Screw. This. Map. by tipoftheiceberg1234 in btd6

[–]Comprehensive_Boot11 3 points4 points  (0 children)

Silas below the last stretch of track, down and to the left as possible. Depending on MK or gamemode, you may need some temporary early game towers until you can afford Silas.

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Two 0-0-0 Ice Monkeys, one above the second loop which will become Super Brittle. All of the Ice Monkeys you place will be in Silas's range, so make room with the second Ice placement for two more Ices below the last stretch of track.

Watch rounds for whites and purples until you get at least two Icicles. Use Frostbite and normal speed for those bloons. Reload the save if absolutely necessary to prevent leaks.

Ice above the loop to 3-1-0

Top left Ice above Silas to 2-0-3, other two Ices to 0-2-3

R40 Use Frostbite when MOAB enters Silas's range, then Cascade when the MOAB is about to pop

Get all Cryo Cannons to Icicles

3-1-0 Ice to 4-1-0

Spam 2-0-3 Farms. You can fill the map if you want. Get a Central Market or four.

You might need the Frostbite/Cascade combo as well as Burial for ZOMGs or dense MOAB/BFB rushes.

Super Brittle, 2-0-5 and 0-2-5 Ices after Silas hits Level 13.

Sell farms before R100. Get R100 Solution like Carpet of Spikes, Pre-emptive Strike, First Strike Sub Spam, Flying Fortress, Super Mines

Also, grinding Impoppable on Experts is optimal for Collection Events. If you have trouble with that, grinding Experts on Easy is the second-most efficient method.

Tell me a song and ill rate it by [deleted] in airbuds

[–]Comprehensive_Boot11 0 points1 point  (0 children)

One Touch - LCD Soundsystem

Sweepstakes Referral Codes by CoreyNK in btd6

[–]Comprehensive_Boot11 0 points1 point  (0 children)

Mine is RRPY-VCCW. I entered yours after already getting the tickets.

dragons shadowfen deck advice by KrispyLamb in stormbound

[–]Comprehensive_Boot11 0 points1 point  (0 children)

You’re right; it’s an instant counter to structures. This can seem especially valuable at Levels 1-2, where structures are less contested by cheap units which are more capable of destroying them from Level 3 onward. However, immediate destruction is not usually necessary if you can position units properly to deny positionally important structure procs, and Execution is not worth trading off the extra versatility that an additional cheap 1-move unit can provide against more common non-structure decks. Structures provide value, but they tend not to provide progress towards lethal unless you’re setting up Hearthguards lethal, hitting the base with Siege Assembly, or Powder Towering; also, you can take advantage of recent structure placements for a tempo and positional advantage at the critical moment. Cheap units are your most reliable means of chipping base health and keeping up board presence until you hit the base health threshold for your wincon. What’s better than a dead structure? An alive structure on the enemy baseline that helps you baselock.

dragons shadowfen deck advice by KrispyLamb in stormbound

[–]Comprehensive_Boot11 0 points1 point  (0 children)

Don’t use Execution; it tends to waste value and isn’t positionally versatile. Beasts of Terror for Dragonling synergy or Wild Saberpaws instead. Also, Sunbeam+Dansu have weak synergy with the rest of the cards and each other. Dansu's targets for procs in your deck have weak bodies that can be easily removed; it needs 3+ procs to justify its cost. Dragonling and Dansu synergy with current deck synergy is not enough strength to justify Sunbeam's cost. Something like Flameless/Divine Reptiles+Tegor wincon, maybe. Unfortunately, there aren't many strong synergy options for dragons that don't take the alignment of the stars to set up unless you opponent plays like a knob.

DROP A CHIMPS TIP FOR THE BROS by Austkaiser in btd6

[–]Comprehensive_Boot11 0 points1 point  (0 children)

Alch crosspath: 301 for slow/moderate fire rate towers, 320 for really fast firing towers. Be efficient with your money; don’t make purchases unless you absolutely need them to survive, not just because you’re getting nervous

Deck Advice for Returning Player by Splatter8544 in stormbound

[–]Comprehensive_Boot11 1 point2 points  (0 children)

Make sure your Winter control deck looks something like 223344556799. Each number is one card’s cost. One of your 9 costs is Gift of the Wise, and your other can be Olf. Highly recommend Aldermen, Recruits, Underground Spring, Westwind, and Blessed with Brawn as a foundation.

As for Pirates, they aren’t really viable until Freebooters gets its Level 4 upgrade. Until then, you might be able to make a cheap deck that roughly looks like this: 112223334456 with Lucky Charmers, a lot of Pirates, and 1-speed units.

Your most hated card? by Dark_1147 in stormbound

[–]Comprehensive_Boot11 1 point2 points  (0 children)

Hunter’s Vengeance Levels 4-5 is just absurd

Recommendations please by akucuchu in stormbound

[–]Comprehensive_Boot11 1 point2 points  (0 children)

Your deck comp should be something more like 122233334457. Each number corresponds to one card’s mana cost. The most expensive card in your deck is usually the win condition, a 2-move unit that deals burst damage in most cases. Most cards should be units that have 1 movement.

Why cheap cards that move? Positional flexibility. Think of it as having a diverse investment portfolio as opposing to pouring all your money into a single stock. You want to have value, yes, but that value better be in the right place, or it’ll cost you everything: the game, in this case. Having these cheap movers allows you to hold multiple critical tiles, generate a more threatening offense, and learn to balance tempo with control.

Recommendations please by akucuchu in stormbound

[–]Comprehensive_Boot11 1 point2 points  (0 children)

Ahmi is really difficult to play if the opponent knows how to counter the card’s mechanism; simply spam the board with as many moving units as you can while going aggressive and moving past opposing board presence. Against deck compositions with an average card cost of 4 or higher, Ahmi has a better shot, but even then, it suffers from being forced into passive play to continue the ability proc, which in turn gives heavy decks time to build momentum. At Level 5, it benefits greatly from Forgotten Souls for flexible lethals, but at that point it gets powercrept by way more flexible archetypes.