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- 6 Eyl 2009
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The cards are divided into five elements: fire, water, earth, and air, with a fifth element that corresponds to the player�s chosen Wizard Type. These Types are varied, ranging from the crafty Illusionist to the stalwart Mechanician. Other possible wizards include the Dominator, the Necromancer, the Chaosmaster and the Cleric. Most new players will find it vital to learn the techniques available to the Cleric. In the current online environment, many players are utilizing Spectromancer�s free trial, which permits play as the cleric only. As a result, most of a wizard�s online duels will be as or against a Cleric. This guide aims to explain the advantages and disadvantages of the Cleric�s various cards, as well as strategic notes on how to play as or defeat a Cleric.
Initial Holy Creatures: Paladin, Monk, Holy Guard
The Cleric has two low-cost creatures available: the Paladin and the Monk. The Paladin costs just one Holy power and has a strong attack of 4. It also heals 4 HP to each of the player�s creatures when it is brought into play. With only 9 HP, however, the Paladin is susceptible to many direct-damage spells, such as Chain Lightning and Flame Wave, both of which will destroy him in one shot.
The Monk is significantly tougher at 14 HP, with an identical attack statistic of 4. The Monk does cost one more Holy power to summon, and his ability is less useful: when he is removed from play, his controller gains two Holy power. In most cases, summoning a Paladin will be more immediately useful, but having more than one Monk on the field can be an effective way to store potential Holy power. The Monk makes a worthwhile combo with the most expensive Holy creatures, Angel and Archangel.
The Holy Guard is the Cleric�s next creature, an above-average mid-game summon with 24 HP and an attack of 4. The Holy Guard prevents the first 2 points of any damage done to adjacent creatures. To get the most effect from Holy Guard, a Cleric should take care to keep him away from the far left and far right positions.
Holy Spells
The spells available to a Holy caster are varied. The most powerful, Wrath of God, deals 4 damage per enemy creature to all the opponent�s creatures. A Cleric who holds this spell should constantly press the attack, summoning creatures to threaten every position. This strategy will often cause opponents to respond with horde tactics of their own, increasing the damage potential of Wrath of God. Conversely, the spell Divine Justice is most useful when the Cleric relies on a single powerful creature, as it also deals damage to the caster�s creatures. Divine Intervention, the last Cleric spell, is a useful life-gainer and a good way to quickly increase the power of Elemental creatures, but its high cost limits its utility.
Endgame Holy Creatures: Angel and Archangel
Two expensive creatures are available to the Cleric: the Angel and the Archangel. Each has a great reserve of hit points and a powerful attack. The Angel grants the player three Holy power upon summoning, making it very cost-effective, while the Archangel, playable for only 8 Holy power, completely heals all of the caster�s creatures. The Archangel works especially well with the Monk and the Wrath of God spell.