Monday, August 22, 2016

School's Overview - Hexcraft

Hexcraft
Wiz-War Malefic Curses Expansion

 

   SCHOOL'S ROSTER  

11 Attack:            Beguile, 2x Terrify, 2x Stunning Gaze,
                      2x Scourge, 2x Curse of Ice, 2x Curse of Fire 
2  Counter:           Flux ShieldCounter Curse
3  Energy:            3x 6 Flash Energy
Neutral:           2x Hex of Pain, 2x Hex of Teleportation,
                      2x Hex of Amnesia, 2x Hex of Lethargy


DESCRIPTION

It is the less variable school, with only 13 different card. But this also means that the school isn't depending on lucky, so some players can appreciate this. It is not a "missile friendly" school, your basic strategy must be passive. This school fit perfectly in a treasure-focused game, because can slow your enemies e damaging if they want to trace you. Hexes, the core cards of this school, are magical traps that cannot be countered or cancelled so easy, but they affects also the player that cast it, so must be played carefully.


 PLAYSTYLE

Defensive strategy, debuffing school, great supporter in any sort of deck

MOST VALUABLE CARDS

6 Flash Energy, Hex of Lethargy, Curse of Fire


COMBINATIONS

Hexcraft can be insert in almost any deck, from a nuker (elemental+mentalism/chaos/draconic), to a defensive, trapper ones (alchemy/conjuring+totemic). The interactions with others school depends mostly by the gaming style.


The information presented on this site about Wiz-War, both literal and graphical, is copyrighted by Fantasy Flight Games and the author, Tom Jolly. This website is not produced, endorsed, supported, or affiliated with Fantasy Flight Games or the author Tom Jolly.

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