Post by Mizuki on Aug 10, 2011 21:45:13 GMT 8
NOTE: The contents of this thread is from the following link:
forums.zynga.com/showthread.php?t=894070
Credit goes to the original author, Chanco.
Hellfire Mage
Stats:
Faction: Orc
Type: Infantry
Atk: 2
Health: 3
Abilities: Flaming; Sacrifice:Blast
Ready Time: 6(T3) /4(T6)
Set: Monsters Expansion Set
Hellfire Mage is one of 100 cards that can be pulled from the Monsters pack. With ready time of 4 for a 2/3 body, it looks good.
At first glance, you say "hey, this one's got potential", but later you might think "wait, it's too small ". Pessimists will look at this card as a weakened version of the not-so-great Fireshroud Cultist from the Goody Bag. It's a flaming, infantry(spell a-r-c-h-e-r-y) 2/3 versus something similar with 2 less ready time. In terms of speed, Fireshroud Cultist will win out, just because HFM has 4 ready time.
But take a second look at our orcish friend, being an inherent flaming unit is good. Infantry makes it kinda stink, but look at its other ability: Sacrifice: Blast. Alright, you'll just say Vistav Mutant also has blast, and he doesn't have to die. Unless, you really want HFM to be going in and out of the graveyard after all.
With a frail 2/3 frame, it is kinda hard to utilize this in 3s/4s battles as it can be mangled by those freaky Behemoths and Dragons.
*Combo Card with Change The Guard
Sacrifice is an ability which opens new gateways for creating combos. HFM is often seen in squads employing HFM/CtG spam. CtG destroys an HFM or 2, deals a blast or 2, and they will return to do it again. Put a kick of Reclaim in that deck and you got a looping CtG-HFM blast-o-mania.
I know someone who used an undead/orc 2s with CtGs and a spamful of HFMs and Life Trappers. And all you can see is HFM and Trappers jumping up,down and around the playing area, causing mayhem on the other side.
Exploring the Sacrifice ability is such fun, try it out and be amazed.
Speed: 6
4 ready time is not bad, just enough to not make it imba
Usefulness: 7
Flaming and a blast when it exits the field makes it good against units that don't have 5+ health points
Versatility: 4
I might be wrong here giving it a low score but I cannot think of other ideas on how to use it and if it has a fighting chance in 3s/4s play, but 2/3 just kinda shuts it down for 30+ morale battles
Overall: 5.67
It does good combos with Change the Guard, but it cannot hold itself without the aid of other cards to make it work - BUT IT DOES HAVE UBER COMBOS THAT YOU MIGHT WANNA TRY
forums.zynga.com/showthread.php?t=894070
Credit goes to the original author, Chanco.
Hellfire Mage
Stats:
Faction: Orc
Type: Infantry
Atk: 2
Health: 3
Abilities: Flaming; Sacrifice:Blast
Ready Time: 6(T3) /4(T6)
Set: Monsters Expansion Set
Hellfire Mage is one of 100 cards that can be pulled from the Monsters pack. With ready time of 4 for a 2/3 body, it looks good.
At first glance, you say "hey, this one's got potential", but later you might think "wait, it's too small ". Pessimists will look at this card as a weakened version of the not-so-great Fireshroud Cultist from the Goody Bag. It's a flaming, infantry(spell a-r-c-h-e-r-y) 2/3 versus something similar with 2 less ready time. In terms of speed, Fireshroud Cultist will win out, just because HFM has 4 ready time.
But take a second look at our orcish friend, being an inherent flaming unit is good. Infantry makes it kinda stink, but look at its other ability: Sacrifice: Blast. Alright, you'll just say Vistav Mutant also has blast, and he doesn't have to die. Unless, you really want HFM to be going in and out of the graveyard after all.
With a frail 2/3 frame, it is kinda hard to utilize this in 3s/4s battles as it can be mangled by those freaky Behemoths and Dragons.
*Combo Card with Change The Guard
Sacrifice is an ability which opens new gateways for creating combos. HFM is often seen in squads employing HFM/CtG spam. CtG destroys an HFM or 2, deals a blast or 2, and they will return to do it again. Put a kick of Reclaim in that deck and you got a looping CtG-HFM blast-o-mania.
I know someone who used an undead/orc 2s with CtGs and a spamful of HFMs and Life Trappers. And all you can see is HFM and Trappers jumping up,down and around the playing area, causing mayhem on the other side.
Exploring the Sacrifice ability is such fun, try it out and be amazed.
Speed: 6
4 ready time is not bad, just enough to not make it imba
Usefulness: 7
Flaming and a blast when it exits the field makes it good against units that don't have 5+ health points
Versatility: 4
I might be wrong here giving it a low score but I cannot think of other ideas on how to use it and if it has a fighting chance in 3s/4s play, but 2/3 just kinda shuts it down for 30+ morale battles
Overall: 5.67
It does good combos with Change the Guard, but it cannot hold itself without the aid of other cards to make it work - BUT IT DOES HAVE UBER COMBOS THAT YOU MIGHT WANNA TRY