Xeno Dominaton Special Event: which extra cards to get?

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Hunter Hogan

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Nov 21, 2012, 4:59:51 PM11/21/12
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During the Xeno Domination special event, there are six cards that one can "purchase" with special event points. (When the event ends, we can purchase the same cards with War Bonds.) The event is about 15 days long (they added 24 extra hours because of issues with Kongregate), and as I write this, the event has 6 days and 20 hours left. I've already "purchased" one copy of each of the six special cards. Question: should I get more than one copy of the special cards, and if so, which cards and how many?

I have 1005 event points right now, so I can purchase some cards right now, but I'm wondering if I should go back to grinding Mission 228 because it gives more gold and more experience and it drops pistons and I have a higher win rate on Mission 228 than Super Xeno Domination. On the other hand, since I cannot afford War Bonds, this basically my only chance to get these special cards. I don't think I need any more Tiamat because I can get them from Gold packs. Do I need more than two Iron Maiden? I'm not in a faction that fights Conquest Wars, so I don't yet have the problem of wanting the same card in multiple decks. I don't think Marrow Aileron is a great Legendary, so I doubt I need two of them. Flux Track: I feel like if I am making a deck that I will always be able to find 10 cards I like more than Flux Track. And if I did use it, I cannot imagine that I would need two of them. Besides possibly wanting a third Iron Maiden, I think the real question is: How many copies of Rolling Arsenal and Rapier do I want?


I like the versatility of Rolling Arsenal especially for only Wait-2. But Rapier, in a properly constructed deck, is more powerful than Iron Maiden and Rapier is not Unique so a player could improve their chances of having a Rapier at the best moment by having two or three of them in the deck. Unlike Iron Maiden, Rapier is a very dangerous attack card. (Iron Maiden is strong, but without Flying, Wait 4 and Health 6 means it almost always dies before activation. Why not put three Rapier in your deck? If your opening hand is three Rapier, so what? Your opponent will immediately be on the defensive trying to figure out how to kill a Health 10 Flying unit.

I'm rambling, but that's probably ok because this group is pretty dead. :)

Aszyre

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Jan 18, 2013, 9:34:50 PM1/18/13
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Jesus. Having been away for a long time... THAT POWER CREEP
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