For the Mandiblor fighters, death is just an extra vacation day.
Step 1. Engage with somebody who has an Amber. Sacrifice the Amber to pull their counter to Ramahvir. Live or die, it really won't matter soon.
Step 2. After you've pulled a few counters from the fighters, get Elna killed. The more big hitters he soaks up before self-sacrificing is just gravy. You just got a free revive.
Step 3. Now that infinite Hive has been achieved, bash the enemy over the head repeatedly with water-wielding Mandiblors until they submit. The more they die, the more counters get piled onto Illexia, the more get pulled to Ramarhvir, and the Circle of Life moves on.
It's a simple concept to make for a cycle that can range from slightly irritating to murderously enraging after you've coded a guy for the thirteenth time. Before anyone even bring up "Herp derp, what if you lose your elements?": losing my elements is inconsequential when all three fighters say "LOL, see ya next turn." And if they do punch through to Illexia and/or Ramarhvir, then I've already lost.
So your enemy can choose 65 energy/water 5/untargetable, 70 energy/earth/water 5, or 70 energy/earth/15 energy debuff. Pick yer poison, mates.
Weaknesses:
Deadwater Devastation/Supercooled Rain - Everyone and their dog seems to be using these nowadays. Can't get a Mugician in edgewise.
Gravel Grind/Lore's Chamber of Recall - You'd think a location with Lore's name would actually help his own tribe out. As for Gravel Grind, more of you need to try it. Period. Discard banishment is just that useful.
Pouril Forest - It's been seeing a lot of play on TCO for a reason.
Burn decks - Surprise surprise, it is possible to just get a bad matchup in this game. I don't care how prepared you think your deck is, there's always that one army that's out to get you. I would consider a Weightless Energy Vessel, but it does nothing to block abilities, and any burn deck built with an ounce of sense isn't going to be stopped by a dumb hunk of steel.
Let me know what you think and drop any useful suggestions if you have them.
Hiadrom Hive Amber | Illexia, the Danian Queen Mipedian Balladeer's Flute | Irrabeq Hive Amber | |||
Elna Talisman of the Mandiblor | Neekwin Ozlai's Wreck | ||||
Ramarhvir, the Danian Hivebringer Mipedian Balladeer's Flute |
Attacks | BP | Qty. | Total BP |
Burning Rain | 0 | 2 | 0 |
Caustic Cascade | 2 | 2 | 4 |
Flood Force | 1 | 2 | 6 |
Geyser Gush | 1 | 2 | 8 |
Ice Disks | 3 | 1 | 11 |
Incessant Wave | 2 | 2 | 15 |
Liquescent Swirl | 0 | 2 | 15 |
Primal Smash | 1 | 1 | 16 |
Rip Tide | 1 | 2 | 18 |
Rustoxic | 1 | 2 | 20 |
Shadow Strike | 0 | 2 | 20 |
Locations | Qty. |
Bodal's Arsenal | 2 |
Dranakis Threshold | 2 |
Mount Pillar Reservoir | 2 |
Pouril Forest | 2 |
The Rao'Pa Sahkk Chimegrid | 2 |
Mugic | Qty. |
Adaptive Progression | 1 |
Cadence Clash | 1 |
Geo Flourish | 2 |
Katharaz's Cacophony | 1 |
Refrain of Denial (Danian) | 1 |
Step 1. Engage with somebody who has an Amber. Sacrifice the Amber to pull their counter to Ramahvir. Live or die, it really won't matter soon.
Step 2. After you've pulled a few counters from the fighters, get Elna killed. The more big hitters he soaks up before self-sacrificing is just gravy. You just got a free revive.
Step 3. Now that infinite Hive has been achieved, bash the enemy over the head repeatedly with water-wielding Mandiblors until they submit. The more they die, the more counters get piled onto Illexia, the more get pulled to Ramarhvir, and the Circle of Life moves on.
It's a simple concept to make for a cycle that can range from slightly irritating to murderously enraging after you've coded a guy for the thirteenth time. Before anyone even bring up "Herp derp, what if you lose your elements?": losing my elements is inconsequential when all three fighters say "LOL, see ya next turn." And if they do punch through to Illexia and/or Ramarhvir, then I've already lost.
So your enemy can choose 65 energy/water 5/untargetable, 70 energy/earth/water 5, or 70 energy/earth/15 energy debuff. Pick yer poison, mates.
Weaknesses:
Deadwater Devastation/Supercooled Rain - Everyone and their dog seems to be using these nowadays. Can't get a Mugician in edgewise.
Gravel Grind/Lore's Chamber of Recall - You'd think a location with Lore's name would actually help his own tribe out. As for Gravel Grind, more of you need to try it. Period. Discard banishment is just that useful.
Pouril Forest - It's been seeing a lot of play on TCO for a reason.
Burn decks - Surprise surprise, it is possible to just get a bad matchup in this game. I don't care how prepared you think your deck is, there's always that one army that's out to get you. I would consider a Weightless Energy Vessel, but it does nothing to block abilities, and any burn deck built with an ounce of sense isn't going to be stopped by a dumb hunk of steel.
Let me know what you think and drop any useful suggestions if you have them.