I'm not sure what to use, any ideas?
3 posters
What battlegear is good for Conjurors?
woodsy- Uncommon
- Chaotic Username : woodsy
Chaotic Coins : 48
BlzvSprayTan- Mipedian
- Chaotic Username : BlzvSprayTan
Chaotic Coins : 999
Location : East Coast
Conjurors are generally very weak; therefore you have better options than to put battlegear on them that would strengthen them in combat.
Options:
1. Ulmar's Projector- this should go on your most important conjuror as backup.
2. Battlegear that will aid your team/your other creature in combat that is also easily accessible. Things like Telebracers or Ravita Flowers in masters just take a single flip for them to start working and to help your team before your opponent even gets to your conjurors.
3. Battlegear that gives heavy defense. A card like Stonemail or Kha'rall Husk Armor, though wont do much for your conjuror, will extend the length of time that it takes for your opponent to kill that conjuror. This gives you time to cycle through your attacks to hopefully win your next combat and defend your other conjurors. This is why this type of battlegear is placed on the conjurors nearest to the front.
4. Battlegear that will aid your team/creature in combat that isn't so easily accessible. Cards like Plasma Pounder or Aerodrone are examples. They'll no doubt help your next combat by cycling through attacks/locations/etc., but they can only be accessed when in combat/under other specific circumstances.
You heard it folks! The warbeast master had to dig up a few tips and tricks from the past. No doubt though- I've had a lot of experience with this and this is my best advice for new and experience warbeast players.
Options:
1. Ulmar's Projector- this should go on your most important conjuror as backup.
2. Battlegear that will aid your team/your other creature in combat that is also easily accessible. Things like Telebracers or Ravita Flowers in masters just take a single flip for them to start working and to help your team before your opponent even gets to your conjurors.
3. Battlegear that gives heavy defense. A card like Stonemail or Kha'rall Husk Armor, though wont do much for your conjuror, will extend the length of time that it takes for your opponent to kill that conjuror. This gives you time to cycle through your attacks to hopefully win your next combat and defend your other conjurors. This is why this type of battlegear is placed on the conjurors nearest to the front.
4. Battlegear that will aid your team/creature in combat that isn't so easily accessible. Cards like Plasma Pounder or Aerodrone are examples. They'll no doubt help your next combat by cycling through attacks/locations/etc., but they can only be accessed when in combat/under other specific circumstances.
You heard it folks! The warbeast master had to dig up a few tips and tricks from the past. No doubt though- I've had a lot of experience with this and this is my best advice for new and experience warbeast players.
Oraklon Afjak- Rare
- Chaotic Username : Afjak∞
Chaotic Coins : 213
Location : Dranakis Threshold
This is coming from me being not as a warbeast player, but as a generally defensive tactician: you can also try the hexproof gear. By that, I mean either Challor, Weightless Energy Vessel, or AZAIA Mindprobe if you have the Wisdom for it. If you do plan to equip Ravita Flower(s) to anyone in your army, DO NOT equip a Challor or Mindprobe to the conjurer you're most likely going to be sending those counters to. A WEV can be decent protection enough since not many decks can destroy a creature with at least 35 energy on abilities alone (but it's not unheard of...)
BlzvSprayTan- Mipedian
- Chaotic Username : BlzvSprayTan
Chaotic Coins : 999
Location : East Coast
I like to throw in a Carnivores Keening or two to save my conjurors from burn; the card synergizes well with Warbeast decks.
WEV is a good choice, Challor and Mindprobe not bad. Generally conjurors have good wisdom, but not good enough for Mindprobe to be better than Challor/WEV.
Really this goes back to your style of play, because at least in my warbeast decks I run a lot of mugic control/aggro onto my warbeasts to generally keep my conjurors safe from mugic anyway. The worst thing from mugic/abilities you have to worry about is burn- which again, I use Keening. Conjurors are there for their passive ability- which your opponent takes away through killing that creature or Trills of Diminution. Trills has to be used in combat, so its generally a waste for you opponent to use Trills on a combat he is going to win, against an effect that does nothing for the conjuror.
WEV is a good choice, Challor and Mindprobe not bad. Generally conjurors have good wisdom, but not good enough for Mindprobe to be better than Challor/WEV.
Really this goes back to your style of play, because at least in my warbeast decks I run a lot of mugic control/aggro onto my warbeasts to generally keep my conjurors safe from mugic anyway. The worst thing from mugic/abilities you have to worry about is burn- which again, I use Keening. Conjurors are there for their passive ability- which your opponent takes away through killing that creature or Trills of Diminution. Trills has to be used in combat, so its generally a waste for you opponent to use Trills on a combat he is going to win, against an effect that does nothing for the conjuror.
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