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(Edit after incantations can only be played in phase 2)
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It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.
It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.


Lastly note that by playing card to the left of you Fort, since they return to the right, your Fort regenerates. By that same mechanic it is sometimes good not to play a card from the right of your Fort.
Lastly note that by playing card to the left of you Fort, since they return to the right, your Fort regenerates. By that same mechanic it is sometimes good not to play a card from the right of your Fort.
Some other tips:
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn. (This has been fixed, but I have not seen it work yet.)


== The draw, when playing with initiation pack ==
== The draw, when playing with initiation pack ==

Revision as of 12:12, 8 September 2022

The game

Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.

Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as casting an incantation on an indestructible creature.

Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.

It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.

Lastly note that by playing card to the left of you Fort, since they return to the right, your Fort regenerates. By that same mechanic it is sometimes good not to play a card from the right of your Fort.

The draw, when playing with initiation pack

In the initiation pack, without expansions, there are 28 cards of which 16 will show up in a draw.

List of cards:

Aberration Abomination Alpha Assassin Brute Carapace Gnome Grrr Lieutenant Machine Martyr Microctopus Mutant Ogre Parasite Partisan Reptile Revenant Scribe Shaman Troll Vortex Zombie

Annihilation Boom! Combustion Cyclone Meteorite

Good cards:

  1. Vortex
  2. Martyr
  3. Brute
  4. Boom!
  5. Annihilation
  6. Troll
  7. Ogre
  8. Carapace
  9. Aberration
  10. Shaman
  11. Parasite

Bad cards:

  1. Cyclone

Combos to try to get:

  • Parasite with Vortex
  • Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie
  • Troll with Boom!
  • Multiple cards with sprint such as: Assassin, Mutant, Reptile

Changing game

  • Beware: the programmers sometimes change the cards mid game.
  • Changes that happened in the middle of games: Cyclone changed from 6 mana to 5. Scribe now has 3 toughness instead of 2. Revenant has 3 power and 2 toughness instead of 2 power and 3 toughness. Partisan has 3 power instead of 2.
  • Sometimes the game supports using incantations during the game, sometimes not. This impacts the power balance between Martyr and Annihilation a lot! And the balance of luck vs skill. And the validity of this strategy guide...