Basic House strategy
Abomination : Starter
Difficulty: ★★★★★
House weakness: Despair, Justice, Life, Making, Unmaking
House style: mutated minions + monster spam
Generally
speaking, Abomination is the house of sacrifice. Many cards require you
to sacrifice recruits in order to gain an advantage over your opponent.
An Abomination player must take care when choosing what to sacrifice and
when. For example, you will want to cast Pestilence only when you can be
reasonably sure that you have an advantage in the quantity and/or quality of
your recruits. Usually this means using a combination of monsters and
spells like Accursed Minion and Cannibalism to kill your opponent’s
groups quickly. You can then use Pestilence to prevent them from
reinforcing their towns. Naturally, this means that you must stay on the
offensive when playing Abomination. However, you must also take care not
to sacrifice your recruits needlessly; try to maintain control of when your
recruits die by avoiding fights where you expect to take heavy losses.
This often means that it is best to avoid engaging in combat with your recruits
until you have diminished your opponent’s numbers. This may sound
redundant, but bear in mind that other houses like Death and War can power up
their recruits much faster than you can. You will find yourself relying
on monsters like Bog Horror to weaken the enemy before you press the
attack. Use Accursed Minion well because it is your most versatile and
pivotal offensive spell. If you must cast it on your own recruits, it is
best to use it on a small group of 2 or 3 maximum. Otherwise, consider
casting it on an opponent’s group and then casting a monster in their
path to absorb the spell for you. Do not expect to destroy your
opponent’s horde with Rain of Blood because they will likely be fully
enchanted by the time you can cast it. You will often need to use this
spell to kill new, smaller groups to prevent the opponent from recovering from
your initial onslaught. Using Burst of Will to cast an early monster like
Maloch Horror can also be devastating. You can even use it to cast
Stalking Blyk on turn 3 in order to destroy your opponent’s second group
as it moves to capture the second town.
Body : Starter
Difficulty: ★★★★
This deck
is all about creating lots of tough recruits to overwhelm your opponent.
The strategy for this particular Body deck is very straightforward: buff up
your recruits with enchantments while stalling and disabling your
opponent’s groups. Use your monsters to slow your opponent’s
main group, either preventing them from reaching the center town or weakening
them so much that they will be no match for your own horde. If you manage
to take the center first, then use Fertility to give yourself a constant supply
of reinforcements each turn in order to maintain a relentless offensive and
push towards your opponent’s sanctum. If you can’t take the
center right away, then use Fertility on one of your initial towns to build up
a force strong enough to overwhelm your opponent’s recruits and
monsters. Forestation can help you get through bad terrain, and Circle of
Wisdom can get rid of spells like Fear and Binding Cube which can severely
stall your offensive. Lycanthropy can be used offensively or
defensively. Casting it on your opponent’s group will render that
group unable to enter structures until it is dispelled. You can also use
it on your own recruits in times that you do not expect them to survive combat
otherwise (though this should be an uncommon occurrence). Lastly, it is
best to distribute your enchantments relatively equally among your
recruits. An over-enchanted recruit is often more of a liability than an
asset. You have the capacity to create a lot of recruits, so do not feel
the need to invest in only one or a few of them.
Death : Starter
Difficulty: ★★★
The house
of Death excels at removing your opponent’s minions while making your own
rather difficult to kill. With a combination of spells that weaken enemy
recruits (Body Rot, Pantogar’s Curse, Plague, Haunted Forest), and many
that strengthen your own, you can potentially create a significant disparity in
strength very quickly. Your typical opening strategy will be to start
buffing your recruits while throwing de-buffs on your opponent’s combined
with the minion removal spell Venom’d Arrow. These spells combine
well when used with cheap monsters like Skeleton and Sand Sphinx to further
slow and weaken your opponent’s horde. It is not uncommon for a
single Skeleton to stall or even destroy a group of 4 recruits if they have
been severely weakened by your spells. The more powerful Skeletal Horror
or Legion of the Dead can easily destroy a group wracked with Plague before
they even reach the center town. Burst of Mystery can enable you to cast
these fearsome monsters even sooner. Revenants may seem weak, but if you
have initiative they can actually destroy a group of 2 un-enchanted swordsmen
with 7 hit points each and no attack bonus before they can capture the second
town. Later, Revenants make for a cheap throwaway monster used for
stalling an enemy horde or cutting off reinforcements. Haunted Forest and Slay
Monster are generally used to remove bad terrain and monsters in your path
respectively. For a mere 4 Mystery, Haunted Forest reduces the fighting
power of an opponent’s group significantly. Consider saving it to
cast in the path of an enemy horde before a crucial battle to give your horde a
great advantage in combat. You can also cast a monster in their path if
you are not willing or ready to put your own group at risk.
Despair : Starter
Difficulty: ★★★★
Denial is
the main strength of this house. This particular deck gives you access to
the unholy trinity of Fear, Forsaken, and Disorient. Each of these spells
is generally used to prevent your opponent’s groups from capturing towns
and making much progress across the board. You must use these spells
efficiently because this deck – and Despair in general – lacks a
solid strategy for the late game. If used effectively in tandem with your
array of monsters, you will be able to prevent your opponent from capturing all
but one town on the board. It is even possible to prevent your opponent
from capturing either of their near towns if both are at least four tiles away
from their sanctum. Your selection of monsters is will also help you
maintain your advantage. Gorgon can easily destroy an un-enchanted group
of 2. Observe caution when using it to block large groups, as the
swordsman who kills the Gorgon will acquire its head and use its power against
your minions. Revenants is another cheap monster group used for killing
un-enchanted 2-packs heading for a town. Your strongest monsters by far
are the Trolls. Typically, you will want to weaken the opponent’s
horde with Albatross, Body Rot, Harrowing Cry, Pantogar’s Curse, and
Weakness before casting Trolls in their path to destroy them. If you
manage to cast Changelings on an opponent’s town, then Trolls can also
easily destroy the weak recruits and prevent your opponent from
regrouping. You can use Burst of Mystery to spring a monster out even
earlier, or even to cast Forsaken as soon as the third turn. Insurrection
can also prevent your opponent from ever recovering from your debilitating
onslaught if timed carefully. You must think ahead when playing Despair,
because if your opponent manages to capture even two towns, your chances of
crippling them enough to win will be reduced significantly.
Hope : Starter
Difficulty: ★★★★★
This is
the house that truly rewards patience and planning. Hope’s mana
curve is not as smooth as most other houses, and you will often need to bide
your time in order to gain an advantage. Your limited selection of
recruit enchantments means that you will often find yourself unequipped to take
the center town at first. Much of your combat strength will rely on
combinations of spells, such as using Faerie Fire and Zana’s Blessing
together to drastically increase the strength of the group temporarily.
Ascension may also be used to give yourself an early advantage.
Hope’s real strength is in its capacity for long term strategies.
For example: if you do not manage to take the center town before your opponent
does, then consider trying to stall them with monsters, or potentially lure
them into a trap and destroy them with the aforementioned Faerie Fire +
Zana’s Blessing combo, or even Citizen’s Militia. Cleansing
Light can be useful just before a large battle because it strips away all of
their enchantments. You can use the time between battles to store up
novices in your towns (likely to be trained as archers) with Army of
Light. Settlement can be used to completely destroy an enemy horde by
turning them into a colony under the opponent’s control. It is best
to use this strategy when you have a sizable group nearby which can quickly
capture the new colony. You can then use Army of Light to reinforce your
group and push towards your opponent’s sanctum. Use Farm Boys on
your opponent’s towns to make it more difficult for them to regroup and
overpower you. You may also use Settlement on your own (single) recruit
groups to gain all the benefits of suddenly having another mana and recruit
generator.
Justice : Starter
Difficulty: ★★★★★
This house
is all about the initiative. Maintaining initiative by any means
necessary will allow you to maximize the effectiveness of your spells when
playing a Justice deck. Chief among the spells that benefit from you
having initiative is Intercession. With initiative, you will be able to
squander all of your opponent’s spells in the turn of casting. This
is especially effective on the turn of a major battle (usually the battle for
the center town). Remember to always cast Intercession last to avoid
squandering your own spells. Another common strategy is to stall your
opponent’s horde with Sentinel and Homunculi, and then send a single
recruit at them enchanted with Pyrrhic Victory to wipe them out entirely.
Note that Homunculi will always move towards the enemy group with the lowest
hit points, so if you have initiative then it may be best not to place them
directly in the path of a group if you wish to stall them, but on one square in
front or to the side. If you expect lots of interference from enemy
monsters (especially against Despair and Unmaking), then use Justicar’s
Reserve to control where monsters may be placed (out of your path).
Retribution is also good against monsters, especially to protect your second
group from being killed before they reach your second town. You will
sometimes need to have them wait a turn or more to take the second town in
order to take or keep initiative, so be sure to protect them with either
Retribution or Ogi’s Armor. Another way of dealing with an
opponent’s horde is simply by destroying them with Obsidian Dragon.
This is one of the toughest monsters in the game, and only a heavily enchanted
horde will be able to destroy it and reap the benefits. It is best to
cast this monster early through Burst of Order before your opponent can protect
their horde sufficiently. Lastly, keep a Restoration handy for when you
get stalled with spells like Fear or Complacency which can jeopardize your
monopoly of the initiative.
Life : Starter
Difficulty: ★★★★
Ironically,
Life is similar to Death in that its main strategy is to disable enemy groups
while making its own recruits difficult to kill. However, its methods are
almost entirely different. Initially, you will be enchanting your own
horde with buffs while targeting the opponent’s with spells like
Pacifism, Ritual Cleansing, or even Cleansing Light. Cleansing Light is
especially effective when used with Sylph which is immune to attacks from
recruits without enchantments. It is possible to cast both of these
spells before the center town with the use of Burst of Clarity and/or Aura of World.
You may want to discard each turn in the early game in order to obtain this
combo. Cleansing Light should most often be used just before a major
battle or if you’re about to throw a large monster in their way like
Sylph or even Prismatic Serpent. You may want to discard some cards to
increase your chances of drawing Cleansing Light within the first 10 turns and
being able to combine it with a monster or a powerful group enchantment like
Faerie Fire. Alternatively, a couple castings of Pacifism is often more
than enough to deal with an enemy horde assuming they don’t dispel
it. Whether you gain an early advantage by taking the center or not, you
can use Pyx and Healing Hands to keep your horde going as it likely endures
direct damage spells and monsters.
Making : Starter
Difficulty: ★★★★
Making is
perhaps the most versatile house. It has a fine selection of recruit
enhancements and good offensive punch with spells like Belvario’s
Trap. Your main strategy will be to buff your horde as it marches towards
the center while possibly stalling your opponent with blockers like Mountain
and Homunculi. Note that Homunculi always move towards the enemy group
with the lowest total number of hit points, so be careful when placing them if
you have initiative. Use Ogi’s Armor to protect your own smaller
group so that it reaches the second town safely. You may also want to
discard every turn until you draw Belvario’s Trap. Casting it just
before a major battle usually means that victory is certain. Do not
hesitate to use two traps on the same group to destroy them completely if you
can. Whether you manage to capture the center or not, you can use Found
City to gain or keep an advantage in recruits to help you win sooner or
later. Ancient King is another great card for helping you press your
attack, and is just as useful dead as he is alive. It is best to
distribute your enchantments relatively equally among your recruits, and
perhaps leave Ancient King un-enchanted to potentially gain the benefit of Hero’s
Legacy.
Mind : Starter
Difficulty: ★★★★
Mind is
truly the house of board control. No other house excels at locking down
the board quite like Mind. In most cases, this is usually due to the use
of its monsters and one of the most powerful cards in the game: Mirage.
At later stages of the game, you can cast Mirage on a square and then cast a
monster on it each turn in order to hold an opponent’s groups in place
for several turns. This works especially well if the towns are close
together. Initially, you will be using Mirage, Binding Cube, and your
assortment of monsters to attempt to take the center town unopposed. Your
paltry number of buffs can be used to protect your groups from being destroyed
by monsters. Occasionally, you may be able to use Faerie Fire or
Cleansing Light to surprise your opponent but do not expect to win most battles
against most groups of 4 or more. Your main strategy will be to use
Mirage with monsters and Binding Cube to control your opponent’s
movements. Use Flying Carpet on your own groups to speed across the board
and capture the sanctum before your opponent can mount an effective
defense. Be careful when using Flying Carpet though, as it can sometimes
cause you to overshoot structures that you mean to capture. You can use
Mirage to lure an opponent’s defenses out of a town while you swoop in
with Flying Carpet to steal it. You can also use Burst of Will to cast an
early Celestial Sphere, Stalking Blyk, or even Maloch horror to destroy your
opponent’s second group, leaving you to capture the town yourself with a
well-timed Flying Carpet. Depending on which house you are facing, you
will often want to save Domesticate for the more powerful monsters unless a
weaker monster has the potential to block an opponent’s group at a crucial
time. Nullify can clear bad terrain if you’re saving a Flying
Carpet or haven’t drawn one, and Inscrutability can prevent you from
having your movement advantage reduced by spells like Forsaken or Sentinel.
Nature : Starter
Difficulty: ★★★★
Nature is
one of the fastest houses in terms of offensive strength. No other house
buffs faster than Nature with its vast array of cheap and brutally effective
archer enchantments. You will want to buff your horde as quickly as
possible as you move to take the center. At the same time, you can stall
your opponent’s horde with a find assortment of cheap blockers like
Simian Warriors and Inundate. Simian Warriors can also be used to kill an
un-enchanted group of 2, potentially giving you a huge advantage in the early game.
You can also weaken or eliminate your opponent’s recruits with Lightning
Bolt, Pixie Dust, and Dryad’s Favors to further increase your chances of
taking the center. With Sign of Order and/or Burst of World, you can even
cast Will o’ the Wisp on your opponent’s group before it even
reaches the center. You can then cast Inundate on the same square before
the group returns, which will drown it instantly unless it has
waterwalking. Alternatively, you can use Wolf Pack to destroy the weakened
group before it reaches the center. Use Forestation beforehand if you
anticipate having to use Wolf Pack in this way.
Unmaking : Starter
Difficulty: ★★★★
Unmaking
is nearly as versatile as its nemesis, with a wide array of cost-effective
monsters, recruit enchantments, and destructive spells. Your initial
strategy will be to buff your main horde as it marches towards the center while
throwing cheap monsters like Werewolf and Boggart in the way of your
opponent’s horde. Werewolf is also quite effective at killing the
small group of 2 recruits which nearly every player sends to capture their
second town. With Burst of Strife, you can cast Werewolf as early as turn
3 to destroy your opponent’s second group before it becomes protected by
enchantments. You can also use your mana generators to cast
Fingle’s Folly or Bolt of Somersaults at your opponent’s horde
before they reach the center, which will either destroy them or render them
irrelevant. Great care must be used when casting these spells, however.
If Fingle’s Folly isn’t destroyed, it can potentially destroy your
own group because it is a neutral monster and will attack either player’s
minions. Bolt of Somersaults can ruin the game for you as well if the
enemy group lands next to an unprotected town or even your sanctum. It is
best to have an extra copy of Bolt of Somersaults in your hand as a failsafe
for this reason. Chaos Feature can potentially weaken or even stall the
opponent’s group if the random enchantment happens to be something like
Sentinel. Using all three of them on the same recruit will turn it into a
Misfit. This can be effective against Shadows or Dwarves if they get
caught crossing a mountain, or against Djinnis or Visions to drown the
recruit. Lastly, Void can be placed in the path of an enemy group to
destroy it, or between the opponent’s towns to prevent reinforcements
from arriving to stop your attack. Get rid of it with Plains when it
becomes inconvenient. When your most powerful destructive spells are used
correctly, their drawbacks seem to disappear almost completely.
War : Starter
Difficulty: ★★★
War’s
main strategy is to overwhelm the opposition with the sheer power of its
recruits and the destructive force of spells and monsters like Fireball and
Brimstone Dragon. Your swordsmen are potentially the best in the game in
terms of attack power. Spells like Flaming Sword, Veteran, and
Legionnaires make War’s recruits very difficult to stop in combat.
With this impressive selection of enchantments, and spells like Fireball and
Volcano, victory at the center is usually yours with minimal effort. You
can use Forced March to move across the board and capture towns quickly, and to
make up for lost time if your group was stalled by a monster or two. You
should be pressing the attack at all times. Dragon’s Teeth is the
best recruit generator in the game for giving you two swordsmen instantly in
any town you control. Use it to recoup any losses you took while
capturing the center and maintain your offensive. On the off-chance that
you had to delay taking the center, you can use it along with Legionnaires and
Ngozi’s Way to build a nearly unstoppable force. Stopping your
opponent is also quite simple with blockers like Salamander and Volcano.
Volcano is especially effective against any groups with mountainwalk, as it
will not block their movement and deal 5 points of damage to each recruit upon
ending the turn inside the square. Use Plains to remove the terrain so
that it does not slow you down as well. You will most often use Brimstone
Dragon to prevent your opponent from ever raising an effective defense against
you. In the absence of a mountain, cast a Volcano near their towns and
then a Brimstone Dragon to destroy any reinforcements that may be assembling.
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