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Ideally people would post their setup for 3 guarantees, as that's the 'end game' for all the rivals. However feel free to share your 2 or 1 guarantees as well.
Here are the guarantees I have for the 3 rivals I have 3 guarantees for.



New Ziana I'm trying

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Here's my only 3 card guaranteed rival that I have, atm. Have multiple rivals with 2, however, so will get more with 3 guarantees soon enough. (:
Also, I picked Eastern Trade over Southern Trades for more flexibility and not having my strategical tactics be inhibited by being overly reliant on Holy cards for outplays.

Changed my 3rd to a new epic I just got, thought it's pretty fun and decent than guaranteeing an econ card:

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That second Ziana setup is 1000 times better than the first
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> *Originally posted by **[StevenK64](/forums/715754/topics/706693?page=1#11007781)**:*
> That second Ziana setup is 1000 times better than the first
Not having success with any Ziana setup but tbh the 1st might've been best. It just goes very aggro. I tried using 3 early cards but unfortunately you can get 2 early guarantees in one draw which sucks.
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At the moment I'm using Arsenia with Valkyries and War Chantress, it's pretty aggro since it focuses on sniping enemy cards but it works. Plus they both use horses and the mounted you need for the Chantress is also from horses, so you save resources by getting horses. Downside is of course if your opponent picks horses...
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3rd-4th round beatdown comebacks all day

classic and deadly

If southern trade comes up before the horsemen it's quite the powerhouse, and still otherwise formidable
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Current Arsenisa

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> *Originally posted by **[Levgre](/forums/715754/topics/706693?page=1#11027640)**:*
> Current Arsenisa
>
> 
Infernal > War drums ...?
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Infernal is better in that it has attack and is more consistent at reducing damage against your cards. War drums is better defensive overall, and lets you play your own horses/infantry without hurting them. So they are close I like infernal fireworks for more aggression though (due to the attack on it)
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current Arsenia

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Just unlocked 3rd slot on Kubra so bought Graverobber Baron to go along with the late game oriented deck

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i can't see theo above.
sorry not inserting pic.
so, theo, as first version...
1, king's gift, cheap and spices the game up! :D
2, blind bolt throwers, cheap and weakens the opponent's row.
3, war drums, cheap, makes an attacker non-combatant and gives some cp too.
i love it.
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Just started at the end of last month, however I want to mention my Grimmer setup, running with around 65% : "Plunder and Pillage", as fitting for the pirate lord theme, and combining 2 of the overall strongest (value for the buck, plus possible effective mission time) and flexible cards: Plunderer ( far better and more reliable in the long run than either Master Thief, or especially Baron IMO) , and Blind Bolt Thrower (less random than e.g. valks, and dirt cheap) . Considering the endgame card, choose as you see fit. Alas, in the current meta I feel that the 2 most powerful cards are Warmonger (early) and Doomsday Machine ( late game) , so the latter, for added flexibility, might be an option if you are a proud owner of it.
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let's see some strong arsenia deck (my current favorite):
1, blind bolt throwers, an obvious choice.
2, war drums, ditto.
3, mangonels! cheap, has decent attack, can appear anytime, and shocks the opponent... whaaat??? :D
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For Lorenzo, I like the "Wallenstein Edition, Economy Class" , AKA "Scorched Earth Deluxe" : Marauders, Explorers ( IMO the most convenient option for this slot; Arms Dealers/ Patrons, while certainly fine in themselves, do not fit as well into the general game plan here, as e.g. in some Hidden Prince approach) , and Plunderers. Has nice synergies in itself, and gives lots of options to improve.
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having considered the latest balancing arsenia needs to be revised:
1, blind bolt throwers is castrated, lets try fire catapults instead.
2, war drums or infernal fireworks, whichever you prefers.
3, mangonels rules!
badbentham: lorenzo is the most difficult to create a deck with, imho.
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