Re: Irresistible
Posted: Sun Jun 03, 2012 7:29 pm
4 - Parkour L
4 - Madame Sharley
3 - Shockwave Mako
3 - Kilijoa
3 - Riptide Reef
1 - Mirielle
3 - Kafan Tara
3 - Imperial Blue
1 - Parli
2 - Mirage Flight
3 - Dvoid
2 - Stealth Matrix
2 - Slipstream
2 - Fair Wind
4 - Air Cannon
I just can't help posting when I'm enthusiastic about a new version, even when I haven't really tested enough.
Supplemental Slipstreams were re-placed. Altogether it was just too passive.
I fitted in 2 Mirage Flight because I found that I wasn't able to attack early often enough with just Parkour (somehow I don't seem to use Stealth Matrix for this). Only 2 because Mirage's main purpose is a 3 drop, later on its effect is not likely to work.
Also finally have a powerful [Damage 2] creature.
Parli boosts the cost efficiency of these ice additions, bolsters the 2-drops, plus fulfills one additional special purpose: disrupting responcers during the final turn. As long as Parli is an extra blockable creature, it can potentially be utilized to force the opponent to choose between not having enough tempo for their responcer, or letting it attack their grid directly. !!! Situationally giving me one more direct attack than I would otherwise have. It can also be used in tandem with Madame Sharley (and Riptide Reef) to cut the opponent just short of maximal tempo next turn.
I've gone ahead and added a Mirielle in advance. It gives a mid-late game unblockable and can also combo with: Mako (enable his effect despite blockers; let him attack twice) and Dvoid (ensure his [Damage 2] is not blocked; combo with Stealth Matrix to give a double [Damage 2] that only has to be runed once)
4 - Madame Sharley
3 - Shockwave Mako
3 - Kilijoa
3 - Riptide Reef
1 - Mirielle
3 - Kafan Tara
3 - Imperial Blue
1 - Parli
2 - Mirage Flight
3 - Dvoid
2 - Stealth Matrix
2 - Slipstream
2 - Fair Wind
4 - Air Cannon
I just can't help posting when I'm enthusiastic about a new version, even when I haven't really tested enough.
Supplemental Slipstreams were re-placed. Altogether it was just too passive.
I fitted in 2 Mirage Flight because I found that I wasn't able to attack early often enough with just Parkour (somehow I don't seem to use Stealth Matrix for this). Only 2 because Mirage's main purpose is a 3 drop, later on its effect is not likely to work.
Also finally have a powerful [Damage 2] creature.
Parli boosts the cost efficiency of these ice additions, bolsters the 2-drops, plus fulfills one additional special purpose: disrupting responcers during the final turn. As long as Parli is an extra blockable creature, it can potentially be utilized to force the opponent to choose between not having enough tempo for their responcer, or letting it attack their grid directly. !!! Situationally giving me one more direct attack than I would otherwise have. It can also be used in tandem with Madame Sharley (and Riptide Reef) to cut the opponent just short of maximal tempo next turn.
I've gone ahead and added a Mirielle in advance. It gives a mid-late game unblockable and can also combo with: Mako (enable his effect despite blockers; let him attack twice) and Dvoid (ensure his [Damage 2] is not blocked; combo with Stealth Matrix to give a double [Damage 2] that only has to be runed once)