Card Combos and Strategy
Any of the underlined card names
listed here may be clicked on to view the image of the card in a new window.
Unless
I devise or receive a ton of combos, each region will be on this one page.
If you have any combos, submit
them to me, and I may post them here. All
combos submitted and posted will be given due credit.
NOTE: Unlike the Card
Images page, any Promotional
cards here will be found in their own specific region.
NOTE: These combo
descriptions were written with primarily one-on-one battles in mind.
NOTE: Combos listed
from other people will only have links to card images if those links can't be
found in my own previous combos of the same region.
Cald
| Core
| Kybar's
Teeth | Naroom
| Orothe
| Underneath
| Universal
| <<Back>>
Arderial
- Alaban
and Updraft:
These two can be used together for nearly the same effect as a Shockwave,
if you don't mind paying 6 energy. Bring in an Alaban, then use
Undream to return an opponent's Creature to their hand and discard it's
energy, then Updraft the Alaban to bring it back to your hand. On your
next turn, you can use the Alaban to Undream another Creature, whether or
not you Updraft it again.
- Cloud
Narth and Pharan:
The Cloud Narth's Healing Storm allows you to discard it and a Pharan to add
their combined energy plus 3 to any Creature or Magi. Normally, this
will be paying 5 to add 8. If you have Ora
as your Magi, each will come out with an additional energy for free, so
you'd be paying 5 to add 10. Should you use a Shooting
Star on one or both of them before using Healing Storm, you can get up
to 12 or 14 for paying only 6 or 7 (if Ora is your Magi).
- Kalius's
Wind Spawn: There are several good uses for this ability. One is
to bring in an Epik
and use it's Dream Feast, so that you are only paying 1 to discard two
Creatures from your opponent's hand. To be more effective, use a Mask
of Abwyn's Windsight to see your opponent's hand before bringing in the
Epik. Another is to bring in 3 Lightning
Hyren, then use Wind Spawn to bring in a Thunder
Hyren. After doing so, use the Thunder Hyren's Replenish to add 2
energy to the Lightning Hyren, which will make them all 7-energy
Creatures. In effect, you'll be paying 16 energy to have 21 energy in
Creatures. Should you have a Staff
of Hyren in play when you do this, all of your Lightning Hyrens will be
at 8. Another use for Wind Spawn is with Warlum,
because it will let you do its Materialize for only 1 energy, and gain
control of an opponent's Relic. Another use is for a Thunder
Vashp, because then you can do Thunderclap for only 1 energy, and
discard an opponent's Creature with 3 or less energy.
- Xyx: Xyx are some of the most powerful Creatures
Arderial has, because of the Xyx
Minor's Gathering Clouds ability. With this, you can pump up any
type of Xyx. This works nice if you have Ora
as your Magi, because Xyx Minors will come out at 3 energy, which lets them
pump up without dying, and saves you from having to do something like cast a
Shooting
Star on them. If you have them do this on themselves, they will
gain 2 energy each turn. If you have them do this on a regular Xyx,
it will be able to Shock twice without dying (assuming it lives for 2
turns). And if you do this on a Xyx
Elder, it can Shockstorm without dying (keep in mind that Shockstorm
hurts all non-Xyx Creatures in play, so don't do this if you have any
non-Xyx Creatures in play that you care about). Another great way to
pump up Xyx's is with Cloud Narths and Pharans (see above).
From Brian:
-
Alaban
Gloves + Impact,
Dark
Ayebaw, or XYX. Use Alaban Gloves to get rid of a Creature in play, and
one of the Spells or Creatures listed to pound the Magi.
-
Alaban Gloves + Storm
Ring. Use the Alaban Gloves to get rid of a Creature and take free hits
on the Magi.
-
Vellup + Cloud
Sceptre. Quick way to build up your hand in a pinch -- play a Vellup or
two, and hold onto the remaining one. In next P/S/R phase, discard it for
another card.
-
XYXs + Other Attacking Weenies + Cry
of Thunder + Solar
Flare (+ Forest
Jile). Vellups
are appropriate here, as are just about any other smallish Arderial Creature.
-
XYXs + Updraft. Use a fresh Magi
and large starting hand -- preferably Ora, and preferably 2 XYX Elder, at
least 2 XYX Minor, and numerous support Spells -- to get a huge energy
boost. Play as many XYX and support Spells as you can afford, and use
Gathering Clouds with the intent of getting one XYX Elder as large as you
can. Updraft it. This can leave an impressive loaf of XYX in play, and a
frightening amount of energy on Ora. The XYX Elder in your hand is not to be
underestimated as well. This works well if you make Ora the cornerstone Magi
of your game.
-
It's also been my experience with
Alaban that Updraft is too valuable a Spell to use on it (see first combo in
section above). It's cheaper to use a Dream Balm to restore it to 6 energy.
Arderial
| Core
| Kybar's
Teeth | Naroom
| Orothe
| Underneath
| Universal
| <<Back>>
Cald
- Diobor:
Bring in a Diobor along with any other Creatures. When you are done
bringing in Creatures, use Diobor's Energy Transfer to move all but 1 energy
on it back to your Magi, then use its Fireball ability to do 2 damage to a
Creature. You basically pay 1 to do 2 damage.
- Ergar:
Having an Ergar out with as many other Creatures as you can. Each one
of them (and the Ergar) will gain the ability to Spark, which lets them pay
1 to do 1 damage to another Creature or to a Magi. The flexibility
this gives you with 1-for-1 energy discards is very helpful.
- Magma
Hyren: With 2 or 3 Magma Hyren in play, you can have them pump
each other up by 1 every turn with Healing Flame. You could also do
this, and then use their Fireball ability to do 1 damage to opposing
Creatures, without losing any energy overall.
- Nara:
Nara's Rare Spirit can be used in a variety of ways. Cast Flame
Control to rearrange the energy on your Creatures such that a
large-energy Creature gives 1 energy to each of your weaker Creatures.
When you're done swapping energy, each of the smaller Creatures will
actually get twice as much, which will be 2 more total each than they had
before you cast Flame Control. Or if you gave a Creature 2 energy, it
would get 4, and so on. Other Cald Spells can be used in a similar
manner, including Fire
Flow and Spirit
of the Flame.
- Scroll
of Fire: This is useful with many Spells and Creature
powers. If you cast Flame
Geyser with this and have no Creatures in play, you will do 4 damage to
each of your opponent's Creatures instead of 3. With Magma
Hyren's Fireball, you will do 2 damage instead of 1. With Diobor,
you will do 3 damage instead of 2. With Ergar,
you can have each of your Creatures Spark for 1 energy to do 2 damage.
With Fire
Chogo, you will do 2 damage to each non-Cald Creature instead of
1. With Core
Grag, you will do 3 damage to each Creature instead of 2. This especially works nice in
combination, like bringing in a Fire Chogo and Core Grag, then using each of
their abilities (be sure to do the Core Grag first) to do 5 damage to each
opposing Creature (if they are all non-Cald) and 3 damage to those
Creatures' Magi, or bringing in 3 Fire Chogos to do 6 damage to each
opposing Creature.
Arderial
| Cald
| Kybar's
Teeth | Naroom
| Orothe
| Underneath
| Universal
| <<Back>>
Core
-
Entomb:
This is best used if you know your opponent has a certain Spell in their
deck, and you have the same Spell in your deck (say Bottomless
Pit). Cast Entomb as soon as you get it, and name Bottomless Pit,
so that it becomes a Core Spell. Now, unless your opponent has a
Mantle of Shadows, they won't be able to use Bottomless Pit. Also, you
will be able to use Bottomless Pit, although it will cost 4 instead of
3. This can be done to hinder your opponent in using any Spell, but
should especially be considered for things like Shockwave
and Undertow.
-
Grim
Goblet and Rayje's
Belt: Grim Goblet essentially gets you 3 cards for free, unless
your opponent discards it, in which case you lose your entire hand. To
prevent this, have a Rayje's Belt in play, and use its Lockdown to name Backlash, the negative
effect of Grim Goblet, during your turn. This way, even if your
opponent does discard it, you won't lose your hand. Core has many
other cards with negative effects, such as Chaos
Jile, Tragan,
Korg,
and Korg
& Zet, all of which would benefit from a Rayje's Belt. It
could also be useful in special circumstances, such as stopping Koil's
Re-Koil from happening.
-
Turn
before your Attack step: Cast Turn to gain control of an opposing
Creature with less than its starting energy, and restore it to its starting
energy. If you do this before your Attack step, you may have the
Creature attack on the same turn. Keep in mind that the Creature's
region will change to Core.
-
Vrill
and Shadow
Bones: Vrill's Nightfall ability adds energy to all of your
Creatures equal to their starting energy, which is great, but the chances of
it living long enough to do that are slim. Since it would cost you 4
additional energy through its Succor effect to be able to use Nightfall, you
might as well do it on the same turn you bring it out, for the same price,
using Shadow Bones. Shadow Bones costs 4 energy, and adds energy to a
Creature equal to its starting energy. This would bring your Vrill up
to 8, and give you enough to use Nightfall. If you think it will not
lose more than 1 energy during your opponent's next turn, you can wait to
use Shadow Bones until your next turn, when Vrill will have 6 energy (at
best). Then it will be at 10 from the Shadow Bones, drop to 2 from
using Nightfall, and then get boosted to 6 after Nightfall adds energy to
it. Should it not be damaged during your opponent's next turn, it will
be at 8, and you can use Nightfall once more. Using Vrill's ability is
especially nice with large Creatures such as Borgor
and Darkbreed
Hyren, although if you don't have enough energy to pull it off, Shadow
Bones can be used on these Creatures individually.
-
Wudge:
Wudge is one of the best Core Creatures there is, especially at the start of
the game, and if you go first. Play Wudge as your first Creature, then
however many other Creatures you can afford. On your opponent's turn,
they'll have to play Creatures to defend themselves with. Wudge
Strengthens by 1 from each Creature played (by either player), so unless
your opponent uses a Spell or Power to maim or discard Wudge, it should have
a lot of energy by this point. If you have more than one Wudge to play
at the beginning, this works even better.
Arderial
| Cald
| Core
| Naroom
| Orothe
| Underneath
| Universal
| <<Back>>
Kybar's
Teeth
- NOTE: There are not yet enough cards for Kybar's
Teeth for there to be any regional combos; but for an example of how the
Rock Hyren may be used with Orothe, see "Whall's
Dreamtwist".
Arderial
| Cald
| Core
| Kybar's
Teeth | Orothe
| Underneath
| Universal
| <<Back>>
Naroom
- Balamant
Pups: If you have 2 or more of these in play at once, you can use
their Support ability to pump each other up by 1 every turn.
- Giant
Carillion and Weebo:
Use Giant Carillion's Stomp to discard a Creature from play, then use
Weebo's Vitalize to restore it to 8 energy. To do this without losing
your Weebo, have a Robe
of Vines out before you bring it into play, so that it will have 3
energy. To be able to Vitalize more than once with a given Weebo, pump
it up by using things like Tap
Roots, Grow,
or Pruitt's
Refresh ability.
- Flood
of Energy: Cast Flood of Energy after killing an opponent's Magi
so that they won't get the benefit of it. This can really be done with
a Magi of any region, but will give you less energy because of the regional
penalty.
- Forest
Hyren and Leaf
Hyren: Use Forest Hyren's Energy Transfer for 5 to add 7 energy to
a Leaf Hyren, which makes it 11. Then use Leaf Hyren's Energy Transfer
to move 4 energy back to Forest Hyren, which will gain an additional energy
because of Underbrush. After both transfers are done, you will still
have a 9-energy Forest Hyren, and your Leaf Hyren will be at 7, which is a
3-energy gain for free.
- Sperri:
Sperri is a killer if you have 3 Furoks
in your hand. Any Furok she plays comes in with 2 additional energy,
and she can pay 2 to return one from your discard pile to your hand.
Plus, whenever Furoks attack, half of the energy they lose, rounded up, goes
back on your Magi. So basically, you won't run out of Furoks until
your deck is exhausted and you have to use your discard pile to replace
it. Even then, should you still have a Furok in play, you can use Ancestral
Flute to get the other 2 back immediately.
- Tree
Hinkos: Play 3 of these guys at the same time, and have each of
them use Invigorate. On your next turn, your Magi will energize for 6
more than they would otherwise. If you also have a Water
of Life in play, it will be for 7 more. If you also have a Dream
Channel attached to a Creature that is still around on your next turn,
it will be for 9 more. In any case, you will still have 3 1-energy
Creatures left after the Hinkos use their ability. You could even have
them all still at 2 energy if you had a Robe
of Vines in play before bringing them out, which would let any of them
left alive on your next turn use their ability again without dying.
Arderial
| Cald
| Core
| Kybar's
Teeth | Naroom
| Underneath
| Universal
| <<Back>>
Orothe
- Mobis
and Whall:
Have Mobis be your 1st or 2nd Magi, and Whall follow right after him.
This will give Whall a total of 18 energy on his first turn. With
this, you can do a modified version of "Whall's Dreamtwist",
listed below. This is easier done if Whall is your 3rd Magi, so that
you are more likely to have the necessary cards in your hand. First,
bring in a Deep
Hyren, Sphor,
and two 1-energy Creatures (say Bwill
and Phrup),
for a total of 10 energy. Use Deep Hyren's Hurricane with the Bwill to
do 3 damage to each non-Orothe Creature and Magi. You lost 2 Creatures,
so add 2 energy to Sphor. Next, Dreamtwist your Phrup into a Colossus,
which brings your Sphor up to 5. You've now spent 15 energy.
Play a Robes
of the Ages. Use the 3 remaining energy to play a Submerge
on your Sphor, which will bring him up to 8, and a Dream
Channel and Nightmare
Channel on your Colossus. You might want to have a Dream
Balm or three in your hand as well, so that you can restore the Colossus
to full energy when he gets low, and ensure that the Dream Channel and
Nightmare Channel stay around for a while.
- O'Qua
and Abaquist:
Use O'Qua's Conjure ability to search through your deck for an Abaquist and
bring it into play with 4 energy. The Abaquist can then be discarded
to take control of any Creature with 3 or less energy. To gain control
of a larger Creature, use Submerge
(one of O'Qua's starting cards) to bring the Abaquist up to 7. To
bring it up to 8, get Orothean
Belt as one of her starters, and play it before using Submerge. If
you draw an additional Submerge as a starting card, you can get the Abaquist
to 10 or 12, depending on whether or not you have an Orothean Belt.
Should O'Qua be your starting Magi, let your opponent go first, so that you
will have some Creatures to gain control of. If you do the Abaquist
trick before your Bring in New Creatures phase, the Creature you gain
control of will still be able to attack on the same turn.
- O'Qua
and Giant
Parathin: Use O'Qua's Conjure ability to search your deck for the
10-energy Giant Parathin, and bring it into play for only 4 energy.
You will still be able to use its Interchange ability, but at a much lower
cost. This is best done after a few turns where you've Conjured
Abaquists, to make full use of her power. By the time you go through
your next two Magi (if she's your first), you should have gotten through
your deck once, so your Abaquists will be available to Conjure again.
- Whall's
Dreamtwist: Bring in a 1-energy Creature (like Bwill
or Phrup),
then pay 5 to Dreamtwist it into a large Creature, like a Colossus
or Rock
Hyren, at full energy. If Whall is your 3rd Magi, you should have
had plenty of time to save up 1-energy Creatures, and large Creatures to
Dreamtwist them into. Keep in mind that you can only Dreamtwist once
per turn, unless you want to pay extra energy to use a Mirror
Pendant.
- Will
of Orothe and Bwills:
Do this when your opponent has some big Creatures in play. Bring in 3
Bwills (or less, as needed, but 3 is most effective), and play a Will of
Orothe. On your opponent's next turn, you can force their Creatures to
fight your Bwills and kill themselves. To make this more effective,
also bring in as many Sphors
as you can with the Bwills, so that each will gain 1 energy when a Bwill
dies. To prevent your opponent from using Spells to kill your Bwills
before their Attack step, you can play a Storm
of Fishes to discard all Spells from both their hand and yours after you
play the Will of Orothe. (Of course you should only do this if you
have no other Spells in your hand, or if you only have Spells you don't care
about.)
Arderial
| Cald
| Core
| Kybar's
Teeth | Naroom
| Orothe
| Universal
| <<Back>>
Underneath
- Burrowing: Bring in a Tunnel
Hyren to burrow the rest of your Creatures. If you can afford it
(as unlikely as this as), bring in another Tunnel Hyren so that they burrow
each other. If you have Ghost
Bwisps or a Digging
Goggles in play, all of your Creatures will be able to attack while
burrowed, but will only lose 2 energy max from each counterattack.
Increase the effectiveness of this by Enriching
your burrowed Creatures, and by playing a Tunneler's
Boots so that each burrowed Creature gains 1 energy at the end of your
turn. If Strag
is your Magi, your burrowed Creatures can effectively only lose 1 energy
from being attacked. If Gogor
is your Magi, you can safely use safely use Gravel Storm (unless you have an
unburrowed Tunnel Hyren, which you can fix by casting Burrow
on it, or by bringing in a second Tunnel Hyren).
- Impact
and Intensify:
Cast Intensify, then Impact. This will let you do damage to a Magi
equal to quadruple the energy on the Creature you are discarding, for only 2
energy (plus the energy on the Creature).
- Radget
and Parmalags: Use Radget's Refresh ability with any Parmalag to add 3
energy to it for a cost of 1. This works especially well with normal Parmalags
(as opposed to Giant
Parmalags). Since she starts with a Crystal
Arboll, save it for a normal Parmalag. Sack the Crystal Arboll to
bring the Parmalag up to 7 energy, then use Refresh to bring it to 10.
Now, by paying 1 energy for the Parmalag's Shield, it can attack for a lot
of damage without losing any energy from the counterattack. Even doing
Refresh without a Crystal Arboll on a normal Parmalag is nice. Should
your opponent's Magi have a lot of energy, you can use one of her starters, Impact,
with a pumped-up Parmalag to do a lot of damage to it.
- Trug
and Flood
of Energy: Use Trug as your 2nd Magi. This works best
if your opponent is on their last Magi. Trug comes in at 14, but needs
15 to use his Cataclysm. Therefore, cast Flood of Energy (for 2 energy
plus 1 for the regional penalty) to energize again for 5, which will give
you 16 total, and enough to use Cataclysm. If your opponent is on
their last Magi, you will win the game. This can also be done if you
are becoming very annoyed with your opponent's 2nd Magi, and are confident
in being able to defeat their 3rd Magi.
- Ulk
and Korrits: Save Ulk for your 3rd Magi. Hopefully by the time
you get to her, you'll have 3 Pack
Korrits, 3 Korrits,
3 Giant
Korrits, and a Gloves
of Crystal. Bring in all 3 Pack Korrits and all 3 Korrits, for a
cost of 12. Pay one additional energy with the Gloves of Crystal to
add one to a Pack Korrit. Have that Pack Korrit, then the other two,
both use their Morale ability to add one energy to all of the [other]
Korrits in play, which includes both Korrits and Pack Korrits. When
you are done with this, you should have 3 Korrits at 6 energy each, one Pack
Korrit with 3 energy, and two Pack Korrits with 2 energy each. If
you'd like, you can pump up one of these with a Crystal
Arboll, or just use a Crystal Arboll instead of a Gloves of Crystal in
the first place. At the start of each of your turns, Ulk will add 1
energy to each of your Korrits, and your Pack Korrits will all be able to do
their Morale trick once each per turn. Add Giant Korrits as energy
permits, but always before doing Morale.
Arderial
| Cald
| Core
| Kybar's
Teeth | Naroom
| Orothe
| Underneath
| <<Back>>
Universal
- Rayje's
Belt and Relic
Mirror: Rayje's Belt is a card that should be in almost every
deck. You can always find something that you don't want an opponent to
be able to do. To protect it (against Relic
Stalker, Resonate,
etc.), use a Relic Mirror. However, this won't save it from things
like Karak's
Steal ability or Hubdra's
Cube, since they aren't discarding it from play.
Arderial
| Cald
| Core
| Kybar's
Teeth | Naroom
| Orothe
| Underneath
| Universal
<<Back>>