
Most of the time I win because of card management. Not to mention the fact that my starter AP generation mob has two lives. One Xelor mob can put a spell on a Dofus that damages an enemy or an enemy dofus once per turn if the enemy wants to destroy it, they have to use 3 AP to do so, and that's 3 AP gone while the mob I summoned is still in play. What that tells me is that you had bad card management, which is easy to have on Xelor. Now imagine joining a tournament and you lose just because of bad draws, what would be your strategy when you start the fight with 5 high level cards (and the next 3 draws are also all your high level cards) and in the first 3 turns, your opponents unleash 5 summons on all lanes? No amount of strategy can save you when those things happens. My card was good enough to win against a rank 20 but when the luck of the draw is against me, I can have 20+ AP and no good cards to use them on which would mean that I will lose against a rank 1 with default set.Ī good deck has to have a balance of low AP to high AP card, but when the luck of the draw is against you, you will lose because you start off with high AP cards, leaving you defenseless, and in the end game, you unluckily draws all the low AP cards, leaving you hopelessly underpowered. Your logic is going in circles and contradicting yourself. In what world do you plan on playing 3,2 2,1 1 1 1 when you start with 4 cards? Card generators? You were JUST complaining about the lack of card draw in this game.
Krosmaga card list full#
If an aggro user is stupid enough to put 1 HP mobs all over the field, or even 2 HP mobs when Sac has a full hand, that's their own fault - it's not bad luck, it's bad strategy.

Sure, there are cases where an enemy god is set up to defeat a full army - like Sacrier - but they already do that now, so exactly how does 3-12 make that worse? Answer: It doesn't. This still speeds up the battle, and 1 AP card generating mobs will still give returns on death, not to mention that AP generating mobs will already be available to summon better zerkers. And if a control deck does manage to somehow damage an aggro enough or a tank block an enemy enough, 2 AP and 3 AP mobs have AT/AR enhancement, so they'll buff other aggro mobs enough to be a nuisance while still acting as aggro mobs themselves. Even if the control deck manages to get its 3-5 AP mobs or spells in good positions, it can't eliminate all of the enemy's mobs, and even if it does an aggro deck filled with card-generators will return the cost. There are many more: 3, 2 2, 1 1 1 1 1, not to mention the fact that 1 AP mobs placed on AP squares will return 2 AP meaning the aggro deck can summon even more numbers. Yes, luck is a factor, but Xelor mitigates it almost example only provides 2 cases.

If they had bad, or average draws, they would have lost regardless of their strategy if they had bad or average strategy, they would have lost regardless of the luck of their draw - they only won because they had both with good made custom decks, while I was only using starter.


You're right that luck was a factor for my opponents I said the only reason they were able to win is because they had good draws and used strategy. A Xelor Starter Deck is specifically set up to remove luck entirely on its side. You are using a started deck, which means that you do not win because of strategy, you only win because of luck. You lose because your enemy got the luck of the draw. And that is the hard reality of a luck base game.
