A guide to this froggy mission for Beginners! (with pictures and decklist)
- 1 Hold the Line! 3
- 5 Freedom Fighter 2
- 6 Queen's Guard 1
- 4 2 Kobold Warbeast 2
- 2 2 Kobold Barracks 1
- 5 2 Blazing Salamander 2
- 3 2 Oradrim Fanatic 2
- 4 1 Air Elemental 1
- 5 1 Oblivion Rider 3
- 7 3 3 Scourgeflame Specter 1
- 1 Steam Forge 1
- 3 Master Swordsman 1
- 4 Maceman 2
- 5 1 Exalted Ogre 1
- 4 1 Fire Elemental 2
- 3 1 Oradrim Templar 1
- 3 1 Slaughtering Shadow 1
- 3 1 Demon Wing 2
- 2 2 Soul Drain 1
19 Hoaka: Epic Mission 5/7
for those of us with
nothing some things.
Table of Contents
2. Deck Strategy
3. Game Strategy
[Introduction] After a great amount of trial and error, and very few (I cannot emphasize how few) cards, I beat him! It is important to note that I do not have 3 of a lot of the cards I wish I had maximized. Being short on resources, I did my best. I have been playing for 4 or 5 days and if you're like me, with limited experience and resources, I hope this guide helps. And if you know more than me, please have mercy, I am learning.
[Edit] I originally confused Scourgeflame Specter's abilities with Soul Eater's.
I will tell you in Deck Strategy which ones I just sort of filled in and which ones I would use more of if they were available to me.
If for some reason you can't see the linked deck(whether I didn't link it properly or what have you), I also made a deck on Faeria Decks. This is Glass Rush.
Scourgeflame Specter was my inspiration for Glass Rush, but I haven't used it in this puzzle once. I got him in a card pack, so if you don't have him he isn't totally necessary. Still usable, but don't waste the land on him unnecessarily. Just hold on to him.
Air Elemental and Fire Elemental are in the deck as a buffer to his extra cards and his Water Elementals. I put the maximum that I owned into my deck, which I believe is 1 and 2 respectively. If you have more, add more.
Hold the Line! is definitely a core card. I filled in the gaps in my deck with cards like Freedom Fighter and Steam Forge, but you could probably also fill it in with extra Imperial Guards. Creeps with Taunt are a key component to keeping all of his frogs from hopping all over the board and collecting Faeria.
The early game has to have a neutral core. Creeps like Maceman and Imperial Guard are very important to have early. Steamforge Enforcer is maybe a viable option, but I would count it a little too pricy for the early game and I was leaning towards the Freedom Fighter with their hastiness.
There are a lot of damage cards that are interchangable and self-explanatory, such as Slaughtering Shadow, Queens Guard brings more Taunt and more Faeria, Kobold Warbeast, Oblivion Rider and so on.
The idea behind Oradrim Fanatic is to be hyper-offensive. Get everyone as close to Hoaka as faeria-ly possible(see what I did there).
I'm not going to do every turn, because every game is not the same, but I will post a picture of every turn. The first few should leave you with a good idea of how to play this mission. Don't let him get his feet off the ground. Play extremely offensive. I am a green player for now (mostly because that's the majority of my cards) but you cannot just sit back and let him build to late-game. He will destroy everything you hold dear.
- Build lands opposite of him.
- Build in a straight line.
- Taunt everything that might kill the creeps you have attacking his god(herewith called god-tackers).
- Make back-up creeps and special lands to replace taunters and god-tackers.
- When he starts to attack your orb, make sure you've grabbed your center land and have a taunt(preferred, nut not required) creep there.
- Keep replacing that Taunt creep.
Starting Hand It is important to have neutral creeps in your starting hand, so discard any structures, desert and mountain creeps if you don't have any neutral starters.
Turn One You play second and you will have Explore so, whichever side he builds on, you build on the opposite. Build 3 tiles in a straight line. You don't have to play anything this turn, strictly speaking. If I had a Maceman I would have saved it for turn two, but the temptation to harvest first turn Faeria with my Freedom Fighter was too great.
(I don't really know if the pictures will show up or not. They aren't in the editor or in the preview, but if you click on it it should show.)
Turn Two I didn't screenshot at the end of this turn, but I basically placed down two more neutral lands in the same direction and I played Hold the Line and one Imperial Guard.
Turn Three He killed my Freedom Fighter. Super sadface. I played a desert land right next to ol' frogface and put an Oblivion Rider down. I moved my Imperial Guard to collect Faeria and placed another directly behind it. The idea is to Taunt him assembly-line style, so that he can't kill your god-tackers.
Turn Four I attacked him, placed another desert and put down a Demon Wing to replace my Oblivion Rider when it dies next turn, because I didn't get my Taunt minion up there in time(and yes, that was due to Faeria greed).
Turn Five Obviously I had to put a land and a creep down to defend my orb. The rest is business as usual.
[Epilogue] After completing this guide, I've learned a lot. Every playthrough I've always used a lot of special creeps, but this runthrough that I took screenshots of has made me realize that even a rush neutral deck might be able to accomplish your goal if you follow the same game strategy highlighted in this guide (but where's the fun in that). However, the purpose of this guide is also to show what someone with very limited cards can accomplish. Since I am just beginning.
I don't have a cool sign off phrase... suggestions welcome! ;)
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