Bliss Mag issue 3.
1415927 (5) :P
Card of the Issue
Bloodh of the Piranas Clan
Stars: 5
Ability: +3 Life
Bonus: Stop Opp.
Bonus
7 Power, 6 Damage
Bloodh is the Captain of the Piranas Clan, AKA the leader.
He is quite a beastly card, although he is seen
as underrated due to other exceptional five-stars in the clan.
Most of the other...
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Bliss Mag issue 3. 1415927 (5) :P Card of the Issue Bloodh of the Piranas Clan Stars: 5 Ability: +3 Life Bonus: Stop Opp. Bonus 7 Power, 6 Damage Bloodh is the Captain of the Piranas Clan, AKA the leader. He is quite a beastly card, although he is seen as underrated due to other exceptional five-stars in the clan. Most of the other five-stars (Ahkab, Pesth, and Dalhia) would be chosen over him. Generally, I feel the only one who can rightfully make any claim to be equal with him would be Pesth, for they both can make a maximum life gap of 11, Bloodh s gap being more stable. There are so many ways to use Bloodh it s insane, so I ll cover the basics and let you guys figure out the specifics. 1. Bloodh cuts your opponents life in HALF. And then GIVES you life. He is a force to be reckoned with, overpill a little on the first turn (Say 6 Pillz, leaving 7 after the free pill). Don’t forget that Piranas have lots of +/- pillz characters, make use of them here! Bonnie Ld would crush
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Da Kyle Dawson
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Pub. il Ott 12th 2011
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Bliss Magazine: Issue Four
Character of the Issue
Yayoi of the Pussycats Clan
Stars: 4
Ability: Stop Opp.
Ability
Bonus: -2 Opp Damage, Min 1
7 Power, 6 Damage
Price at time of review: ~15k
Yayoi is a 5* in disguise.
She is one of the most useful cards in her clan.
With SOA she can become
nearly unstoppable.
She can stop attack,...
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Bliss Magazine: Issue Four Character of the Issue Yayoi of the Pussycats Clan Stars: 4 Ability: Stop Opp. Ability Bonus: -2 Opp Damage, Min 1 7 Power, 6 Damage Price at time of review: ~15k Yayoi is a 5* in disguise. She is one of the most useful cards in her clan. With SOA she can become nearly unstoppable. She can stop attack, power, and pillz manipulation. Plus, with SOA, it becomes very hard to stop her bonus, meaning that even if she loses a round, you still benefit. Yayoi works BEST when paired with Baby Q. They re like a match made in whatever heaven made a clan of hot females :D Yayoi can prevent pesky SOB, as can Baby Q, plus together they form a 2HKO that everyone should be afraid of… Your opponent can face 6 Damage or deal a low amount for both of them… Plus they re running on only their ability/bonus. I see Yayoi as a simpler card without much developed strategy, as with "courage" or "defeat" cards have. Simple SOA. Simply 6 Damage. As the top comment says… ” Yay
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Da Kyle Dawson
Microsoft Word
Pub. il Sett 14th 2011
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Bliss Magazine: Issue 3
TrainWreck s Reviews
Card of the Issue
Lin Xia of the GHEIST Clan
Stars: 5
Ability: -5 Opp Life Min 4
Bonus: Stop Opp.
Ability
7 Power, 5 Damage
Price when reviewing: ~15k
Lin Xia is an absolute monster, especially with the new ELO format.
The only card comparable
to her is Owen of the Sentinel Clan, who has...
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Bliss Magazine: Issue 3 TrainWreck s Reviews Card of the Issue Lin Xia of the GHEIST Clan Stars: 5 Ability: -5 Opp Life Min 4 Bonus: Stop Opp. Ability 7 Power, 5 Damage Price when reviewing: ~15k Lin Xia is an absolute monster, especially with the new ELO format. The only card comparable to her is Owen of the Sentinel Clan, who has the exact same base power and damage, and the same ability with a minimum of two (Still don’t understand why he isn t worth 15k like Lin Xia but oh well). She has several strategies I have found use for. First Turn Strategies: When playing a higher-level player, putting 4 pillz (28 attack) on her will generally win you the game unless they call it exactly. She will either deal a whopping 8 damage (Non-Elo mode) or cause your opponent to use a massive amount of pillz. If she wins, follow up with Leviatonn or Draheera, depending on your opponents characters. 2-Pill bluff if you feel she will be called as a bluff. Other strategies: - Third turn bluff, u
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Da Kyle Dawson
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Pub. il Agosto 31st 2011
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Bliss Magazine: Issue 2
TrainWreck s Reviews
Card of the Issue
Ahkab of the Piranas Clan
Stars: 5
Ability: Defeat: +3 Pillz
Bonus: Stop Opp.
Bonus
6 power, 8 Damage
Current Market Price - ~16.
5k
Ahkab is a very versatile card that I found very useful as a splash in that pesky "Win 30 rounds
with Montana" mission.
Yay fight club :3...
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Bliss Magazine: Issue 2 TrainWreck s Reviews Card of the Issue Ahkab of the Piranas Clan Stars: 5 Ability: Defeat: +3 Pillz Bonus: Stop Opp. Bonus 6 power, 8 Damage Current Market Price - ~16. 5k Ahkab is a very versatile card that I found very useful as a splash in that pesky "Win 30 rounds with Montana" mission. Yay fight club :3 Ahkab is very easy to play with, and his strategies are quite simple. - Ahkab s greatest usefullness, in my sense, would be to pill him to 24 on your first turn, and let your opp decide how the game will flow from there. 1. If they overpill because they don’t want the 8 damage, and use say 6 pillz, you get your three pillz back and now have a huge advantage. 2. If they underpill (1-2 Pillz) thinking you re bluffing, you just did 8 damage for almost nothing. - Ahkab is also good for calling low-damage bluffs. Many people throw out a low-damage card with high power as a bluff, using say two pillz on them to make you use a few pillz to beat them. An e
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Da Kyle Dawson
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Pub. il Agosto 15th 2011
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Bliss Magazine: Issue 1
TrainWreck s Reviews
Card of the Issue
Manfred of the Skeelz Clan
Stars: 4
Ability - Confidence: +1 life per Damage (Unlocked at max)
Bonus - Protection: Ability
8 Power, 4 Damage at Max
Manfred reminds me of Magneto, honestly.
A really cool, teenage Magneto.
His powers allow him to
move things with his mind....
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Bliss Magazine: Issue 1 TrainWreck s Reviews Card of the Issue Manfred of the Skeelz Clan Stars: 4 Ability - Confidence: +1 life per Damage (Unlocked at max) Bonus - Protection: Ability 8 Power, 4 Damage at Max Manfred reminds me of Magneto, honestly. A really cool, teenage Magneto. His powers allow him to move things with his mind. Manfred has diverse uses, based on if his ability is activated. - Manfred works well as an after-victory bluff. I have done this several times, claim a win with Sandro and bluff with Manfred. Your opponent will usually overpill by a few and leave you 3-4 pill gap to use to your advantage, possibly Jay. - If trying to use his ability, it may require a few more pills than your average card, as people don’t want to allow a wide gap to be made. (A Gap of 8, 10 with Timber, 12 with Fury, 14 with Fury and Timber) - He also works extremely well without his ability. Picture this hand: Caelus Cr, Manfred, Redra, Praxie. The two ways I would play this are:
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Da Kyle Dawson
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Pub. il Agosto 2nd 2011
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