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TKG ARENA: Brethren of Chaos» Forums » Strategy

Subject: Reactive armour rss

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Pheng Hwee Chng
Singapore
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Name: Chng Pheng Hwee

Strategy name: Reactive armour

Spell cards

[Quake Hammer] (4 of Ohif) – Card to be used as part of an attack hand. +3 to attack hand damage.
[Frost Flake] (6 of Esbner) – Card to be used as part of an attack hand. +2 to attack hand damage.
[Fire Dispel] (9 of Esbner) – Independent card. Target loses all Ashw cards on current hand

Monsters

Ashw:
[Flame Dicer] (1 Health/2 Attack) – Attack ability. Monster adds 2 damage for each face value of 3 used as part of an attack hand.
[Fiery Back] (2 Health/1 Attack) – Attack ability. Monster adds 2 damage for each face value of 4 used as part of an attack hand.
[Bone Ripper] (2 Health/1 Attack) – Attack ability. Monster adds 2 damage for each face value of 6 used as part of an attack hand.

Ohif:
[Armoured Horns] (3 Health/1 Attack) – Attack ability. Monster may cease attack to tap [Wall of Rock] to limit enemy player’s current hand to 4 cards.
[Private Pebble] (1 Health/1 Attack) – Defence ability. Monster assumes a face value of 7 when used as part of a defence hand.
[Butthead Pup] (1 Health/1 Attack) – Defence ability. Monster assumes a face value of 8 when used as part of a defence hand.
[Blade Wings] (1 Health/1 Attack) – Defence ability. Monster assumes a face value of 9 when used as part of a defence hand.

Esbner:
[Manta Eel] (2 Health/2 Attack) – Defence ability. Monster may use and discard [Frost Flake] to prevent a number of enemy monsters from attacking for current turn equal to the number of Esbner cards in the player’s charge bar.
[War Tooth] (2 Health/3 Attack) – Defence ability. Monster may use and discard [Fire Dispel] to negate the effect of 1 Ashw monster’s special ability.

Ukelele:
[Beak Grunt] (1 Health/2 Attack) – Attack ability. Monster assumes a face value of 3 when used as part of an attack hand.
[Beak Talon] (2 Health/1 Attack) – Attack ability. Monster assumes a face value of 4 when used as part of an attack hand.
[Corporal Cocky] (2 Health/1 Attack) – Attack ability. Monster assumes a face value of 6 when used as part of an attack hand.

Oink Set-up
5 Ashw oinks
5 Ohif oinks
5 Esbner oinks
5 Ukelele oinks

Introduction

At the core of its gameplay, TKG Arena: Brethren of Chaos has two victory conditions: reducing the opponent’s life total to 0 or causing an opponent to have insufficient oinks left when they deck out. The strategy described within this discourse will aim to progress towards these victory conditions over the course of the game, by attacking a player’s health and oinks simultaneously.

Deck building

Spell cards:
For this strategy, the spell cards [Quake Hammer] and [Frost Flake] will be used primarily for offense, with the additional damage they add to attack hands being used to remove opposing monsters or attack the opponent’s life total. The spell card [Fire Dispel] is too unreliable to be used successfully on a consistent basis, thus its ability will not be a key contributor to this strategy.

Monster cards:
The Ashw and Ukelele monsters primarily serve to boost the damage done to an opponent’s life points, while their secondary purpose is to serve as a defensive shield to protect weaker monsters and the player’s life points. The monsters chosen for both elements use the numbers 4 and 6 to attack, so that they can capitalize on the impressive burst damage of the spell cards, with monsters utilizing the number 3 added in to provide another possible avenue of attack. Most of the Ashw and Ukelele monsters in this deck have 2 health, which adds to their survivability on the front lines.

The Ohif monsters are used to defend the player from an opponent’s attacks, with the numbers 7,8 and 9 being featured on the cards. Their purpose is to generate deck advantage by allowing the player to replace the use of higher value cards with Ohif monster abilities when defending, allowing for more attacks to be blocked over the course of the game. The lone Ohif monster not associated with a number, [Armoured Horns] is utilized with the purpose of being the free first monster and a shield to protect the more fragile monsters from the same element.

Finally, the Esbner monsters are used in this deck to enable to abilities of the Esbner spell cards if required, as well as to allow the use of spirit blasts to steal an opponent’s oinks. They are not affiliated with any number and serve as front liners to protect more key monsters and the player’s life points.

This deck uses balanced monster health values and oinks to prevent presenting any weak areas in terms of oinks for the opponent to target. This strategy acknowledges that monsters are a powerful tool for both offence and defence, and aims to not be overly reliant on them in gameplay. Should a specific monster be targeted and removed by an opponent, the strategy will continue to function without it, albeit with reduced functionality.

Offence

The order of offence for this strategy is to place emphasis on the removal of all opposing monsters, with the opponent’s life to be attacked only after the opponent’s board has been cleared. Spell cards will be used in conjunction with the Ashw and Ukelele monster abilities to create combinations and add damage to attacks, making it easier to remove higher health targets. In doing so, opponent’s whose strategies are heavily monster reliant will fall apart, with an example being the “Wall of monsters” strategy. Should the opponent not use monsters extensively or become unable to summon more monsters, this strategy will then pursue victory by pressuring the opponent’s life points. For offence, the numbers used will primarily be 6 and below, with the higher numbers being dedicated to defence. Using lower numbered cards for offence is a viable strategy when combined with monster cards, as combinations can be formed more easily, increasing the number of successful attacks.

Defence

This strategy aims to prevent as many attacks as possible by utilizing higher numbered cards exclusively for defence, in combination with the Ohif monsters whose abilities synergize with them. By keeping higher number cards in hand, the player will be able to block most attacks as ties are won by the defender. The player should also prioritize the defence of monsters, as while health can be regained through Esbner charges, monsters cannot be revived once slain. One thing to note is that a player should primarily keep Ohif monsters behind another more tough monster to keep them alive longer.


Spirit Bar

One exception to the above rule of protecting one’s monsters would be when an opportunity to target an opponent’s oinks arises. Should such an event occur, the player should then aim to sacrifice monsters of the appropriate element to utilize the spirit blast and force an oink shortage. This will either result in a game over or force an opponent to be unable to play monsters key to their strategy. One example of this would be to target the Ukelele oinks of an “Ukelele rush” strategy player. In the final stages of the game where both players are short on oinks, monster cards can be moved to the spirit store to be exchanged for the most needed type of oinks.

Charge Bar

The charge bar will be mainly used for holding Value or Esbner charges, depending on the state of the game. Should the opponent be running a very offensive strategy like the “Ukelele rush”, an Esbner charge should be kept always to prevent surprise losses to burst damage. Should the opponent be running a more controlling variant such as the “Wall of monsters”, the high cost of their monsters would allow the Value Charge to threaten their already low oink count. Hence, the charge bar is meant to be used reactively based on how your opponent approaches the game, rather than proactively deciding beforehand how it is to be used.

Conclusion

In conclusion, this strategy aims to play a more control style variant, with a larger focus on reacting to the opponent’s plays rather than proactively pursuing win conditions. By halting the opponent’s strategy in its tracks, the player can then choose to attack the opponent’s life points or oinks, depending on which of two is an easier target. Although the strategy is very general and lacks and specialization, I believe its flexibility will allow it to succeed consistently once the player is able to recognize the opponent’s strategy early on.
 
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