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War Metal Tyrant Guide
War Metal Tyrant is a collectible card game on Facebook, similar to Magic: The Gathering and Warstorm. I've been playing War Metal Tyrant a lot longer than I've been playing Warstorm, but Tyrant takes a bit longer to play since you only have 100 energy at a time vs the infinite energy of Warstorm. After beating all missions, opening enough Gold and Enclave packs to get most high end cards, and competing in a lot of faction wars, I'm ready to pass my experience on to Opportunity LOL readers. In this guide I'll show you the high end Xeno and Imperial decks I use to beat the extremely difficult side missions and win your faction wars. Enjoy!
Old School, Basic Deck: Xeno Deck with Mimic and Counter
This is the Xeno set-up I use for most wars in factions and to easily defeat the "Imperial Traitors 4" mission, which is the most exploitable mission yielding the 300 gold and 45 experience per win. I use Mimic and Counter cards a lot and it's amazing how quickly your opponent will lose against you. Vyander heals all Xeno 1 health per turn, which is really helpful since most cards in this deck do low damage and have high health, so you can keep your cards alive while counter and mimic wins.
Mind Controller is the heart of this deck. Counter 3 means that when your opponent attacks, the first 3 damage is also dealt to the attacker. Most high damaging units only have 3-5 health, so it's often 1 or 2 turns before your Mind Controller defeats the card opposing.
This card has flying and regen, so each card has a 50% chance of coming back to life once beaten. Combined with Vyander's heal all Xeno 1 and it's very tough to take the Phoenix off of the battlefield.
Only a wait of 3 for a 3/5 unit with Jam and AntiAir 2? Daemon is pretty overpowered and wrecks flyers. Are there any flying units with more than 6 health? If not, Daemon takes out all flyers if it can connect.
Spend your War Bonds while this card is still a possibility. You only need one or two World Quakers in your deck and you automatically have a tough deck. Armored 1 means that it takes one less damage than it's opponent deals every turn. Strike 2 helps when the rest of this deck does low damage, and Mimic lets you randomly use the skill of an opponent's card without restrictions. So, if your opponent has "Rally Imperial 2" your World Quaker will increase the attack of a random friendly unit by 2, regardless of whether you have Imperial cards or not. [Go Back to Beginning] Old School, Basic Deck: Imperial Deck w/ Immobilize and Heal
This Imperial deck utilizes all rare cards, and relies on Heal and high health cards. Freddie's Heal All Imperial 1 is great, but a card with Rally would help too since most cards in this deck do low damage.
Exodrone is the reward for completing the Raider/Imperial Side Missions. Wait time of 2, Flying (non flyers hit 1/2 time), and Counter 2, and 2/5 is extremely overpowed. Note it's unique, so you can only use one card per deck.
Jet Trooper is pretty amazing in this deck. Wait time of 2, Flying, and Heal 3 is fantastic, but the 3/2 stat is very weak. If you're up against an opponent w/ strike on any of it's cards expect Jet Trooper to die quickly. However if you're opposing a unit without strike and flying, your high health units will be very happy.
Auger Tank is the second best card to spend your War Bonds on. Wait time of 2, this card is essential to the high health, immobilizing deck with heal because this deck is extremely weak on damage. Rally Imperial 2 grants a random friendly card +2 attack, turning a 2/5 Arc Trooper into a 4/5 monster.
There are four Arc Troopers in the deck and I'd consider going up to five total. Wait time of 1 for a 2/5 card is sick, and Immobilizing your opponent 1/2 the time lets you dominate your enemies.
I would drop this card in any of the side missions because most of those bosses have Siege, letting them melt your structures by 1 or 2 health per turn. If against an opponent without seige and Xeno cards (most random PvP set-ups), ComSat Terminal is extremely valuable. Rally Imperial 2 gives you a damage boost and Weaken All Xeno 2 is worth the wait time of 4.
I'm considering putting an Aegis card in every deck, regardless of faction. Armored 1 and Heal All 2 is VERY tough to defeat.
I just got Tiamat from a gold pack, and it's another very powerful Imperial card. Wait time of 1, Flying, and Strike 2 is sick even if it were a 0/1 card. 1/3 isn't bad, and all the healing from Freddie, Jet Trooper, and Aegis keep Tiamat alive. [Go Back to Beginning]
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