Discussion in 'Card Hunter General Chat' started by Bandreus, Oct 10, 2013.
people have noticed me going crazy over this little fact
Telepod Jaunt procs Vanguard twice
CM synergies off the top of my head:
Lucky Charm + Wind Dancer + Leadership + Fumble.
Leadership allows one to trade in movement cards for attacks after movement. This is especially powerful for characters with multiple step attacks. Wind Dancer and Lucky Charm also prevent Fumble from discarding other important cards.
Inquisitor's Strike + [Burning type of cards + Encumber type of cards (including Icy Block) + Spark Of Undeath + Handicap-giving cards]
More attachments more damage.
Flanking Move + Vanguard
Free quick step for the ally.
Telepod Jaunt + Vanguard
Free Move 1 then Move 1 for the ally.
Spark Of Undeath + Arrogant Armor
Draw 2 cards without drawbacks.
Antimagic Skin + Brain Burn/Ouch!/Traveling Curse
Reduces damage and inflicts self-purge.
Antimagic Skin + Attachable handicaps + Boo! + Damaging control cards
2-person allied purge, give Dash to an ally for free.
Boo! + Arrogant Armor
Free Dash card.
Firestorm + Antimagic Skin
Prevents most damage from Firestorm, and inflicts self-purge per use.
Fleet + Flash Of Agony + Firestorm + Conditionally positive damaging untargeted effects (e.g., your Force Cone, Acid Jet)
Hypnotic Beacon + enemy Vengeance/Sparkling Cloth Armor + Path Of Knives
Easy punishment for this type of deck; characters can completely kill themselves.
Vanguard + compressed Lunging Bash deck
Tons of team movement.
Inquisition Bolt + Devastating Blow
Warding Lance + Allied Force Cone, Firestorm, Flash Of Agony
Warding Lance + Traveling Curse/Ouch!/Brain Burn
Blind Rage + Howl
Allows you to hide attacks similarly to Push The Button.
Enemy Burning cards + Sanctified Shroud/Investigate
Mostly free heals.
Savage Curse + Wind Dancer + Inspiration
Prevents discarding cards other than Unreliable Block.
Medium's Garb + Accelerate Time + Burning cards
Medium's Garb can draw Acid Jet, Curse of Fragility, and Unholy Curse which buff fire attacks and Accelerate Time triggers all.
Inspiring Presence + Ethereal Form/Zombie Form
High chance of card draw without drawbacks.
Accelerate Time + offensive priest with Blight
Swarm Of Bats + Cantrip attacks/Unnerving Strike/Sundering Strike
Spark Of Undeath on enemy + Punishing Strike/Inquisitor's Strike as in Flail Of Justice (though beware of Brains!)
Spark Of Undeath on enemy + Punishing Bolt/Accelerate Time
Curse Of Fragility + Fiery Stab + Flaring Torch (+ Advanced Battlefield Traininged Instant Burns)
Makes warriors benefit even more from CoF (items favor this).
Negative Energy Being + Creature Of The Night + (Inquisition Bolt[/CARD+ Form Card])/
Sometimes you have to read between the lines - here minor things with CM you might have overlooked:
Attaching Vampiric Form triggers the 2hp heal from an already attached Talented Healer.
Flaring Torch has a damage potential of 14 dmg - the burning attachment gets the "+4 dmg when form attached" bonus as well.
Walpurgis triggers Quick Reactions.
Does this give you priority if you dont already have it?
Playing Vampiric Form from hand without talented healer you attach, draw, and keep priority, with it you will attach, draw, heal, and still keep priority. When placed via shifting block or other cards you don't get the when played effects of healing, gaining priority, and drawing.
Oh I misread Rob's post, I thought he was talking about the end of round effect when you heal 3 from vampiric form.
Also Team Shift + Vanguard, Team Walk + Vanguard, Muscle Through + Vanguard, and Violent Spin + Vanguard.
Not sure if this is already on here but Sacred Shroud + Impenetrable Nimbus and Holy Armor + Impenetrable Nimbus can get your team some heals before all damage is blocked.
I hear Howl gains the boni from Talented Healer as well.
Are you saying that a gold movement card when played a) triggers the Vanguard on the character playing the movement?, or b) triggers multiple Vanguards including those on allies? If the latter I don't understand why slide and push would trigger Vanguard.
@rinco69, I'd expect @Maloqi is just saying with cards like those, you get to position an ally more than once (because in fact Slide and Push do not trigger those allies' Vanguard attachments, nor will a Team Walk since the ally didn't play the Move) -- thus for example, if you had an ally you wanted to Push 1 for facing then Slide 1 for more movement, you could Muscle Through, use Vanguard to Push the ally, then Free Move in to an adjacent square and Slide the ally to another square. Just interesting extra non-Move movement synergies, yep yep. $:^ J
Lunging Bash plus Vanguard!
Obviously Talented Healer buffs healing cards, so using it on team heal or minor heal or some other cards are just basic interactions that don't need to be spelled out. On the other hand using martyr against barbed platemail is something that is incredibly powerful and isn't the first interaction you would think of when playing martyr.
Volcano + Vanguard (+ Accelerate Time)
You can get off of volcano with one less move card.
If you are struck with horrible handicaps first and then happen to draw Arrogant Armor, dont bother trying to push of the bad traits with Genetic Engineering. Even though you get 3 attachements (at best, sigh), Arrogant Armor does undo them one after another. (even though the cardtext says "create 3 cards, THEN attach them").
So Engineering is as good as any attaching card to get some relief, should you ever have 3 handicaps and arrogant - or 3 attachements, arrogant, and the oldest trait happens to be an handicap.
Barbed Platemail can prevent but doesn't trigger from Ready To Strike damage, probably because RTS isn't technically an attack.
Update: makes me wonder why it does trigger from Ouch! which is also not an attack
Pathfinding + Ancient Grudge
Talented Heal into Healing Dash
one in a 10-20 games synergy
Wimpy doesn't reduce damage if the starting damage of your attack is 0.
This applies to Punishing Bolt, Touch Of Death and Ancient Grudge
Jugglist punishes Drink
Jugglist is feeble, and does less damage.
Drink was ready for that!
Drink drew a card.
Monstrous Hide reduced damage to Drink by 3.
Drink took 7 Arcane damage.
He had 5 cards before QR draw.
Speaking of Wimpy, its sometimes useful to use Wimpy on a support priest who uses cards such as Unholy Wellspring to negate any damage dealt.
We need more Wimpy!
According to the CSV it could be on all of the following:
Shield, Divine Item, Divine Weapon, Divine Armor, Heavy Armor, Staff, Martial Skill,
It's already on Human skill, Weapon, and Helmet.
I have to agree with @tolkien on this one.
It wouldn't affect priests that much, though, except for vampires.
But I would want it in Martial Skill, Staff, and Heavy Armor.
Separate names with a comma.