Vaults Vanquisher
Posts: 451
Joined: Friday, 24th June 2016, 14:09
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Vaults Vanquisher
Posts: 451
Joined: Friday, 24th June 2016, 14:09
Blades Runner
Posts: 546
Joined: Friday, 2nd October 2015, 14:42
Vaults Vanquisher
Posts: 451
Joined: Friday, 24th June 2016, 14:09
goodcoolguy wrote:You have to stack them or use triple draw to make them useful. HTH.
Crypt Cleanser
Posts: 720
Joined: Friday, 6th September 2013, 09:17
CypherZel wrote:I can't really find where this deck is useful
CypherZel wrote:aren't so such as the one that hastes your allies
Vaults Vanquisher
Posts: 451
Joined: Friday, 24th June 2016, 14:09
stickyfingers wrote:CypherZel wrote:I can't really find where this deck is useful
It's when you want to escape.CypherZel wrote:aren't so such as the one that hastes your allies
It's just that velocity is a terrible card. I have no idea why it's in the Escape deck. Also Swap is questionable. You shouldn't blind draw it in general.
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
CypherZel wrote:I guess that's why tomb is in the escape deck, to escape
Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
VeryAngryFelid wrote:why tele? tomb can last quite a long of time, literally hundreds of turns. so you can heal to full hp, buff, then use digging or disintegrate and kill them all, it's called "tombdancing" ;)
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