Mirror Moonstone (Best for 0-cost enablers).Crystallized Faeria (Combos with mirror moonstone well).Archers/Heroic/clash/snipestone (Remember doubles stack!).Focused Prism (mostly bad, only on a 0-cost).Shadowed Gem (mostly bad, use for something like witstrike).She also has more access to cheap draw, so adding primal skull to something like fateweave is highly recommended as engine-fuel. #Aurora roguebook fullMountains of support and enablement, but really only 3 damaging cards that are worthwhile (Other than the hilarious amount of damage you can passively get from sipping at full health).Īurora has more card options than Sharra, but depends on runes more to reduce some key costs or to duplicate bomb-spells like dream. Humbling vision (Can be good to have as a one-of to survive if you stall for a turn)Īurora is, of course, all tech no trousers as they say.Luduan (If you’ve not hit enough faerie wells you might need, but he’s not great).Kappa growth (Because why not, also dissolve).Eureka (As many as you can, ultimate value card for setup, but not actually part of the engine).Calculate (only with cost-reducing runes).Aurora’s Dream (Get later on if possible).Sharra is weaker at card draw, so make sure you’re building plenty into Aurora’s deck! Aurora’s Deckbuilding The other benefit is Sharra can remove the excess cards from your deck that aren’t a part of the machine for both value and consistency. Burn these to Concentrate (Or if you’re sneaky, burn them to Fan of Knives to double-trigger dissolve procs on Aurora). Sharra’s engine is more about energy generation than card draw, though has pseudo-card advantage with dagger creation. Glider (If you have the engine but not a great win condition this can help you stall).Mentor (Only if you need to put a spirit gem somewhere…).Horse master (One or even two can be useful for hitting melee/ranged reductions).Blade twist (If your deck is very lean OR you have good bleed runes/items).Dagger cage (1 of max, not great without the convert block to damage rune).Rally (if you have 3 allies in the deck).This means be highly selective in your card choices, if it doesn’t fit into one of those three categories, don’t take it if you can avoid itĭoing this right means playing through your deck creates enough excess energy to pay for your win condition cards/random other cards hat snuck in, with enough card draw to delay hitting 0 hand as long as possible. Build around 2-3 win conditions that gain multiplicative value from “free” actions.Have some cards/filler that provide incidental value for 0 energy &/redraw.Build a value engine that allows you keep drawing and playing.Higher team unlocks for the gems is more important than higher card unlocks. Levels in vault/replacement rarity and starting life are nice but not essential. They excel when access to gold or cards is limited and enemies are tougher and more damaging. #Aurora roguebook proAnyone who’s played LoL and sees a low global win-rate champ get nerfed because of Pro play abusing it knows what I mean… The SetupĪrra-Ara is very much more of an end-game team-up being more dependant on embellishments and unlocks. If you looked at winrates for higher difficulties with experienced players, it would be quite a different distribution. There are quite a few dependencies to make these kinds of runs happen, it takes skill, resources, some luck and using good heuristics to make it happen, hence why their global win-rate is so low. Even enemies like berserker designed to hurt combo get steamrollered before they can actually disrupt you. A good act 1 setup will see you kill everything in the first or second turn of combat.
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