Heyoo, Card Hunters! I am currently testing out a deck to see if it helps me climb the league ranks. The idea, here is that my warrior will be the heavy hitter, while, my priest plays both support and deal damage, and finally, the wizard is for disrupting. There's always room for improvement, but, any changes recommended, I appreciate it. Have fun! Astyanax Level 4 Human Warrior Sword Of The Winds Itotia Blade Marblehilt Blade Vibrant Plate Automatic Shield Shimmering Hood Hexcoco Boots Untrained Command Novice Gouging 2 x Feinting Strike 2 x Shifty Stab 1 x Shuffle, Team! 2 x Impaling Stab 3 x Shimmering Aura 1 x Flimsy Block 2 x Dynamic Armor 2 x Simple Strike 1 x Attack, Soldier! 1 x Impaler 3 x Dancing Cut 2 x Sundering Strike 1 x Puncturing Stab 2 x Run 2 x Startling Strike 2 x Weak Chop 2 x Penetrating Cut 3 x Auto Block 2 x Quickness Aura Derrasia Level 9 Elf Priest Blessed Radcannon Radhammer Expulsive Greaves Spellthwart Shield Heavy Hide Boots Purging Charm Starsaint's Manipulator Flawed Healing Ring Cautious Trickery Advanced Cleansing 2 x Powerful Bash 1 x Elven Trickery 1 x Boosted Heal 1 x Radioactive Spray 1 x Thick Hide Armor 1 x Holy Presence 1 x Destructive Purge 2 x Genetic Engineering 1 x Radiation Bomb 4 x Purge 1 x Weakened Armor 2 x Heal 1 x Enervating Touch 1 x Purging Burst 1 x Scouting Run 3 x Missile Block 2 x Healing Rays 1 x Consuming Spear 1 x Laser Strike 1 x Shuffle 1 x Gene Therapy 1 x Invigorating Touch 1 x Horned Plates 1 x Fiery Stab 2 x Purging Strike 1 x Healing Dash Sleifer Level 18 Elf Wizard Trog Melter Furnace Staff Crude Raygun Multi-deployer D-623 Disruptor Evasive Disruptor Phantom Cape Disintegrating Boots Wariness Superb Teleportation 2 x Rusty Armor 3 x Melt Armor 1 x Flash Of Agony 1 x Healing Dash 1 x Boiling Armor 2 x Dual Laser Beacon 1 x Scouting Run 1 x Skip 1 x Winds Of War 2 x Thick Hide Armor 3 x Laser Beacon 2 x Dimensional Traveller 1 x Dash 4 x Sizzling Bolt 2 x Gusts Of War 2 x Dissolve Armor 2 x Burning Fingers 1 x Magma Spray 1 x Teleport Self 1 x Force Cannon 1 x Whirlwind Enemies 1 x Memory Loss
Sounds like they each have a good role, decent startig mp deck But synergy, besides just healing your warrior can be good. E.g, I noticed your priest has two genetic engineering. Although they are random boosts, perhaps you could find a general way to take advantage of that. This may take time to test. I feel boosts generally favor warriors. WHat is your warrior focused on doing? E.g stabs, chops, bash. You had one novice impaling I'm guessing its stabs? Try to focus his trait with most of his attacks to maximise dmg., With those three shimmering aura and auto blocks, he is good against most wizards. But what about enemy warriors? Wiz Probably don't need three melt armors. Trig melter is a good staff but for I feel there a better tokenless staves out there. You have furnace staff, have you tried it with the arcane skill fire starter? So instead of trog melter Perhaps you could add another burning staff and try a hybrid control/fire wiz. http://wiki.cardhuntria.com/wiki/Items/Staff_of_Blazes Is a good rare staff if you can get one. Otherwise if you find mp difficult, stick with sp campaign/ daily item shopping and get more sweet items. Or do the nudie run! http://forums.cardhunter.com/threads/challenge-the-nudie-run.5385/ But In general, focused synergies work best at winning mp games
For your warrior... I don't see enough punch for a "big-hitter" I think you may want to consider the classic Double Edged Sword over the Sword of the winds. I know the backbiting strike is lame, but having the third big stab and still having the 2 dancing cuts can be big. also don't know about Marblehilt, the 2 sundering are awesome, but you have 4 other trash cards that you will never be happy to draw. If you get a Blackeye Hammer I would sub that in for the Marblehilt. The Blind rage can be dangerous, but extra damage and extra traits are both good and Punishing Strike can be a nasty little attack especially early round before someone plays a card and hat 3+ cards in hand. I like the mobility Dynamic armor adds but paying 1Y for an armor is steep, but not a must change. Shimmering Hood is awesome but it only intensifies me questioning the Vibrant Plate since 3 Shimmerings is a lot. Not sure what you have but if you are going to use a token on armor make sure you are getting cards you really want. I don't think Hexoco's are worth a token... find your best tokenless boots put them on your warrior and spend more on weapons. If you are committed to the additional Quickness aura, consider Turquiose Boots they are a common and a much better value for the token Healing Dash is never bad and Sparkling Cloth Armor is sweet moving on opponents turn is can turn a battle. If you want a stabby warrior consider 2 double edged swords (if you don't have any check the high level common shop daily until you have 2) if you want to have the marblehilt for the sundering go for it, but armor is not make or break very often especially with Impaling Stab having penetration. If you only have 1 token (or less) to spend here are some of the top possibilities, but they are all rare or higher Beater (L), Strongarm (L), Maquah of the Ancient Blood (E), Blackeye Hammer (R), Blazing Shortsword (E). BUT if I could only advise on 1 thing Novice Gouging is trash. There is NO REASON to have a Martial Skill with only 1 Trait get a Novice Impaling like everyone else. I will let others advise you otherwise. But remember to try to get synergy and not to over-emphasize anti-armor (armor destruction and penetration).
Ok. Thanks for the feed back. So I modified it, and here how it turned out. Astyanax Level 4 Human Warrior Double-edged Sword Trogsbane Blazing Shortsword Vibrant Plate Steel Shield Bubble Helmet Turquoise Boots Trained Command Novice Impaling 1 x Shimmering Aura 1 x Penetrating Cut 2 x Impaling Stab 1 x Healing Dash 3 x Fiery Stab 1 x Puncturing Stab 2 x Penetrating Lunge 1 x Combustible 2 x Dancing Cut 2 x Dynamic Armor 1 x Attack, Soldier! 1 x Cloth Armor 1 x Shield Block 2 x Impaler 1 x Stab 1 x Sparkling Cloth Armor 2 x Force Field 1 x Surging Shield Block 1 x Quickness Aura 1 x Clumsy Chop 2 x Backbiting Strike 1 x Able Stab 1 x Block 1 x Potent Stab 1 x Perforating Strike 1 x Walk, Team! 1 x Dash, Team! Sleifer Level 18 Elf Wizard Furnace Staff Furnace Staff Crude Raygun Multi-deployer Armorbane Pendant Armorbane Pendant Phantom Cape Turquoise Boots Wariness Novice Pyromancy 2 x Dissolve Armor 4 x Burning Fingers 8 x Sizzling Bolt 1 x Skip 2 x Thick Hide Armor 1 x Scouting Run 2 x Combustible 1 x Whirlwind Enemies 1 x Sparkling Cloth Armor 2 x Healing Dash 3 x Memory Loss 1 x Ember Spray 1 x Winds Of War 2 x Firestarter 1 x Gusts Of War 2 x Laser Beacon 1 x Dual Laser Beacon 1 x Quickness Aura Derrasia Level 9 Elf Priest Healer's Spear Healer's Spear Mail Of The Martyr Dueler's Buckler Turquoise Boots St Ulrich's Bones Hand Of Melvelous Berserker's Bones Healthy Trickery Novice Healer 1 x Unreliable Block 2 x Healing Spirit 1 x Block 1 x Elven Trickery 2 x Healing Dash 1 x Consuming Spear 1 x Vulnerable 1 x Minor Heal 1 x Quickness Aura 1 x Horned Plates 2 x Spear Of Darkness 3 x Righteous Frenzy 1 x Parry 2 x Healing Blessing 3 x Martyr Blessing 2 x Heal 1 x Bless 4 x Tricky Stab 2 x Strong Stab 1 x Cleansing Ray 2 x Boosted Heal 1 x Sparkling Cloth Armor
For a yellow token I would rather have the auto-blocks. The vanilla Block is a 50-50 roll and while I like shield block a lot (universal & potential to draw a card) the potential keep of the auto block can be sweet especially as people a lot of burst and linear attacks and 1 of the penalties for erratic damage is non-targeting it can be sweet.