Blowing the Trifle(Water&Wind) - AstralMaster
By Quanna
at 2006-08-30T13:10
at 2006-08-30T13:10
Table of Contents
Made by :greak at hxgame AstralMasters Zone
edited by :scysccc
PRICE:1570
price at least:1400
Elemental uesd:Water & Wind
-----------------------------------------------------------------------------
Main creature:
3*Wall of Ice 60 =Adds cards
3*Merfolk Shaman 75=Increases ap
3*Griffon 15=Deals 5 damage to opponent
Other creature:
1*Faerie sparkcaster 20=Deals AP damage to opponent
1*Faerie apprentice 5=Increases lightning spell damage
Wind spell:
3*Blowing the Trifle 70=Return all your creatures to let them come into play
one more times & make opponent's <3 cost creatures out of play
3*Ritual of Wind 10=make opponent's >2 cost creature out of play/let one of
your creature come into play twice
2*wasting winds 25=When you havenot Blowing the Trifle or opponent have many
>2 cost creatures
Lightning spell:
3*Call to Thunder 180=Low cost & High damage.If your mp is not enough,2 is ok
1*Chain Lighning 60=Kill all opponent's creatures
1*Ball of Lighning 80=Then win the duel
Clone spell:
2*Clone 45=Good spell,a group of icewall or griffon will come to play.3 is ok.
Other spell:
3*Storm Ritual 5=cheap & efficient.
1*Materialize 20=chooses any card.
------------------------------------------------------------------------------
At first use shaman to increase ap & icewall to keep enough hand cards,after
ap4,use griffon to damage opponent.
ap4~ap8 use Blowing the Trifle/Wasting Winds,and let your creature come to
play twice even 3or more times.
after ap8,CALL TO THUNDER and other lightning spells
KEY:1.You must keep your slots empty and hand cards full.
2.Return opponent's key creature to his/her hand.
3.Kill spellbreaker/astralguard at once.
can win: handcards burn/peacekeeper/skillmaster/oceanmaster/windkill
/windfire rush/not-too-high ap dorlark
can duel:forbid/bargul
cannot win:merfolks rush(many merfolk overlords)
/double spellbreaker(merfolk spellbreaker+astral guard).
--
edited by :scysccc
PRICE:1570
price at least:1400
Elemental uesd:Water & Wind
-----------------------------------------------------------------------------
Main creature:
3*Wall of Ice 60 =Adds cards
3*Merfolk Shaman 75=Increases ap
3*Griffon 15=Deals 5 damage to opponent
Other creature:
1*Faerie sparkcaster 20=Deals AP damage to opponent
1*Faerie apprentice 5=Increases lightning spell damage
Wind spell:
3*Blowing the Trifle 70=Return all your creatures to let them come into play
one more times & make opponent's <3 cost creatures out of play
3*Ritual of Wind 10=make opponent's >2 cost creature out of play/let one of
your creature come into play twice
2*wasting winds 25=When you havenot Blowing the Trifle or opponent have many
>2 cost creatures
Lightning spell:
3*Call to Thunder 180=Low cost & High damage.If your mp is not enough,2 is ok
1*Chain Lighning 60=Kill all opponent's creatures
1*Ball of Lighning 80=Then win the duel
Clone spell:
2*Clone 45=Good spell,a group of icewall or griffon will come to play.3 is ok.
Other spell:
3*Storm Ritual 5=cheap & efficient.
1*Materialize 20=chooses any card.
------------------------------------------------------------------------------
At first use shaman to increase ap & icewall to keep enough hand cards,after
ap4,use griffon to damage opponent.
ap4~ap8 use Blowing the Trifle/Wasting Winds,and let your creature come to
play twice even 3or more times.
after ap8,CALL TO THUNDER and other lightning spells
KEY:1.You must keep your slots empty and hand cards full.
2.Return opponent's key creature to his/her hand.
3.Kill spellbreaker/astralguard at once.
can win: handcards burn/peacekeeper/skillmaster/oceanmaster/windkill
/windfire rush/not-too-high ap dorlark
can duel:forbid/bargul
cannot win:merfolks rush(many merfolk overlords)
/double spellbreaker(merfolk spellbreaker+astral guard).
--
Tags:
AstralMaster
All Comments
By Robert
at 2006-09-03T01:39
at 2006-09-03T01:39
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