Author Topic: From newbies for newbies: Guide to the Exiles  (Read 3919 times)

Offline stranger42

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From newbies for newbies: Guide to the Exiles
« on: November 17, 2014, 11:12:31 AM »
From newbies for newbies: Guide to the Exiles

AS OF 30TH APRIL 2015 THIS GUIDE IS NO LONGER BEING UPDATED. FUTURE EXPANSIONS (OPPRESSION ONWARDS) WILL HAVE THEIR OWN GUIDES. PLEASE SEE "A STRANGE INDEX OF GUIDES" AS LINKED IN MY SIGNATURE. THANK YOU.

1. Introduction

Hello all, and thank you for taking time to read this. Firstly, a disclaimer: I am not a veteran player, much less a pro at the game. I have no ranking to speak of and almost no experience playing TCGs. Having gotten that out of the way, I would like this guide to be judged on the information in it, and not about its author.

The IW community is one of the better ones around, yet there is an issue for new players with a multitude of cards available at their disposal. Many (including myself) feel or have felt overwhelmed especially in deck building simply due to the inexperience in picking out good and bad cards for the deck.

As such, this guide is written to help explain, faction by faction, some of the more notable cards in the game. The intended audience is specifically new and novice players. This is because some aspects of the game take time to get used to, and more experienced players might forget that newer players do not know these aspects by heart yet. The guide focuses on explaining cards keeping the faction in mind as either a pure deck or as the major part of a 2 faction deck.

Without further ado, I present: the Exiles

2. Faction Background

The exiles are the seventh faction in the campaign, and inhabit the same world as the Cult of Verore and Descendants of the Dragon. They have heavy emphasis on demons, and 'chaos'. They have some unique mechanics, which I will explain below, as well as a higher use of RNG (random number generator, randomness) than perhaps any other faction.

User friendliness: 1/5 to 3.5/5, highly dependant on user and deck composition. Some mechanics can take a while to get used to, and it gets arguably worse when you increase the RNG in the deck. However, there are decks that can be more consistent.

Deck timing: Midgame to late game. Characters usually start out with average to below-average stats, but can grow with the consume mechanic. However, most of their lategame plays don't have the potency of finishers such as Oblivion or Omnitron.

Focus: Character-wise, they are reasonably straightforward, using demons to push down a fortress. However, their mechanics such as discarding and hand control for both a player and their opponent are aimed at slowing or shutting down an opponent's options and accruing advantages.

Specialty:

(note: this section will be a bit lengthier than other guides, just because there is quite a bit to explain)

- Exile. Exile is the ability to play a card the turn after it is discarded. Exile X refers to the cost, which is X resources. It can only be played the turn immediately after discarded. Using cards that have discard effects, or overfilling your hand past 8 cards are methods of discarding cards.

- Hand Control. More than any other faction, exiles can affect the opponent's hand by forcing discards. The Plunder mechanic also falls under this category. A card with Plunder X will draw you X cards if it hits the fortress.

- Consume. Consume is a mechanic that allows a character to grow off kills. A character with consume X will gain +X/X and heal for X upon killing another character, assuming it survives the combat. Note that although most times it appears like a +X/2X, the heal will not take it above its max health.

The exiles are the 'demon' faction, with a unique perspective on gaining advantages, with a touch of randomness thrown in, some good, some bad. In terms of creatures, they are in a similar vein to the Warpath, swarming mainly with mid-sized creatures. Indirect advantages such as hand control can be exploited by experienced exiles players, to retain more options than an opponent, or forcing them to discard key cards.

The exiles have quite a number of weaknesses, though. One of which is the inherent unreliability of RNG, especially random discard. It's a touchy subject, some get so fed up they won't use it at all, while some are more willing to take risks. The morale costs of exiles units are a little on the high side. But to me, the biggest weakness of the exiles is their timing window. They cannot rush like aggro decks, they don't really have super finishers, and they have to exploit their timing window before super boardwipes like The Calamity and Oblivion come out.

3. Notable Characters

This section will consist of explanations of the strengths, weaknesses, and usefulness of the character cards in the Exiles. I'm going to examine the characters in an arbitrary order. Extra special cards will be marked with an asterix (*).

Vasir, the Demon Prince*
Although technically an Exile/Verore mercenary, I feel he fits well enough here to deserve a spot, especially since he, along with Princess Hinekri seem to be the "monarchs" of the Exiles. His main effect is to force an opponent into a tough decision whether to sacrifice a potentially valuable character or take fortress damage. The fact that he is also a 22/22 flying demon doesn't hurt much either. Do beware of getting your sacrifices nuked, though, as his effect cuts both ways.

Princess Hinekri
Similarly to Fleeting Footman, the Princess doesn't like fighting, instead preferring to win enemies over by her *ahem* charms. She works pretty decently when blocking a huge unstoppable guy your opponent is relying on to punch through your defense line, but fares really badly against swarms of attackers. It's not easy to find a place for her either, as her stats aren't great for 5 cost.

Agent Coyle, Hellbringer
I find it difficult to like this particular Agent Coyle for some reason. He transforms into a 20/20 flying, unstoppable dragon with consume 3 if your hand is empty, which is nice. However, I find that being a 7/7 for 8 cost is a little ridiculous. You have to use his active in order for him to get better stats, which is a random discard with 4 cost and exhaust, and if you discard a character, Hellbringer gains the stats. He lacks the usefulness of the other Coyles and needs quite a bit of babysitting to accomplish anything.

Cresill the Mad*
This card is quite a staple in many 3 purity Exiles decks, and for good reason. The exiles are probably the only faction that actually wants their cards to be discarded, and as such this guy can really pressure your opponent into a tough decision. Do you remove him and discard your hand, or play passive and let the other side gain advantages in the meantime? He is especially valuable for the aforementioned Coyle as well as the next guy...

Tygrugh, the Insane*
The Exiles' Titan, his cost works in an opposite manner to the others, increasing for every card in your hand. At the start of the turn, you're probably going to have at least one card in your hand, so realistically his cost is 8 or more. Once you get him out, your opponent is pretty much running on topdeck mode, as any cards left in their hand at the end of the turn are yours.

Hungry Abomination*
Hungry Abomination is a card that thrives on the random discard that goes on, as it gains the stats of any discarded character. It's great if you can keep up the discards, as 10/10 for 6 cost is hardly anything to write home about. If your discarding engine (usually Ritual Master) dies things may become problematic, but these ugly buggers usually make good bait for Assassinates etc. while your deck keeps rolling.

Nysrugh the Hungry
This fellow is quite interesting. On the one hand, he's a sacrifice engine, and he needs to eat otherwise he will die. On the other hand, he has consume 3, which means every turn he's healing and his stats are going up by 3/3. Returning every killed character to play once he dies is another quirk of his. After some testing, I found that he does not return characters that have been removed from the grave, e.g. by Purify or Grave Rob. Therefore, eating a couple of Sleeper of Avarrach, letting them grow in the grave, and grave robbing your opponent's creatures away can be a decent tactic involving this guy.

Devil of Despair*
This little beast can, with some babysitting, turn into one of the scariest guys around. Like Nysrugh, he has consume 3, which is quite a lot. On the other hand, he's untouchable and immune to kill spells such as Mass Death, although damage spells can still hurt him. When he gets big, it's so tough to stop it isn't funny. However, do beware of immolation such as from Kali (all variants), as it can reliably burn down your devil's health even through the consume. Best with buffs/protection that do not target e.g. Martyr Golem, Ritual Master, Guns of Goliath etc.

Alpha Demon*
With decent stats for a 4-cost, as well as buffing all demons on the field by +2/2 when on the battlefield, Alpha Demon is usually a staple of the demon "tribal" style decks, which rely on getting a lot of demons buffed up to assault a fortress. The buff stacks with other Alpha Demons, which can provide a substantial boost for your consuming demons to grow further.

Demonborn*
A commander-worthy card, this card grows off of demons played, much like Aether Acolyte grows when you play abilities. This card works best with lots of low-cost demons to ensure a fast growth, and a commander slot means that they will gain buffs from the very beginning. The on-demand flying might be a little costly, but sometimes people forget about it and it can be used for a surprise attack or block.

Infected Devil*
A card that behaves similarly to a "2 lives" character, the transform ability allows Infected Devil to block and trade effectively with enemy characters. Do be aware that the Sleeper of Avarrach produced does not have demon typing, so if you're running Alpha Demons etc. he won't get the buff. 8 attack is also fairly decent for the cost, and at the worst you're probably going to trade with a character.

Mindbender*
Aside from Plunder 1, Mindbender is unique in that it actually forces your opponent to discard cards. That makes him an extremely potent pressure hitter, and can direct your opponent's attention onto him, whether it's in the form of kill spells, or forcing a blocker out. The forced discard makes him, in my opinion, a cut above the other plunderers.

Demonic Mercenary and Splatterer
These are the Plunderers, and they have a decent attack, but a little lower health than is comfortable. More draws are usually a good thing, especially if you get to overfill your hand for discards. Do beware of decking out, though, as the increased draws will make you run through your deck quickly.

Demonic Disciple, Unstable Demon, Suffering Verorian
These are your main exile characters, which can be played if you discard them from your hand. If you exile them, although they can be a little slow, they are extremely cost-efficient, although with some drawbacks. Their morale cost in particular can run high, so do be wary when facing morale decks.

Ritual Master, Waste Chucker, Frenzied Monstrosity
Rounding out the list we have some major discard engines. These cards can be used to discard cards with exile in them to get them played, usually for a lower cost or some other benefit. The drawback is that the discard is random, so you do have a chance of discarding something useful. Ritual Master tends to be a prime target for a Lightning Blast or Firebolt but he's usually the most accessible of the discard engines, so that's something to consider.

Demon of Solitude
This card works well when you can get a really strong discard engine going to empty out your hand. With an average hand of 5 cards, he's an average 8/8 demon, but if you empty out, you get 13/13 for 3 cost, which is pretty huge. Not for every deck, but a worthwhile early-midgame play.

Dirty Devil
This unlimited character opens up a new way to play exiles without having to rely on the somewhat unreliable demonic disciples, instead letting you get demons for a playstyle with Alpha Demons in the same way as Warpath with Pack Leaders. It's a cheap drop with an average size, but the demon typing makes it synergise well with quite a few options from exiles.

Xac
This guy is a high risk, high reward card. Alone, he's a 3/3 for 6 cost, which is pathetic. That is, until he enters combat with a character, during which he transforms into a 15/15 demon, which is a decent size all by itself, but also with consume. As a bonus, if he has killed a character your opponent has to sacrifice a character the next turn, which can allow you to gain board advantage over them.
« Last Edit: April 30, 2015, 10:41:04 AM by stranger42 »

Offline stranger42

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Re: From newbies for newbies: Guide to the Exiles
« Reply #1 on: November 17, 2014, 11:12:41 AM »
4. Abilities

The exiles' abilities tend to be more on the control side, rather than the beneficial side. Quite a few have RNG elements to them, while others are more straightforward. As with the characters, notable abilities will be marked with an asterix (*).

Descension*
I'm going to start off the list with my personal favourite exile card, Descension. For 9 cost, you can turn a character into a 20/20 flying, unstoppable dragon with consume 3. That is an extraordinarily nasty combination of abilities to put on a character, and it has extreme utility both offensively and defensively. Do note that the dragon isn't invincible, though, and comes with an insane morale cost. Having your transformation target nuked preemptively doesn't help much either. However, if you manage to pull a hasted character into a surprise descension you can turn games around.

Demonize*
Demonize turns the target character into a 5/5 demon with consume 2. For only 2 resources, you can severely gimp the size of a character down to 5/5 and/or get rid of any annoying special abilities they might have e.g. like a Pack Leader. The value of this card is very, very high, but does require a slight bit of prediction, much like Death Ray.

Demonic Prescence* and Mind Splinter
These two cards are a form of hand control, both forcing discards. In the case of Mind Splinter, your opponent has to discard two cards, while for Demonic Prescence both of you discard your entire hands and draw 5 cards. These cards are very potent in disrupting your opponent's plans, especially if they hide characters in hand or are saving up an ability combo. On the other hand, you can turn a depleted hand into a freshly loaded one, as well as proc any exile abilities you might have.

Dehumanize*
While the first part of Dehumanize is a simple kill spell, the latter part makes this quite the valuable inclusion in certain decks relying on consume characters, such as Devil of Despair. What this card can do is to create lots of small characters for you to munch on, as well as take out a major threat. In general, high resource cost characters are expected to have higher stats and stronger abilities, so the bigger they are, the better for you.

Mark of the Demon*
Another card with good value, at the basic stage you can treat it like a Firebolt to take out a weaker enemy. However, it is actually more versatile and powerful than that. You can use it on your own demons for a power increase, or you can drop the power of an opposing unit by a little. It's very useful for a lot of situations, and can target any zone, which is a significant plus to have.

Gather the Weak
Unlike other factions, the Exiles' token spawner actually puts cards in your hand. This isn't as useless as it sounds, though, as it can help to overfill your hand for easy discards, as well as provide fodder for other effects as well. However, it doesn't provide much in the way of instant effects, so do be wary of the timing on when this ability will actually benefit you.

Spontaneous Combustion and Wholesale Slaughter
The RNG-based control mechanics, these two can wreck your opponent, or wreck you, or wreck both of you. Wholesale slaughter is more dangerous to both sides, as sacrifice goes through any death prevention, and can occasionally snag a huge character like a buffed up Hungry Abomination. Combustion can't hurt you, but it might not do much either, especially if your opponent has a lot of cards around to soak up all the damage.

Chaos in the Ranks
A situational card, but one that can blunt attacks, similarly to Fear. It's a card that can punish opponents for going all-in in either attack or defense, and is very good against factions that specialise in building up a certain zone like Flame Dawn or DoD. It can be used to feed a defense line to a strong consume character, or make your opponent's assault force sit uselessly in defense.

Brief Visit to Torment
Quite a decent removal ability, this card serves like Controlled Temporal Anomaly, but without preemptive, and with a random duration. You can turn one of your characters huge and wait for them to come back, or you can remove an annoying character of your opponent's, albeit without being able to predict exactly when they will come back.

Descent into Madness*
If you play Genesis Industries, you might be reminded of Angelify, except that this card is a little more double-edged. Flying is usually a good surprise, especially when your opponent is mentally prepared for a ground assault, and the extra stats are nothing to sneeze at. However, the card can also be used as a delayed removal, taking out a defender or support zone character in an unexpected way.

Splat
Splat is ordinarily a decent removal card, allowing you to trade a character with one that's much bigger than it. However, at the time of this entry, splat is actually able to target enemy commanders, which makes it ridiculously strong an option, and an issue I hope gets fixed as soon as possible.

5. Locations

The Demon Wastes
This card is, so far, the only location the Exiles have, and as far as random effects go, it might not hurt you much, but it might not do much either. It basically applies a debuff to an enemy target on the battlefield, reducing its stats. The card is revealed to your opponent, which can give them a slight warning of what's coming, but not much. I would say the main drawback is its unreliability and dependence on your deck composition. If you're running a low costed deck it's likely that the debuff won't be high. On the other hand, a high cost deck will get great damage at the cost of being weak earlier on in the game.

6. Artifacts

Chalice of Madness
A card that fits in with the exiles and discarding, chalice of madness is a controlled discard for both sides, allowing you to proc exile effects without relying on the randomness of character discards. On the other hand, its cost is a little on the high side, and if it gets discarded it's not going to do you any good. Combined with Tygrugh you can actually put your opponent in lockdown mode, ensuring even the one card they grab in their hand has to be discarded. It's an okay artifact in my opinion, unlike its counterpart...

Crystal of Madness
I dislike this card, because the effect is usually mediocre and can sometimes be counterproductive. For example, a Tygrygh deck or Agent Coyle, Hellbringer will actually want you to have an empty hand to get their effects. It doesn't even protect against things like Oblivion's discard, as the artifact gets destroyed in the process. I almost never see this card, and wouldn't recommend it for an exile deck.

7. Missions

The Exiles have not received any missions yet
« Last Edit: January 08, 2015, 01:40:52 PM by stranger42 »

Offline stranger42

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Re: From newbies for newbies: Guide to the Exiles
« Reply #2 on: November 17, 2014, 11:12:49 AM »
8. Other Factions

A major part of Infinity Wars is how a faction works with others, which is a major consideration in deck building. A good deck usually works around a plan, and part of making that plan is knowing what each faction brings to the table. I will first look at what the Exiles bring to a deck, followed by what options are opened up with the inclusion of other factions.

As a Splash Faction, Exiles bring some of their random discard mechanics mainly through Ritual Master, as well as some hand and board control options. A few consuming characters are single purity, and they can be made really scary with some buffs. A lot of their cards require precise timing, though, which leads me to feel that exiles are tricky to include as a splash faction.

As a Main faction, the exiles get a whole lot scarier and more interesting, particularly because of the specialised characters and ability cards unlocked. Demonic Prescence is probably one of the strongest hand control cards at the moment, while fuelling your discard engine. Even cards like Hungry Abomination and Nysrugh the Hungry can be interesting. But personally my favourite card is Descension, which opens up quite a lot of plays.

Please follow the link to "A strange index of guides" below to find the master guide for faction synergy. Thank you.

9. Conclusion

Thank you for reading. I hope this guide has helped you understand the faction better, or at least entertained you somewhat. Please feel free to leave feedback, comments, and criticism.
« Last Edit: April 30, 2015, 10:26:23 AM by stranger42 »

Offline stranger42

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Re: From newbies for newbies: Guide to the Exiles
« Reply #3 on: November 17, 2014, 11:12:57 AM »
reserved

Offline stranger42

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Re: From newbies for newbies: Guide to the Exiles
« Reply #4 on: November 17, 2014, 11:13:04 AM »
Appendix A: From Newbies for Newbies Guide Index:

1. The Flame Dawn: http://forum.lightmare.com.au/index.php?topic=61402.0

2. The Warpath: http://forum.lightmare.com.au/index.php?topic=32878.0

3. Genesis Industries: http://forum.lightmare.com.au/index.php?topic=61307.0

4. The Cult of Verore: http://forum.lightmare.com.au/index.php?topic=62014.0

5. Descendants of the Dragon: http://forum.lightmare.com.au/index.php?topic=62508.0

6. The Sleepers of Avarrach: http://forum.lightmare.com.au/index.php?topic=63086.0

7. The Exiles: http://forum.lightmare.com.au/index.php?topic=63334.0

8. The Overseers of Solace: http://forum.lightmare.com.au/index.php?topic=64019.0

9. The Factionless: http://forum.lightmare.com.au/index.php?topic=61829.0

Appendix B: Sample Decks

Faction purity is indicated in the brackets before the guide. Each letter indicates a faction (e.g. F = Flame Dawn, N = Neutral etc.)
« Last Edit: January 26, 2015, 01:49:54 PM by stranger42 »

Offline Heaven-Canceler

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Re: From newbies for newbies: Guide to the Exiles
« Reply #5 on: November 24, 2014, 02:11:55 PM »
Having played around with the Exiles Cards I have, I can tell you that Devil of Despair can be quite scary when you manage to get him up to the right Point. And because he only dies to damage or mass removal, he can easily ignore the danger of Mass Death, Death Rays and even Hubris of the Strong. What has screwed me over most of the time is Immolation damage. Chalice of Madness is a great way to get whatever you want discarded not to Forget that it Forces the Opponent also to discard Cards making it harder for him/her to Play effectively. And although it is often only useful later, Crystal of Madness can be good for getting new Cards fast without having to use Demonic Presence with an empty Hand.

They have quite the great number of 4 and 3-drops, but lack in other Cards. Also, I have a hard time using any Cards the first 1 or two turns, since there aren't that many good 1/2 drop Exiles (Aside from Gambler, which is Kind of risky.) and I often end up having to hold off on using Ritual Master since there is something important in my first Hand I don't want to accidentally discard.

Also, they don't really have any good 1-Drop that you don't have to first discard anyway.

If you use Descension on a character in your command Zone, it will turn into a Dragon which costs 10, so be careful with that or you will have to pay extra. The Dragon is also only really good for a last shot or to eat up attackers I have noticed, mostly because there aren't many flying defenses aside from OS.

Haven't gotten too many Rare Cards and no Epics + so I cannot talk about These, but the Exiles have a good deal of 4-drops, so it is slightly hard to decide what to take into a deck if you have much. I will certainly have to Chose careful once I get a full set of Alpha Demons and Mindbenders.

Other accounts of mine can be found on Spacebattles and Sufficient Velocity.

Offline LaughingBubba

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Re: From newbies for newbies: Guide to the Exiles
« Reply #6 on: January 04, 2015, 12:20:54 AM »
Howdy Stranger, thanks for yet another excellent guide. I've been working through the faction challenges to get a feel for the all the factions. Simply put I've been doing miserably at Exiles.

The post has given me some ideas but mainly I've also concluded i just don't have the cards to make up a solid Exiles deck right now.

Thanks.

Offline Cleanse

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Re: From newbies for newbies: Guide to the Exiles
« Reply #7 on: January 04, 2015, 12:36:10 AM »
Good guide as always Stranger. I think you're hardly a newbie now. :P

For anyone looking for some ideas for Exiles decks, Crimes has some nice ones updated for Order:

http://forum.lightmare.com.au/index.php?topic=63601.0

Offline DrayGon777

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Re: From newbies for newbies: Guide to the Exiles
« Reply #8 on: January 04, 2015, 01:46:12 AM »
Nah, let him go ahead and keep calling himself a newbie. It's kinda cute. XD
Just so you guys know, if you're ever vs WWK, just start putting out random numbers and mathematical symbols, he will surrender.

Offline stranger42

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Re: From newbies for newbies: Guide to the Exiles
« Reply #9 on: January 04, 2015, 06:44:08 AM »
Until I'm done with all the factions, I will still call myself a newbie. I also do it to remind myself who I'm writing to, and what mindset to keep. I want to ensure that any new player who has just gotten into IW will be able to read this and pick up what's going on without much trouble.

Also, it's a little annoying to keep coming up with new intros/endings so I'm just going to copy and paste them as I go along.

Offline cosmic-latte

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Re: From newbies for newbies: Guide to the Exiles
« Reply #10 on: January 06, 2015, 11:36:40 PM »
Thanks for the guide.

The second ever Exiles deck I made (about a week ago) was pretty much built around the Exile mechanic. I kind of threw it together using all the cards I had that had Exile, and it worked weirdly well considering that most of it was Demonic Disciples. It's also more fun than any of the others. :)

My first one had a Commander Hungry Nysrugh in it; despite the niceness of the rug, it lost pretty much every match

Offline stranger42

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Re: From newbies for newbies: Guide to the Exiles
« Reply #11 on: January 08, 2015, 01:46:25 PM »
This was a short update for Order. The exiles didn't get that many cards.

I might get started on an Overseers guide soon...

Offline DrayGon777

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Re: From newbies for newbies: Guide to the Exiles
« Reply #12 on: January 08, 2015, 03:51:25 PM »
I noticed that as well, which is why I suspect Exiles are the next faction planned to be phased out, at least according to what I read. :(

EDIT: Since the other thread is locked, I'd like to suggest that the collection of links to the various guides be stickied. I think it's a wonderful resource for newer players and helps to maintain access to the guides even if they slide off the first page.
« Last Edit: January 08, 2015, 03:54:08 PM by DrayGon777 »
Just so you guys know, if you're ever vs WWK, just start putting out random numbers and mathematical symbols, he will surrender.

Offline xneosrevenge

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Re: From newbies for newbies: Guide to the Exiles
« Reply #13 on: January 10, 2015, 06:49:21 PM »
I've always meant to give this a read! I'm currently at work but when I get home I'll give this a read and I'll definitely comment what I think! All of your guides are really helpful and organized so I'm not expecting anything different :)
Exiles might not have gotten as many cards, but they got great cards that complete a lot of decks! Just realise that a lot goes on during testing and some cards change factions or get added or removed completly. Numbers don't mean anything, its all about the heart of the cards ;D
"We adore chaos because we love to produce order." -M. C. Escher

Offline The_Fallen

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Re: From newbies for newbies: Guide to the Exiles
« Reply #14 on: January 24, 2015, 12:45:14 PM »
Great work as always. I just missed one thing: divine demonic: the most crazy stuff.
Still waiting. Hope declining.

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