Card of the Day Archive
August 14, 2003: Arachnabots

Arachnabots

At first you might think this is a 1 CP minion, but Arachnabots actually costs 4 CP to be effective. One CP to bring it in, and then 3 CP to deal 2 XDMG. Price-wise it is good, 4 CP to deal 2 DMG. Compare to Rocket Launch, whcih costs 5 CP on the same level. Of course Arkzilipul does it for free, but you have to set him.
Couldn't get around to using Arachnabots, not problem, bring them in anyway and then be ready to use them next wave. Wait for the right time, use cheer when an unset minion is in the action field along with another character. Get rid of a porential attacker before it gets to you.
Arachnabots' only weakness is: your opponent can see them coming. You play one, you lose the flow, your opponent can retreat the characters in the action field. Their disadvantage: they lose flow to retreat.
Going up against an Aracnabots? try to keep less than 2 characters in the action field at a time, if possible and watch out for those raging gladiators, they won't retreat without a Defensive Anchor or Portal Transport.

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