Please bear with me as I stumble my way through learning all the rules, how to play, good combinations, etc.
In case it is of some use, I at least know what team I'd likely want to play if I did have cards (though I might be wrong about stuff):
- The List::
- Creatures::
- For 1v1:
Iflar, the Crown Prince
For 3v3:
Appelai
Blazvatan
Ninren
For 6v6:
Appelai
Titanix
Ere
Blazvatan
Gintanai
Khorror
- Battlegear:
- By Character:
Iflar, the Crown Prince:
-Phobia Plates (Iflar has Untargetable, which I think protects him from mugic, but the anti challenges effect seems handy considering his stats are a bit lower than most tribe leaders...I think)
-Drawskin (I do not know if this card was released IRL, but I did find out stats for it that imply it does, and I like what I see)
-Destructozooka (Gain a second type. Depending on the location, this type could determine my ability to not lose.)
Appelai:
-Ravita Flower (The two extra mugic counters raise my recklessness protection to 30, making most a safe choice)
-Phobia Plates (Like Iflar, Appelai does not have the best stats ever...I think... and the protection from mugic damage helps guard against attempts to get rid of my conjurer)
Blazvatan:
-Stone Mail (In the event of losing a conjurer, this will block the damage from Recklessness as well as boost energy, at the cost of the earth and air attack boosts)
-Warbeast Power Leash (Though the risk of Recklessness grows, the 10 energy and 5 damage added on may well be worth it. With Appelai's mugic counter gathering, the recklessness won't be a problem for long.)
Ninren:
-Manual of Vidav (The extra Wisdom should help with Challenges, while the possible healing can offset a bit of the recklessness damage)
Titanix:
-Ring of Na'arin (The extra power and wisdom are great, and with his high courage, the extra energy will be of use considering his lower energy score for a warbeast)
Gintanai:
-Stone Mail (Required to stop the sacrifice of creatures to keep him around. A small price to pay considering his high stats...right?)
Ere:
-Destructozooka (While silly in name, the free element of any type in addition to an element boost is rather appealing on Ere, since it only has air attacks otherwise while most other warbeasts have air and earth)
-Staff of Wisdom (25 more Wisdom would put Ere at 45...I think...which covers what is likely his biggest weakness apart from energy)
Khorror:
-Stone Mail (With Recklessness 50, Khorror needs Stone Mail to block its damage until Appelai gets enough mugic counters from his ability. Low trade-off in the long run)
- Mugic::
- Allegro [Mipedian] (As long as I gain initiative, the cost is free. 50 more speed for no cost sounds like a good call.)
Armament Adagio [Mipedian] (With Warbeasts on my team, the ability to move equipment around is invaluable)
Cadence Clash [Generic] (Even if they do get the mugic back, a quick counter that may cost them all of their mugicians seems like a nice backup plan)
Fighter's Fanfare [Mipedian] (Because of exact wording, I can use this in an emergency to redirect an attack back to the attacker...I think...)
Song of Recovery [Mipedian] (It both heals and grants air 5, which could come in handy with Mipedians' focus on air attacks a lot.)
Hymn of Teleportation [Mipedian] (Not only turns the field to one in my favor, but might let me use a mirage effect as well)
- Locations::
- Mipedim Oasis (A no-brainer if I am using Mipedians)
Royal Mipedian Academy of Melee Arts (Speed is one of the stats Mipedians seem to specialize in. The reduction of non-attack damage also means my Warbeasts avoid Recklessness...I think...)
Sands of the Unseen (Most Mipedians have Air, so free invisibility for me!)
The Hunter's Perimeter (Free invisibility, followed by making it so invisibility can't be negated? Sign me up!)
Mipedim Tropics (Yay, free water attacks!)
Mipedim Valley (I automatically lose on initiative with my lack of water element creatures, but the upside comes from the battlegear limitation. On my team, I think I have one creature without air attacks, which is also easily fixed...I think)
Catacombs of the Conjurers (May come in handy if I lose my Conjurer)
Glacier Plains (I don't use Underworld Mugic, so I am safe. Likewise, many Warbeasts have very high power, granting me initiative)
Gloomuck Swamp (I don't deal fire damage, but I do deal Earth Damage. And several of my creatures have good courage, giving a fair chance at initiative.)
Storm Tunnel (I deal no water damage at this location, but almost all my creatures deal air damage. A good area for my creatures, who have good power as well.)
- Attacks::
- Most of these are for a 3v3 or 6v6 match, but might work in a 1v1...maybe...
Slashclaw [5] (I use Warbeasts. This is inevitable.) In 1v1, replaced by Before the Storm [4].
Primal Smash [1] (Low cost, high damage. Only unfortunate fact is the Unique text on it limiting it to one. That is how it works, right?)
Plasma Arrow [3] (While I miss out on the fire damage, the anti healing may come in handy)
Muge's Edge x 2 [0] (I don't know if conjurers count, but either way this gives a nice stat boost, which will help with...)
Megaroar [4] (Even without stat boosts, the Warbeasts can get at least 20-30 damage off of this one attack.)
Mugician Steal [0] (While it would only work at a few locations or with the right battlegear, the ability to steal a mugician might come in very handy.)
Blind Fury [1] (Easy good damage.)
Cyclone Slam [3] (Big cost, but most of my creatures can get full damage)
Evaporize x 2 [0] (Free healing, so long as my courage does not take a hit.)
Arborsmash [1] (Free Earth element, since all my chosen creatures have enough courage...I think...)
Spirit Gust x 2 [0] (Same as above, only guaranteed damage instead of an element.)
Shriek Shock x 2 [0] (Again, Same as above.)
Tornado Tackle [0] (Get cards back in a pinch.)
Lightning Burst [1] (Seems like a good attack.)
Sandstrike [1] (I use Mipedians, so the damage is not going to be lost at all.)
Ektospasm [0] (Warbeasts can get damage, but others may have trouble. Needed a 20th.) In 1v1, replaced by a second Sandstrike.