Cards list - Nature - part 3 | Cards list
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Mauler
Type: Creature Rarity: Common Charges: 4 Orbs: Power: 70 Attack: 710 Defense: 830 Weapon type: L Size: M
Description: Five seconds of special abilities blocking are not too useful in practice, and the bonus to large units damage, well... you won't meet too many creatures of this size at the first Orb, so it's hard to recommend Mauler. |
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Spikeroot
Type: Creature Rarity: Rare Charges: 3 Orbs: Power: 120 Attack: 300 Defense: 1000 Weapon type: M Size: L
Description: Before triggerint the ability, the damage is laughably low for a unit that costs nearly as much as two teams of Ghostspears. When you change the mode, Spikeroot attacks only in a stragiht line, so a perceptive player will avoid it. If you want to use it, only do so in PvE, where the opponents are not as smart as living people. |
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Breeding Grounds
Type: Structure Rarity: Common Charges: 3 Orbs: Power: 70 Defense: 1200
Description: A very cool idea for a building, but it costs a bit too much. Considering that you're paying 70 Power, to bring on the battlefield, you would have to summon units for about 460 Power, for the cost to return to you. You rarely have such great resoures at hand - at the 3rd Orb if at all, assuming that the enemy won't destroy the structure. |
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Living Tower
Type: Structure Rarity: Uncommon Charges: 4 Orbs: Power: 70 Attack: 690 Defense: 1200
Description: Deals less damage than Primal Defender. The only strength of Living Tower lies in connecting a couple of buildings together, but this is only viable in PvE. It would be a suicide in PvP to build several towers next to each other without protecting or repairing spells. |
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Ray of Light
Type: Spell Rarity: Common Charges: 4 Orbs: Power: 100 Healing Radiance - player's units in 15 metres radius will regenerate 3% of their life points every second, up to 2500 in total. Lasts 30 seconds. Reusable after 10 seconds. Description: The second healing spell, that works a bit different than Surge of Light. Ray of Light doesn't regenerate lost life points immediately, but constantly increases their number every second. Worth casting on an area of an incoming long battle - it will give an important advantage over the enemy. |
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Curse of Oink
Type: Spell Rarity: Common Charges: 4 Orbs: Power: 65 Oink! - turns up to five enemies into pigs for 15 seconds. The transformed units can't move or attack. After five seconds they will return to their original form if they are attacked. Reusable after 20 seconds. Description: Another green card designed to control enemy units. It will give you some time to, for example, put up a building that will destroy the enemy's Orb and Power Wells or prepare defences when the enemy attacks. |
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Creeping Paralysis
Type: Spell Rarity: Uncommon Charges: 2 Orbs: Power: 80 Entrance - after 5 seconds of preparation, up to 5 enemies in 15 metres radius will become paralyzed fot 10 second. When the effect wears off, the targets are immune to paralyze for some time. Reusable after twenty seconds. Description: Like the previous one, this is a crowd control spell. In my opinion it's worse than Curse of Oink, but if you cast Creeping Paralysis more ore less before the "pigy effect" wears off, the opponent will be blocked for the next 10 (or more - after the upgrade) seconds . |
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Parasite Swarm
Type: Creature Rarity: Ultra Rare Charges: 3x6 Orbs: Power: 100 Attack: 780 Defense: 330 Weapon type: M Size: S
Description: This unit dies easily when attacked and its summoning costs as much as 170 Power (afer the upgrade - 150). It's often worth it though, to summon a creature that, when combined with healing powers of Nature, can become a very poweful weapon at an early stage of the game. |
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