DanTheTimid wrote:Maybe in the future Djinn will be a bit more useful but honestly I'm a bit skeptical as to his usefulness with the cards in this first set.
DanTheTimid wrote:However from the sound of your story apparently there are indeed techniques you can build your deck around to help build sp allowing you to get Djinn out in situations beyond just following up a turn in which you got your clock cleaned.
lupos wrote:DanTheTimid wrote:However from the sound of your story apparently there are indeed techniques you can build your deck around to help build sp allowing you to get Djinn out in situations beyond just following up a turn in which you got your clock cleaned.
Yea, and like Logress said, when a card is cleared of the field you get back the sp you spent on it so if you can time it out right to have 2 cards of decent sp value whipped at once that will trigger an sp generating soul card and then add all that to the 2sp you get each round it's not to hard late in the game to get him out there. Also it's sometimes worth while to have a few level 1 borderline useless cards to put front and center next to something like a djinn, or even in front of it to keep him alive and control soul cards to get sp when you need it to power his attack. I've played only about 40-50 rounds total myself and I see new techniques all the time.
Awod wrote:Wait, what?
Allied wrote:Sorry i have to disagree with all but the pants, Yes he is a strong lvl 6 monster and the fastest. But why a certain -20 hp, Why not go for big guns and pop out a nice Efreet and and have a nice chance to do 40 dmg to all enemy units. Not alot of monsters have armor right now, And if they do its like 20 max.
My 2 cents lol
GunCastor wrote:That is a lot of sp to spend!
First, you have to jump sphere of influence to 6, so that's 6 sp. Granted that you'll make it up to 3 or 4 during mid to late game anyways, I really want count this against him too much. There aren't many other level 6 cards to take advantage of this though.
Then it cost 6 more sp to bring him out.
Then it costs 3 to use his skill.
DanTheTimid wrote:During the small amount of time I had with the game I only used him as a soul card in my Falkow deck. I can understand a player tossing in a single copy just as an extra emergency button for those times when alot of crud hits the fan but even then I think I might just want to use that spot for Tempest. Its -30 hp instead of -20, its perfect for situations where my field has just been cleared which is when your most likely to be able to summon Djinn, it doesn't rely on AGI to go off, and it only requires level 5. Sure theres something to be said for Djinn having a body, but even if I had enough sp to summon djinn that extra sp I have left after Tempest will be helpful in re-setting up or revivng any units my own tempest takes out so tempest makes it easier to get or keep other bodies on the field.
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