Card Synergies and tips

Discussion in 'Card Hunter General Chat' started by Bandreus, Oct 10, 2013.

  1. Lucky Dice

    Lucky Dice Thaumaturge

  2. Deepweed

    Deepweed Thaumaturge

    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])/
    TheIvyX, ParodyKnaveBob and Maniafig like this.
  3. Robauke

    Robauke Guild Leader

    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.
    Last edited: Feb 16, 2017
    Gingrich Yurr likes this.
  4. BlackVoidDeath

    BlackVoidDeath Guild Leader

    Does this give you priority if you dont already have it?
  5. timeracers

    timeracers Guild Leader

    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.
    ParodyKnaveBob likes this.
  6. BlackVoidDeath

    BlackVoidDeath Guild Leader

    Oh I misread Rob's post, I thought he was talking about the end of round effect when you heal 3 from vampiric form.
    ParodyKnaveBob likes this.
  7. Maloqi

    Maloqi War Monkey

    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.
    ParodyKnaveBob likes this.
  8. Robauke

    Robauke Guild Leader

  9. rinco69

    rinco69 Thaumaturge

    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.
  10. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    @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
  11. rinco69

    rinco69 Thaumaturge

  12. timeracers

    timeracers Guild Leader

    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.
  13. BlackVoidDeath

    BlackVoidDeath Guild Leader

    timeracers likes this.
  14. Robauke

    Robauke Guild Leader

    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.
  15. rinco69

    rinco69 Thaumaturge

    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
    ParodyKnaveBob likes this.
  16. pr0s3lf

    pr0s3lf Kobold

    Last edited: Feb 17, 2017
    Robauke likes this.
  17. Lucky Dice

    Lucky Dice Thaumaturge

    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.
    Last edited: Feb 27, 2017
  18. BlackVoidDeath

    BlackVoidDeath Guild Leader

    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.
  19. tolkien

    tolkien Thaumaturge

    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.
    vitreo84 and PULSEFIRE like this.


    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.

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