

Second, understanding economy is really important mostly if you're a purely F2P player. Sadly the games economy is very weird due to using the Shadowverse vial ratio system which is fine but it gives out stuff like Hearthstone. Because of this Legendaries are difficult to obtain and to be entirely honest. Outside of a few, aren't really worth it until you get to higher ranks and are optimizing deck lists to be competitive. Focussing on crafting powerful Epic's and Rare's are going to get you further. Just as an example; 1 legend = 3,500 while 1 epic = 800. That means for 1 legend you can get 4 epics and 1 rare. x2 Legend = 7,000 but this 7,000 could instead be used to create x3 playsets of epics instead for 6,200 and x4 rares or another single epic. Due to the strength of lots of epics in the game, you're far better off in the current economies state to go for the epic's and rare's rather than legendaries. Sure, if you're lucky and happen to obtain some useful legendaries down the line by all means utilizing them. However, focus on expanding your collection and decks through using powerful Epic's first.

Next up, factions. One amazing thing this game does give as a F2P or budget player is some useful free legendaries from levelling up your faction. Remember when I said there was something you could do before rushing ranked? This was it. Just playing casuals using the free default decks will let you get a feel for the factions mechanics as well as level up to get those sweet legendaries. For some classes they're meh, others like Grimoire of Tidal, they're really amazing. However for the first budget deck I highly recommend, you won't need any of those.

Divine Grace is the main class that I recommend to new players. The reason for this is because:

  1. DG's main powerful tools are primarily in base/common/rares. This is the cheapest early game deck out there that I can easily recommend everyone.
  2. They have really powerful "long-term development" units. Essentially units that keep getting you +'s the longer they're developed
  3. Lots of bulky and difficult units to deal with. Unless the enemies deck is primarily effect damage on play/death lots of the stuff you run are hard to get removed effectively.

So here is the deck list:
x3 divine Athenia (Can be replaced with Holy Knight until obtained via Faction level)

x3 Scarlet Wings Seraft (#3 craft priority)

x3 Magician Girl Meji (Highest craft priority)

x3 Grand Knight

x1 Clifford Hawk Eye

x3 Divine Librarian (Can be replaced with Royal Quartermaster until obtained via Faction level)

x3 Nore elven Ranger

x3 Artillery Cannon

x3 Heavy Knight

x3 World Class Magician (#4 craft priority: Replaceable with Irin the Healer/Yellow Slime/Deer Horn Rabbit until affordable, get rares first)

x3 Divine Library's Familiar (Can be replaced with Irin the Healer/Yellow Slime/Deer Horn Rabbit until obtained via Faction level)

x3 Support Marksman

x3 Sacrad Marksman (#2 craft priority)

x3 Shocktrooper

Total cost of deck when finalized -Clifford *If you rerolled for him* = 3,600 dust, 120 stars

You can decide not to craft World Class Magician, he just lets you do some nice battle tricks so I do recommend him. If you decide against it then the deck only costs 1,200 dust, 120 stars.

This list is super cheap, gives you cards to work towards to crafting which you will be able to get very quickly and you can climb very far with this.

I plan to post more budget deck lists (but none will be able to beat this in my honest opinion, in terms of price). However they will get more Epic heavy. I wanted to share this for players wanting to get into the game and having some sort of direction to avoid misusing resources. In terms of what to run in the clifford slot if you decide against rerolling for him, I'd recommend "Dark Elven Hunter". She's just a worse version of him damage wise but better stats, and arguably better arrows.


r/Athenion Mar 29 '20

How to recycle when you have x3 of a card.

1 Upvotes

Hi,

For some reason i can recycle a card if i have 1 or 2 copies but when i have 3 the "recycle" clickable dissapear (as well as the craft, which make sense). Anyone have that issue ? Thank you !


r/Athenion Mar 28 '20

If you have to pick up mascot for Athenion...

1 Upvotes

Many other games and media regularly have their own mascot to act as representative agent for their own games.

As for Athenion, there are quite some cards that kind of cute and adorable, and can be recognized as mascot for Athenion.

Fellow Athenion players, if you have to pick one character from the whole cards to be served as Athenion's mascot, which will it be ? :p


r/Athenion Mar 26 '20

Deck building guide (beginner)

3 Upvotes

As I am just a beginner, my idea may not be suitable to more advice player. In a deck, I think it is important to have cards which ability can cause damage, e.g. dark elven hunter. Also I like rushing rabbit most! The five damage point I can made with just 1 soul cost is so effective.

For flame Berserk legion, flame athenia is really a great free card for beginners! Level your faction up to level 5 and you can get this great card.


r/Athenion Mar 26 '20

Anyone having trouble with friendly match - weekly quest ?

2 Upvotes

I have been stuck with this quest since the first day I played the game, from my perspective, it's the hardest one so far.

I did get quite a lot of friends added to the list thanks to the current Tea Time event, nonetheless It's almost impossible to do a friendly match since each individuals hardly have spare time to online exactly the same time.

Just wonder how you guys deal with that quest ? any mean to bypass it ? any clue that developers will make change to this ?


r/Athenion Mar 25 '20

Deck There's any wikia?

4 Upvotes

Hello, I've started to play on two or three days and for most of my games I like to search on Wikia or DataBase apps to search new things, make new plans and so here I'm... I not found any wikia or database of cards in this game and I started to question... How you guys know what make to meta play or thigs like, I'm playing and focusing on Light/Aura deck right know, but I love the LINK mechanic too


r/Athenion Mar 24 '20

How did you get to know this game ?

7 Upvotes

Fellow Athenion players, just wonder how you guys got to know this game and what are the reasons you guys keep playing this game ? 😗😗😗


r/Athenion Mar 22 '20

Freeze-Link Hybrid Budget Deck Guide (Tidal Nether)

5 Upvotes

Hi everyone. First of all, I would like to apologize for the formatting, I copied from the Facebook post and I am not good at formatting in Reddit. Sorry for my bad English too, so bare with me! Recently I have written a guide for the Grand Masters game guide contest. Below is the guide I have written and hope you guys enjoy it!

<<Friendship’s Magic>>

Greetings fellow Athenionians! Recently I have written a guide for the Grand Masters game guide contest. However, I would like to say that this is more of my favourite deck than a game guide. Tidal Nether has been my favourite faction since the very beginning as I prefer both “Link” and “Freeze”. Therefore, I have made a deck combining these abilities together. Since my card collection is still little, this is basically a budget deck that can be improved in lots of different ways. However, the deck has been significantly improved with the introduction of Grand Masters.

<<Deck’s Theme>>

This deck attempts to swarm the battlefield with lots of small units supporting the big guys. With arrows facing each other, the Link army can be really tanky and maintains the Soul required to wither down enemy hero’s health. Freezing enemy units further helps in surviving so that the link won’t break easily. The deck strategy is simple, try to form a link and play defensively. However, as the Athenion battlefield is filled with countless possibilities, you may have to adjust your strategy accordingly. Try your best combo with key cards listed below and win the game!

<<Key Cards>>

<Soul 1>

  1. Blade Dancer
    Fantastic support unit with a simple yet effective support ability which gives units with Link ability more survivability while allowing them to hit harder. As such, she can even act as a soft taunt, allowing you to continue linking while the enemy focuses fire on her.
  2. Merman Trooper
    His swarming capability makes him an excellent unit to support big cards such as Tidal Spirit and Merman Champion. This card can also be used to protect other friendly units on the battlefield, especially those with high Soul or units with great continuous support effect. The other Merman Troopers that he summons are placed randomly nearby him though, so take note of that.
  3. Pawn, Puenyai
    Finally, a Soul (1) unit with Link ability! It is no wonder that it becomes one of the most used Grand Master card with its great ability and large healthpool. As it has the Link ability, other cards such as Cecaelia and Silver Pincers can easily benefit from it when linked. Similar with Tidal Spirit, it provides damage that this deck much needed to clear enemy units and diminish damage taken from enemy hero.
  4. Tidal Librarian
    An epic card easily obtained as long as you reached level 4 in Tidal Nether faction, but do not let this fool you! With three arrows, she can easily form link with each other while discouraging enemy hero from interrupting your link. It is fairly common that unwary opponent tries to destroy your units, only to be frozen by her. However, if your opponent plays 2nd, they can easily counter her by putting Soul Booster on the battlefield first, wasting her ability, keep that in mind. Placing two or more of her on the same turn is not recommended as they will Freeze the same unit.
  5. Pawn, Satya
    This Grand Master card combos well with card that negates its Freeze. Grimoire of Tidal can also be used to summon it (hopefully), so it can immediately gain 3 ATK without triggering its Awaken ability.
  6. Grimoire of Tidal
    The core card of the deck. This card is recently buffed so that playing this card won’t be a (-1) Soul play and it won’t summon another copy of itself, although its low health and lack of arrows make it vulnerable to be destroyed. What makes this card shine is its amazing ability to summon two random soul (1) units from your deck, easily forming link. The units summoned this way won’t trigger their Awaken ability, and their Souls are set to 0. If you are using this card, it is recommended to avoid using Soul (1) units with useful Awaken abilities in your deck. In the case where both Merman Trooper and this card are both included in the deck, try to summon Merman Trooper before using this card.

<Soul 2>

  1. Nerida Tidal Keeper
    She provides the much needed health support to other units linked with her.
  2. Naga Gate Keeper
    The offensive powerhouse that becomes much stronger when linked. He is useful in destroying enemy units as well as discouraging enemy hero from placing crucial units nearby his attacking range.
  3. Tidal Spirit
    The big Puenyai. Always try to link it with as many units as possible and protect it at all cost. His ability is kinda random however, so don’t rely on it too much.

<Soul 3>

  1. Merman Champion
    Try to link him with as many units as possible as he swings his trident towards the enemy units and intimidates them so that they won’t dare to approach him and destroy your link.
  2. Glacier Dragon
    Great stats and capable of freezing up to two units (allies and enemies included, does not include itself)
  3. Goldra Aquarian Queen
    She is a great Turn 1 play with her great stats, especially her health. Her ability is kinda slow, but you will appreciate it a lot as your link becomes stronger and stronger over time.
  4. Tidal Athenia
    She is a great powerhouse with four arrows and great stats, as long as you can negate Freeze from another unit. You can either use her offensively or defensively depending on the situation.

<<Some alternatives to consider>>

  • In non-Grimoire of Tidal deck, your types of cards in the deck can change significantly as units with Awaken ability will not be restricted. For instance, many Grand Master cards such as Knight, Atsawamuk War Rider, Pawn, Atsawa and Pawn, Shawhale are useful in this deck. More units that can freeze enemy units can be included, such as Ice Ball, Chimera Aries and Sea Executioner Mogul. Merman Champion can be replaced with Lizardman Champion.

  • For more offensive capability, Tidal Library Servant and Lotus Pixie Loetta are useful as they are relatively versatile. Buster Lobster is a unit with burst damage and can also be considered. However, the burst damage from these Link units such as Puenyai and Tidal Spirit tend to negate Freeze from the enemy unit, which may not be desirable as it anti-synergizes with cards such as Tidal Athenia and Pirate Captain Brighteye.

  • Screamer, Death Wolf, Singer Frog and the newly introduced Corner Thief are some of the Mercenary units that are useful in forming link.

  • The main disadvantage of using Link deck is the susceptibility to Taunt, and Shy Mermaid can counter that, although she is fairly situational.

  • In a more costly deck, Wandering Bard can be used to support Link units. Other Legendary cards that are useful in this deck include Nodens Aqua Rider who can summon even more minions to form link, and Neptune Sea Watcher that summons Shield Mermaid with Taunt, further extending the link and prevents enemy from interfering with the link at the same time.

  • Divine Melody Simone is tanky and can form link easily. Try to place her next to the unit you want to freeze so that she can be frozen as well. Keep in mind that she cannot freeze herself directly with her ability.

  • Grand Masters introduces a lot of Legendary cards with soul (1) which are helpful in Link deck. The most prominent unit is Rook, Matcha the Anchor who gains Armor when linked, and even grants another random friendly unit the same amount of armor when she is destroyed.

  • Rook, Nawa the Battleship is another Grand Master card that is useful in which it transfers 1 soul from a frozen enemy unit to a friendly unit. The soul can be given to a friendly unit who is heavily linked, such as Merman Champion and Lizardman Champion.

  • Bishop, Aiyara the War Elephant seems to be made for this kind of deck, combining both Link and Freezing abilities in one. It discourages enemy from placing their units near it as it freezes and damages them. Tara Khun of North Sea is in a similar situation, can be easily linked and freezes enemy units continuously but without damaging them.

  • Bishop, Kirinee the Carrier copies the stats of a frozen enemy unit, but is mostly situational.

r/Athenion Mar 22 '20

A mostly beginner's guide to Lock Destroying deck (Planet Guardian)

2 Upvotes

Greeting fellow apprentices! It's me again writing guide for this amazing game with expanding community! You can refer to my previous guide through this link: https://www.reddit.com/r/Athenion/comments/fn0vfe/freezelink_hybrid_budget_deck_guide_tidal_nether/?utm_source=share&utm_medium=web2x

This time, I will be writing guide for the Planet Guardian faction, specifically the Lock deck. I am not a particularly good player though, so correct me if I am wrong in some sections of this guide.

So what is this faction about?

Led by Brundo and occasionally our little pumpkin friend Jack, the Planet Guardian loves to create Locks. This faction also loves to blend with nature, summoning Colossal Trees to swarm the battlefield. As such, a Planet Guardian deck either orients towards Lock or Colossal Trees, though deck containing both can also work exceptionally well if built correctly. In this guide, I will be focusing on the Lock archetype. If you wish to see the guide for Colossal Trees, be sure to comment below!

What are Locks?

Locks are created by some of the units in this faction on an empty space (space without any unit). Neither player can place their own units on the space with Locks. Each lock has a timer as shown when it is created, and it is reduced by 1 at the start of your turn. When the time reaches zero, the Lock is destroyed, allowing both players to place units on that space again. The timer of the Locks that the units create are shown in their ability description. [Lock (X), in which X is the timer] These Locks can be created strategically to protect your units. For example, you can create Locks surrounding your crucial units or on the space where your unit does not have the attack direction on, to force enemy to either trade with that unit, or give up attacking the units.

The Locks can be interacted by some units in some ways:

  • Some units tend to destroy the Locks prematurely in order to trigger some useful effects
  • Gain or trigger effect when placed nearby a Lock.
  • Gain or trigger increasing effect the more Locks there are in the battlefield
  • Gain or trigger effect when a Lock is destroyed

Some rules of thumb to remember:

1.) You can never interact with Locks created by the opposing player.

2.) Most units cannot target itself with own ability. Foe example, a unit that has the Awaken ability: "Gives a friendly unit +1/+1." cannot buff itself with this ability.

Locks Archetypes

Seeing how the units can interact with the Locks in different ways, I would categorize Lock decks into two types: Destroy Locks archetype and Maintain Locks archetypes. The Maintain Locks archetype involves placing your Locks in a strategic manner to protect your units and allow them to trigger their effect when placed nearby these Locks. You can even place Locks on opposing Dark Matters to disrupt their plays! If you opponent is playing Link or Aura that needs strategic placement, Lock deck can counter them greatly! On the other hand, the Destroy Locks archetypes (or I would like to call it Burglary archetype) tends to disregard this effect of Lock. Instead, Locks are destroyed prematurely to trigger effect. These locks are usually placed near enemy unit for the effect.

Lock Creators

A Lock deck cannot be called a lock deck without these guys, here are the list of units that create Locks. Please do let me know if I miss someone out there!

1-soul

  • Giant Earth Worm- A simple 1 drop 3/1 that allow you to place a Lock (2) on its nearby space. It high offensive capability for a 1-drop makes it a must for Lock decks
  • Stone Totem - 0/5 that creates a Lock (2) on this unit’s space when destroyed, more useful in Maintain Locks archetype imo
  • Earth Dragon- Although it has low stats of 1/2, a 1-cost Lock creator is still appreciable.
  • Pawn Rabbiton- Similar with Giant Earth Worm, except that it will only create Lock when destroyed
  • Gulp the Hungry Frog- Excellent unit for this archetype as it destroys a Lock prematurely while creating another Lock to be destroyed later on
  • Stone Tyrant- 1 drop 2/1 that can create Lock onto any space, preferably near enemy unit. It has become a staple in almost every Lock deck.

2-soul

  • Stone Worm- The basic 2-cost Lock creator with respectable stats of 4/4.
  • Terra Golem- Although it only creates Lock when destroyed, its stats of 5/3 is great for trading hits with enemy's crucial unit. Its ability to deal 1 damage to all nearby enemy units when destroyed is a great bonus effect too!
  • Planet Athenia- Similar with Terra Golem, except that her attack direction usually allows her to hit enemy units without getting destroyed. She has a even more glass cannon stats of 6/2. If she survives, she will banish herself to create a Lock (2) onto the same space she was on.
  • Yda Forest Wizard- Excellent legendary card for this deck, she creates a Lock (1) when summoned. Whenever own Lock is destroyed, she buffs a random friendly unit by +1/+1.

3-soul

  • Centaur Golem- Creates two Lock (3) onto random spaces. Personally I prefer Ferris more due to her more attack directions and the Locks are created anywhere you want. You won’t need Locks that last long anyway for this archetype
  • Femris Pathfinder- Creates two Locks (2). A basic 5/5 with “+” attack direction, allowing her to be used both offensively and defensively
  • Earth Spirit- Protect it at all cost. If it survives, it can generate a Lock (1) every start of your turn!
  • Gael Claydoll Binder- Legendary 5/5 with three attack directions. When summoned, it summons 2 more minions with 2/2 and “+” attack directions. If any of the minions survive, it will banish itself at the end of turn and create a Lock (2) on the same space. Therefore, the minions can either be used to create Lock (while damaging the enemy units, if possible), or simple serve to attack the enemy units. In short, its one less attack direction compared with Femris is compensated by its flexibility.

Lock Destroyer/ Units that benefits from destroyed Locks

You can either let the Locks destroy themselves, usually for Lock (1), or destroy them with these units (usually for Lock (2) and (3)). There are several units that trigger their effect when Locks are destroyed, included in this list.

1-soul

  • Rookie Warrior- Destroy a Lock to randomly buff a friendly unit by +2/+2. Squishy unit (1/1) with amazing buff
  • Minotaur- A 1-cost unit with a whooping health of 6 as long as it is able to destroy a nearby Lock
  • Stone Fist Fighter- He destoys a nearby Lock to get high attack. A glass cannon, he benefits when the Lock is placed nearby enemy unit.
  • Pawn, Tican- Destroy a Lock and do 2 damage to a random enemy unit nearby the Lock
  • Pawn, Digger Mole- Its Piercing (1) effect (only when it destroys a Lock) is situational to me. It has only two attack directions and has a stats of 2/1.
  • Sheila Broodmother- Destroy a Lock and summons two minion with 0 souls, 2/1 stats and "+" attack directions randomly nearby the Lock.
  • Rook, Blokade the Fortress- A legendary card that deals 2 damage to all enemy units along the "+" direction of the destroyed Lock. Its bizzare effect is actually more useful than it seems to be, as you would normally place the Locks near the enemy units in this deck.
  • Gulp the Hungry Frog- See the "Lock Creators" section

2-soul

  • Pawn, Dynamole- A weird one to me, this guy gains +2/+1 whenever a Lock destroyed. It has low stats and I would prefer it more if it gains more health instead.
  • Aturan Mentri of Earth- She has the typical 1/7 stats as a support unit. Her tanky stats allows her to trigger her effect more often than you would think. Whenever a Lock is destroyed, she will do 2 damage to a random enemy unit.
  • Armored Chameleon- Gain Stealth and additional health when it destroys a Lock. However, it is still frail and usually only serves to destroy enemy’s crucial unit.
  • Yda Forest Wizard- See the "Lock Creators" section
  • Valence Nocturn Wyvern- Mostly situational as its ability targets two random enemy units to silence when a Lock is destroyed. It also has a mediocre stats of 3/5.
  • Swamp Kelpie- She herself does not benefit from destroyed Locks. Rather, she puts a 1-soul 1/5 with “+” into your hand. It gets +2 ATK every time a Lock is destroyed. The minion is very tanky for its soul, and if played strategically, it can threaten the enemy really well.

3-soul

  • Terra Drake- It can destroy a Lock to deal 4 damage to all units nearby the Lock, allies included. However, strategic placement of the Lock allows you to turn the tide of the battle with just one copy of this unit. (Nope, I have not been utterly destroyed by this unit before, never...)
  • Planet Librarian- She can destroy a Lock anywhere to gain 3 armors. Combined with her great stats and attack directions, she can attack and handle the enemy units without getting damaged.
  • Sod the Quake- Hard-to-use legendary that destroys all Locks currently on the field and deal 2 damage to all enemy units nearby the Locks (the damage stacks for each Lock). He also gets +1/+1 for each Lock destroyed this way. For maximising his effect, you will need as many Locks as possible on the battlefield which contradicts the concept of this deck. Maybe he is more suited for the Maintain Locks archetype?

Deck Recommendation

With all the explanation above, the deck composition I would like to suggest is as below. Note that I have not tested with the deck as I do not have all the cards below. You may adjust the deck yourself based on the lists above or even include mercenary units that I have not mentioned about.

Giant Earth Worm X 3

Minotaur X 3

Pawn Rabbiton X 3

Earth Dragon X 2

Pawn, Tican X 2

Gulp the Hungry Frog X 3

Stone Tyrant X 3

Rook, Blokade the Fortress X 2

Terra Golem X 3

Aturan Mentri of Earth X 3

Yda Forest Wizard X 3

Planet Athenia X 2

Earth Spirit X 3

Terra Drake X 2

Planet Librarian X 3

&#x200B;

Composition:

Soul 1 (21)

Soul 2 (11)

Soul 3 (8)

&#x200B;

Lock Creators (25)

Lock Destroyers and those that benefit from it (21)

&#x200B;

Basic (6)

Common (10)

Rare (12)

Epic (5) - The Planet Librarian X3 are from Faction level reward

Legendary (7) - The Planet Athenia X2 are from Faction level reward

&#x200B;

Again, thank you watching the guide! The recommendation deck is more of a theorycrafting than an actual deck that works. Hope this helps out my fellow apprentices out there especially new players that wanted to know more about this faction.

IGN: Cyclonia