Tuesday, August 31, 2010

Untold Battle - Straightforward Strategies

So now, we're going to start discussing Untold:Battle! The Battle version functions in the way a stand alone card game does, and favors Yu-Gi-Oh! or Pokemon in play style, but unlike these games (both of which I've played in the past), Untold Battle offers far more complex strategies. And once again, unlike Magic the Gathering and Legend of the Five Rings, the strategies do not become so complex as to completely lose both players under an avalanche of cards. Well, let me post the rules first. You can find just about everything you need to know about Untold: Battle here - http://untoldthegame.com/primer/playing-battle. If this primer doesn't answer your question, then check out this link - http://untoldthegame.com/forums/untold-info/submit-your-untold-questions. Check out this section of the forums to get your Untold questions answered.



Now, so far, there are only three Untold Battle decks: NAU Defenders, Undead Infection, and Flux Horrors (my favorite). All three of them are full of minions that can be a lot of fun to play with, especially when adding their counterpart Powers deck to them as well. But you don't need a Battle deck to do battle. Any Minion will work and this week I'm going to talk about two of my favorite decks, Environments: Ruins and Environment: Mountains. These decks are great for GMs because they offer a sampling of Minions and Powers to make any game more interesting. But they also are great for Untold Battle. The Minions found in these decks are incredibly powerful, and throw in the Power cards, and you can have deadly Battle decks. These two decks were recently reviewed in a Battle Backdrop I did called Colorado Clash!(http://untoldthegame.com/battle/colorado-clash) However, I'm going to go into a little more detail about some of the Minions and Powers in these decks and how they can make any Battle better. But for a more in depth look at both decks and the Battle scenario, check out that link and read the Backdrop.



The first Minion we're going to look at is from the Mountains deck: Mag'grin. Mag'grin is a powerful Minion that is capable of dealing massive amounts of MAG every round. Actually, that is the real beauty of the Mag'grin, once it starts dealing MAG to a creature, it doesn't STOP until the Mag'grin is DEAD which is REALLY REALLY REALLY hard to do. At a cost of 37UP, the Mag'grin is very affordable, and durable with a Body 4/2/4 and a 12 VIT. It deals a whopping 16 MAG which can be Boosted by Soul. Not to mention, it's got a defensive IP of Phase Into Earth that provides an extra Body ATK and DEF. Backing him up, the Apoc Mountain Goat is another lesson in raw power. Even more affordable at 23UP, but a Body of 4/2/4 and 8 VIT, the Goat is a real brawler. Dealing 10 MAG which is Boosted 2 MAG for every 1 Body Boost, it also has two IPs that can Boost the MAG even further. Deadly Combatant 2 adds +3 Body Boost and Charge (which will count as a move) will grant another +4, making the MAG jump from 10 to 32, which is enough to take out most Minions. Now, as far as Powers go, Body of Air is a wonderful card. At 8UP, and not upgradable, it is sort of costly, but is worth the ability. It is an Augmenting Power that makes the target immune to physical damage. Put this card on a Minion like Draft Rider, then you have a real hurricane on your hands.



Now, let's take a look at the Ruins deck. This deck is a lot of fun. Its a good combination of strength and status effects. As far as strength goes, you've got several options. The Crag Crawlers, Ravager, and Junker are all very powerful and affordable. The Darkstalkers have a very interesting role in this deck. They aren't incredibly powerful like the Crag Crawler or the Ravager. And they don't have any status effects like the Rotscourge or Howling Horror. But it does do a nifty little trick. Capable of dealing 8 MAG after Boost, its IP forces the target to only take half of the MAG from VIT. The other half must come from the total UP. Slightly modified with a Soul Aspect, the Darkstalker can become a real nightmare. And speaking of nightmares, the Howling Horrors found in this deck are some of my favorite Minions. At 22 UP, its a cheaper card and has several fun IPs. First off, it adds +4 to Initiative, which can turn the tide of battle. It also has a cone effect, which can inflict a series of Banes, starting with Despair and ending with Insane. Put a couple of these Minions in strategic locations on your front line and watch as most of your opponents Minions go crazy. And the constantly making Overcome rolls can put some real stress on your opponent, but we'll get into that later. Finally, Ruins has a very fun Power card: Invisible Hunter. At 3UP, its very affordable, and doesn't have an upgraded version. This card prevents the target from being by any attacks that require a "To Hit" roll, which is a lot of them. What it does is force your opponent to make an Awareness check vs. your Stealth check. If you win, the attack fails. If you fail that contest, your opponent still has to suffer a 50% miss penalty as well, which can be decided in game (I usually roll odds or evens).



So there you have it, some really fun Minions and Powers that can make any Battle deck better. To give you an idea of charted course over the next few weeks, we're going to discuss the three Battle decks in depth (NAU, Undead Infection, and finish up with Flux Horrors). Finally we'll cap things off by looking at the GM Minions deck and what it can do in Battle and talk a little meta-game.

Thanks for reading and have fun!

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