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As I have played my Arderial Starter Deck, I have noticed about 4 combos which work rather well (some are obvious, some take more thinking to find). Here they are:
Combo #1 -
Cloud Narth and Pharan
This combo is probably the most obvious of the ones I have found - it is mentioned in Cloud Narth's power, Healing Storm. Healing Storm is a more powerful version of both Cloud Narth's and Pharan's Healing Rain. While Healing Rain lets you discard the creature to add its energy plus 1 to any creature or magi, Healing Storm lets you discard both Cloud Narth and Pharan to add their combined energies plus 3 to any creature or magi. The result of using this combo is 3 extra energy - pretty good!
Combo #2 -
Lightning Hyren, Staff of Hyren, Robes of the Ages,Fog Bank, and Lightning
The point of this combo is to add extra energy to Lightning Hyren so it can use Shockstorm more than once. I recommend using this combo when playing with a mono-Arderial deck against an opponent with 4 or more non-Arderial creatures in play. First card that must be played in this combo is Staff of Hyren - if you do not have this in play, do not play Lightning Hyren! Playing Lightning Hyren after Staff of Hyren give Lighting Hyren 1 additional energy, bringing its energy up to 6. Now after you play Lightning Hyren, use Shockstorm immediately bringing Lightning Hyren's energy down to 2. Next, play Robes of the Ages if it is not already in play (which you should have put it in play the moment you got it, for it is a great help with spells). Now play Fog Bank (cost of 2 with Robes of the Ages in play) on Lightning Hyren protecting it from losing any energy from attacks you next 2 turns. During your next turn, play Shooting Star on Lightning Hyren bringing its energy up to 4! This gives you just enough energy to use Shockstorm again. If you do not witch to lose Lightning Hyren yet since Fog Bank is still good for another turn, you can play Lightning on him before you use Shockstorm the second time. One warning, though, you may end up losing more enregy than your opponent, but if Shimmer is your magi, it might be to your advantage to use as much enregy as possible in hopes of lowering her energy to 0 so you can use Creature Bond.
Combo #3 -
Thunder Vasph and Lightning
This simple little combo will help in using Thunder Vashp's power, Thunderclap. Thunderclap lets you discard any opposing creature with 3 or less energy from play along with Thunder Vashp. I your opponent has a creature with 5 energy, use Lightning on it to remove 2 energy to get it down to a 3 energy creature and then use Thudnerclap. If Thunder Vashp only had its starting energy of 2 on it, you will lose 4 energy while your opponent loses 5. For less energy lose, play Robes of the Ages before playing Lighting to lower its cost to 1.
Combo #4 -
Epik and Mask of Abwyn
This combo is my favorite. Play Mask of Abwyn and Windsight takes effect forcing your opponent to show his or her hand until Mask of Abwyn is no longer in play. Wait until you opponent has 2 really good creatures in their hand that they could pay for, and use Epik's Dream Feast to discard them and Epik. Make sure you do not play Epik until you want to use Dream Feast (yeah, I know this will cost you 4 energy), otherwise your opponent will begin attacking and possibly deafeating Epik before you are ready to use its power. While you may lose more enregy than you wish to, it is worth it to see you opponent's plans ruined.
While these are the ones I cam up with, I'm sure you have some more. Feel free to share them on the strategy forum.
-Mushroom Mistress