Card Notes | The 4 damage is dealt to the creature. Thawing a creature removes all freeze from it, including freezes for 3 or 4 turns. It does not affect delays from BB or procrastination. The upgraded has a lower ability cost. Note how it has an ability of 1, to freeze for 2 turns. It deals 3 damage, it thaws for 4 damage, and it costs 5.
| Excerpt from "Pocket Guide to the FrostKracken Empire" | Dug up from the luckiest of gold-digging sharks, forged from the coldest of smiths, and enchanted with the noblest ideals, the creation of this scepter to slay the Greater Leviathan marks the beginning of the Third Kraken's Era, 400 years ago. Just being near this royal weapon turns you cold, and its very presence darkens the room it belongs in, as light, heat, and emotion are drained into its hilt.
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(Long Swords are proxies of Absolute Scepter.)
The dragon can be tamed. Its minions can be tamed. First priority is play a scepter as its ability can be used freely without triggering ooze. Stall the board with sundials and and permafrost shields, allowing the dragon to grow his foul minions. We are immune to its breath and its wings, as the Empire has put none of its soldiers in front of its mage's defences.
Once his spawn is lined up, flood the treasury and stop the dragon from summoning more forces, using the scepter to stop them in their tracks, and using a special brew to mess with their minds, not knowing who is friend and foe. The scepter can give back the energy it removed, but doing so deals severe damage to most bodies - good for getting rid of those psychotic oozes.
Finally, when we have established this impenetrable shield, slowly watch the dragon's power diminish into nothingness. Once he has nothing left to throw at us, all we have to do is stroll in and claim what is rightfully ours.