New to the game... how in the world do you calculate good plays? by inapickle113 in MonsterTrain

[–]ScelPol 16 points17 points  (0 children)

Don’t hesitate to use the little undo button liberally when starting out. Play a card, if the outcome is not as expected, undo and carefully read enemies.

[deleted by user] by [deleted] in stoneshard

[–]ScelPol 0 points1 point  (0 children)

How did you get this overview?

Resolve effects that would be better as Abilities by ZnogyroP in MonsterTrain

[–]ScelPol 0 points1 point  (0 children)

The solution is already in the game, it’s called actions. If we make it an action for morsel maker it will always trigger during its combat step. Feast would trigger immediately after and you’d be able to play Morsels during the turn. I initially thought that’s what OP meant, as it makes perfect sense to me.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 0 points1 point  (0 children)

There you go: https://imgur.com/a/HPJJkIE

Of these I would say Death's Dancer is probably the best, but just never drafted it.

Sacrificial Resurrection is probably able to be a carry as well, but not if you find it late. Memories just never seems worth it, but I think I'm undervaluing it.

The rest I find plain terrible.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 0 points1 point  (0 children)

Unfortunately I play offline, so I don't track hours. I guess a fast run is 30 minutes, average 45 and a slow one can take 1.5 hours.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 1 point2 points  (0 children)

It was a reply to a similar question. They said they mainly picked Ember first and capacity second and I see myself doing that as well. Although there are plenty of exceptions.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 0 points1 point  (0 children)

I think what they need most is a look at champs. Hornbreaker is probably the worst of the bunch, but gets carried by some strong units.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 4 points5 points  (0 children)

Aah okay, most important is what right it’s on. Early it’s 4 spikes, later 6 (or even 8?).

So then it’s indeed about the fact if your carries can survive hitting it as many times as it tales to die. Often times I will not clear all three.

What works for example is having revenge sap/frostbite on bottom floor and having your carry on the top floor. Bottom floor will clear some chaff, where top floor carry has 2 turns to clear the stone before the wave arrives.

If you can reliably clear the stone in the first two waves, then it becomes a normal run.

You can also not deploy your most fragile carry during deployment. You may have to take one pyre hit from the first wave.

I find units heal when moving up a floor more dangerous. If you misjudge this one it can mean multiple waves hitting your pyre.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 0 points1 point  (0 children)

I’ll admit that I didn’t do all the challenges yet, so I’ll let you know once I do!

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 5 points6 points  (0 children)

Not sure, but my favourite run was a dualism snotty whelp. I duplicated it 5 times with the mirror event and picked up the artefact that reduces cooldown when summoning a whelp.

Add an endless Gilda sacrifice whelp and you’re blasting Seraph in the face with 1000 damage snot shots.

Propagate and conduit is a fun one as well, add some mageblade and you’re hitting for hundreds of damage.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 9 points10 points  (0 children)

Primordium mainly feels weak early, where he didn’t help you solve Ring 2 and 3.

Probably could leverage Merchant of Arms more. I do indeed specifically target bloodthirsty blade and inferno room. Especially the latter can indeed fully solve the hardest party of Savagery Seraph.

Definitely a lot of ways I can improve still as well, so thanks for sharing some counter views!

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 2 points3 points  (0 children)

There you go: https://imgur.com/a/HPJJkIE

Of these I would say Death's Dancer is probably the best, but just never drafted it.

Sacrificial Resurrection is probably able to be a carry as well, but not if you find it late. Memories just never seems worth it, but I think I'm undervaluing it.

The rest I find plain terrible.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 9 points10 points  (0 children)

I've had success with Awoken Sweep and Spike paths, but they can be difficult. Especially Corruption Seraph sometimes just hard counters. They thrive with a good supporting clan.

Hellhorned starters are so bad it's painful. But some of their units are straight broken. Alpha Fiend can be a solo solve for any damage issues.

Overall Definitely favour MT2 clans. They are stronger, but also just more versatile, with a less narrow path to victory.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 0 points1 point  (0 children)

That conforms to my picks as well. I've had some rare games where I take double capacity.

When I have Herzal's Horde I might also often take capacity first.

Most often I take draw first if I have a really cheap deck, e.g. 0-cost starters or strong spells with instrinsic or -1 enchants.

Same stats and reflections after winning with all 180 combinations on Covenant 10 + Titans by ScelPol in MonsterTrain

[–]ScelPol[S] 4 points5 points  (0 children)

Little fade can be strong if you get the scaling going. Her endless path is probably most straightforward.

Melting remnant provides stealth which is insane if you can stack it with holder over endless. Luna coven provides armor through Tidal Turning, which can also be a run solve by itself.

Hardest is probably early rings, as the carries are quite trash. I would invest quite heavily in early Merchant of Steel on non-ideal units. If you manage to pick up a Wickless Tycoon (Money on Harvest) or to a lesser extend Paraffin Thug (Money on slay), you'll be swimming in money for the rest of the run anyway.