Showing posts with label Ancient World. Show all posts
Showing posts with label Ancient World. Show all posts

Wednesday, June 3, 2015

Raging Spirit

Ancient World used to be all about having a huge Size 3 in your center position and feeling big and playing with the center strategy. Well, you can still do that with the new support in Hundred Booster 1...but why not use a weapon as well? I mean, you rogue Sieger players are probably tired of using that freaking Burning Bow. Why not just play Ancient World with all the Size 3 goodness alongside actual weapons?

With Raging Spirits, you can do that. The archetype works with Size 3's that you can call to the side, instead of the center. These Size 3's have the Guard ability - I just coined that - to redirect all opponent attacks to them, effectively being in your center without actually taking up your center lane. This allows you to wield a legit weapon - and Raging Spirits works wonderful with the new weapons released (even the vanilla one).

Basically, if you like to play with weapons like Dragon or Danger but you can't leave Ancient World alone, here's the best of both Worlds. Literally.

Monday, June 1, 2015

Dragon Lord

DUUUUUUUUUUUUUUUUUEEEEEEEEELLLLLLL SIIIIIIIIIIIEEEEEEEEEEGGGGAAAAAAAAAAARRRRR

Wednesday, April 15, 2015

Wild Dragon

When people ask about the saddest archetype in Buddyfight, please don't kid yourself and say something like "Water" or "Deep" or even "Olympus". All those archetypes have gotten major additions over the past few sets and can actually operate effectively within themselves. Yes, the saddest archetype in Buddyfight is most definitely Wild Dragons. It's not even that they're bad or anything. It's that they literally have one good card. One.

That doesn't mean that you can't play Wild Dragons. In fact, Wild Dragons can work as long as you play to their strengths. This means putting heavy emphasis into protecting your star player, similar to Dragon Lord Sieger builds. Wild Dragons have surprisingly better midgame reach if you don't hit your ace, with pretty decent spammable 3-crit monsters that don't have Lifelink. The trick to doing well with Wild Dragons is to know when to use which strats and to adapt as fast as possible.

Monday, April 13, 2015

The Might of Hammurabi (Overview)

Go big or go home.

So like, Size 3's are a thing. They're the biggest monsters you can call to your field without doing something that just breaks the game's rules, and they can't be accompanied on the field by anything larger than a Size 0. Usually they're also pretty expensive and as a result have huge stats, tons of keywords like Penetrate and Double Attack, and some seriously interesting abilities that, regardless of whether or not it's good, makes you feel pretty good about playing that Size 3.

Ancient World is like that, except it's actually good.

If you just want to sit on this gigantic block for the entire game (and don't want to play Death Tallica), you've definitely come to the right place. In the current metagame of weapons and open centers, Ancient World stands strong as an archetype that totally disregards all of that. You take one of the eight or so Size 3 bosses in your deck and you plop it into your center and you ride it home to victory. If you like protecting a huge monster for basically the entire game and banking all your money into quality and consistency rather than diversity and versatility, you'll definitely like Ancient World.

Oh, if you like shouting. That too.

Between the Dragon Lords and the Wild Dragons, there'll be enough shouting to go around. But when it comes to pure guts and courage, Raging Spirits have got you covered.