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NAME: | Parrying Dagger
| ELEMENT: | Darkness
| COST: | 3
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Weapon : Deal 3 damage at the end of each turn. Attack 1 ennemy creature that missed an attack each turn
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| NAME: | Backstabbing Dagger
| ELEMENT: | Darkness
| COST: | 2
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Weapon : Deal 3 damage at the end of each turn. Attack 1 ennemy creature that missed an attack each turn
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ART: |
| IDEA: | kaempfer
| NOTES: | Misses can be due to many things : dusk/fog, gravity shield, dim shield, sundials... Being delayed does not count as missing. Ability is activated only until it kills, meaning that if a creature dies from this, the daggers (if flown for example) that haven't activated yet can activate on the next missing creature.
| SERIES: |
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Hover over cards for details, click for permalink
6rp 6rp 6rp 7jo 7jo 7jo 7jo 7jo 7jo 7k5 7k5 7k5 7k5 7k6 7k6 7k6 7q9 7q9 7q9 7q9 7q9 7q9 808 808 808 808 808 808 808 808 80d 80d 80d 80d 80d 80d 80h 80h 80h 80h 8pt
(relics are the new weapon)
BATTLE log (100% dice rolls)
Spoiler for Hidden:
We start
T1
7q9 80d 808 7k5 80h 808 7jo 8pt
play quanta
Q : 4 aether 2 light 1 dark
6vf 78r 7rj 7f3 7f4 7rj 7un 7rj 8pv
play stashes end turn
T2
7q9 80d 7k5 80h 7q9 8pt
do nothing
6/3/2
6vf 78r 7f3 7f4 7un 7f3 8pv
activate stashes
Play all save breath
5/5, 8/5, 4/4, 8/5
HP : 75/100
T3
7q9 80d 7k5 80h 7q9 80d 8pt
End turn
6/4/3
7f4 7un 8pv
play carrier
7/7, 10/7, 5/5, 10/7, 5/5
38/100
T4
7q9 80d 7k5 80h 7q9 80d 80h 8pt
play sundial (ends turn)
8/5/4
7f4 78r 8pv
end turn
8/8,12/9,6/6,12/9,6/6
T5
7q9 80d 7k5 80h 80d 80h 6rp 7k5 8pt (crusader via sundial)
activate sundial
play phase (end turns)
5/5/5
7f4 78r 81r 8pv
play portal keeper
10/10 14/11 7/7 14/11 7/7 5/6
T6
2 turns left on dim
7q9 80d 7k5 80h 80h 6rp 7k5 7jo 8pt
play weapon (ends turn)
7/6/3
HP 38/99
7f4 78r 7rj 8pv
play stash (ends turn)
12/9 16/13 8/8 16/13 8/8 7/8
T7
1 turn left on dim
7q9 80d 7k5 80h 80h 7k5 7jo 808 8pt
play crusader. Quint (ends turn)
Field : 3/5
6/2/4
38/97
7f4 78r 7un 8pv
activate stash, play carrier
15/9 19/16 10/10 19/16 10/10 10/11 6/6
T8
0 turn left on dim
7q9 80d 80h 7k5 7jo 808 7k5 8pt
Enchant crusader. Play shield (ends turn)
6/7
3/1/5
38/92
7f4 78r 81r 8pv
play keeper
18/6 22/19 12/12 22/19 12/12 13/14 8/8 6/7
T9
2 turns left on dim
7q9 80h 7k5 7jo 808 7k5 6rp 8pt
play light tower (ends turn)
6/7
5/4/6
38/87
7f4 78r 7of 8pv
end turn
21/3 25/22 14/14 25/22 14/14 16/17 10/10 9/10
T10
1 turn left on dim
7q9 80h 7k5 808 7k5 6rp 7jo 8pt
play light tower (ends turn)
6/7
7/8/7
38/82
7f4 78r 7un 8pv (SHIT)
play carrier
25/1 29/26 17/17 29/26 17/17 20/21 13/13 13/14 7/7
T11
0 turn on dim
7q9 80h 7k5 808 7k5 6rp 7jo 8pt
play sundial(ends turn)
6/7
9/11/8
38/81
7f4 78r 81r 8pv
play keeper
ooze dies finnally
33/30 20/20 33/30 20/20 24/25 16/16 17/18 10/10 7/8
T12
80h 7k5 808 7k5 6rp 7jo 808 80d 8pt (with activation)
play quanta
play one crusader, quint it.
activate sundial, play phase
6/7 3/5
10/10/9
38/75
7f4 78r 81r 8pv
play keeper
37/28 23/23 37/34 23/23 28/29 19/19 21/22 13/13 11/12 7/8
T13
2 turns dims
7k5 6rp 7jo 8pt
play quanta
enchant crusa
6/7 6/7
high
38/66
7f4 78r 6vf 8pv
play ooze
/23 /26 /38 ridiculous other stuff
T14
1 turn dims
7k5 6rp 80d 8pt
end turn
38/57
7f4 78r 7rj 8pv
play stash end turn
/18 /29 /42 ...
T15
0 turn dims
7k5 6rp 80d 80h 8pt
play dim (end turn)
38/48
7f4 78r 7f4 8pv
end turn
/13 /32 /46 ...
T16
2 turn dims
7k5 6rp 80h 808 8pt
play & quint crusa
38/38
7f4 78r 7f4 7f3 8pv
play hound
/8 /35 /50
T17
1 turn dims
6rp 808 808 8pt
enchant crusa play tower
38/25
7f4 78r 7f4 7un 8pv
play carrier (last ditch carriers ay)
/1 /39 /55
T18
0 turn dim
6rp 808 80d 8pt
play dim, which means gg.