![]() However, no one takes this literally, otherwise, libraries would be a dangerous place indeed. Aurora’s ability to put cards back on top of the deck is actually pretty nice for planning out very high-powered turns with rage-empowered cards.Books are often magical as they transport you to a faraway land.Or you can not worry about allies and just be really good at hitting things with a big sharp metal thing – Aurora buffs power, and even further buffs single cards that throw out bursts of damage, and man does Seifer like his bursts of damage.This also allows Seifer early on to just let Aurora tank for him so you can brute force down an Elite with 60 HP worth of Rage “banked up.” The most heal-happy pair ends up a bit fragile in terms of crumbling to brute force if they depend more on healing than blocking, but this opens up a lot of options for damage-taking synergy as well as bouncing back from setbacks.Combining the two least position-dependent heroes already offers appealing fluidity, but if you do end up having them stick to certain spots, Seifer prefers Melee and Aurora Ranged, meaning you’ll almost never feel locked out of options.Frogs are already rather spirited combatants, and so naturally combining Aurora with the OTHER spirit-boosting hero lets you go absolutely crazy with them.Seifer’s ability to boost allied Spirit large amounts has a few good targets amidst Sorocco’s allies, but those targets that are good can easily be single-handedly game-winning.This allows you to focus on a simple tank-and-spank with Seifer receiving all the offensive buffs, and their sheer combined bulk pushing through. Aside from a few Melee cards, Seifer rarely cares much about which position he’s in allowing Sorocco to stay out front and keep blocking.Sorocco loves seeing high-cost cards played, and Seifer has plenty, including some that, at least when enraged, refund some of their cost.Seifer’s effects triggered by himself or an ally taking damage are naturally at their strongest when combining the two highest-HP heroes, allowing you to straight up brute force bosses as long as you show up with enough HP.Sharra has some Ranged utility cards while Seifer has a fair amount of Melee, allowing you to have their special requirements line up for big defensive turns with Sharra biding her time behind Ragerat.Both have strong cards focused on hitting the front spot just letting you lean into brute forcing down whatever big scary guy is out in front.Seifer loves his aggressive allies, and Sharra has a few herself – and Seifer does have some ways to boost the Spirit of Sharra’s high-value scaling-effect allies, some of which are aggressive as well.Both love spamming out hits, though, meaning power buffs will be at their strongest. Seifer has strong AoE, something Sharra lacks.Aurora is also pretty high on cheap utility minions to trigger Sharra’s scaling-to-ally-count stuff. Sharra has low-spirit high-power scaling allies, and Aurora has some pretty yummy spirit boosts.Sharra adds energy easily, while Aurora can draw a lot, with the two together easily setting up big turns. ![]() ![]() Daggers increase hand size AND dissolve, allowing you to scale/trigger a lot of Aurora’s strongest cards. ![]() On the bright side, this’ll combine with Sharra’s Charge cards to trigger swap synergy a ton.
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