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PvE

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Welcome to the grind!

In Player versus Environment (PvE) or Player versus Ghost (PvG) arenas the player is dueling the Artificial Intelligence, nicknamed 'Ghost'. Up to two decks can be registered, which run independently for ranks and rewards. So in contrast to pvp arenas/events, the points of both decks are not combined. That means each deck gets its own rank and own reward package after the a PvE arena ends.



The 'Ghost'
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When playing in a PvE arena, the player is matched against AIs ('ghost') piloting the decks of other players and those players may play against the AI playing the player's deck (the 'AI deck'). This is the biggest difference to PvP arenas, that the AI can also accumulate points for winning matches with each deck. So with the help of the AI, the player can get a win count bigger than the actualy maximum number matches, the player is allowed to play in each PvE arena.

Also, a ghost can't lose points like the player can lose in PvP. It can only gather more points through winning.


PvE Arenas
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If the player meets the arena restrictions, he can participate in these arenas:

  • Draft Arena: Play with somewhat random cards.
  • Event Arena: Those arenas always have a different theme and usually a limited card pool.
  • Limited Arena: A different card pool every week.
  • Newbie Arena: The first arena the player can attend.
  • Rookie Arena: Standard PvE Arena with the most combatants in the game.
  • Veteran Arena: A more grindy and longer version of Veteran Arena.



Streaks and AI wins
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Main article: AI wins

General information: Streak

The arena uses a point system to calculate the player's rank among other participants. The system also employs a win-streak practice, increasing the points obtained by the player with each consecutive win. The player MUST obtain perfect win streaks each to have any chance for decent rewards. However, obtaining a 10/15 win streak does not come without its challenges. With each consecutive win, the player's health will be reduced by 1 HP from the standard 25 HP, and as you climb up the ranks, you are more likely to face off against other players' ghosts with perfect win streaks. Fighting a level 15 ghost with resource advantage while you only have 11 health can be extremely tough!

So, the only way to reach high ranks and reward tiers are full streaks and at least some AI wins!

Again, it can't be stressed enough how important a high AI win count is to achieve high position rankings by getting more points from a streak. Only by having some - or better a lot of - AI wins it is guarenteed to meet at least some lvl 10 AI decks, which in turn net a significant bonus as well (see the the table below for detailed numbers).


Streak difficulties
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With higher rewards also come higher risks. Lvl 8+ AIs gain a substantial additional bonus. The following list shows the increasing difficulty the player has to face when going for longer streaks:

  • -1 starting HP for the player with each conescutive match
  • 1 additional starting resource for the opposing AI after match 4, 6, 9, 12 or 13
  • 1 additional starting resource for an opposing level 5-9
  • 2 additional starting resource for an opposing level 10-14
  • 3 additional starting resource for an opposing level 15

This is still being researched in this forum thread


Comparision table
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Match

No.

Points per match win additional resources for the AI** Player's

starting

HP***

Base

(cum-

mulative)

Streakbonus*

(cumm.)

Bonus per AI level base per AI level
0-7 8 9 10 11 12 13 14 15 5-9 10-14 15
1 80 30 0 11
31



70 0 1 2 3 25
2 88 (168) 33 (63) 0

40



78 0 1 2 3 24
3 96 (264) 36 (99) 0
40 48



80 0 1 2 3 23
4 104 (368) 39 (138) 0 40
56



88 1 2 3 4 22
5 112 (480) 42 (180) 0

63



93 1 2 3 4 21
6 120 (600) 45 (225) 0

70



99 2 3 4 5 20
7 128 (728) 48 (273) 0 63 70 76 82


104 2 3 4 5 19
8 136 (864) 51 (324) 0 70 76 82

99
109 2 3 4 5 18
9 144 (1008) 54 (378) 0

88



114 3 4 5 6 17
10 152 (1160) 57 (435) 0 82
93



119 3 4 5 6 16
11 160 (1320) 60 (495) 0

99 104
114
123 3 4 5 6 15
12 168 (1488) 63 (558) 0

103
111

126 3 4 or 5 5 or 6 6 or 7 14
13 176 (1664) 66 (624) 0 96
106
115 120
129 4 5 6 7 13
14 184 (1848) 69 (693) 0
105 110
119 123
132 4 5 6 7 12
15 192 (2040) 72 (765) 0 104
113
123

134 4 5 6 7 11

*remember, that the streak bonus is cumulative and that it can only be received at the end of the streak; it also differs slightly if the game deducted some points after a match - this usually happens only in Veteran arena and only after winning against a lvl 15 ghost

**these are bonus resources, which the AI gets at the start of the match - additionaly to its 5 base resources at the start of its turn

*** for each mutant in the deck, the game will detract an additional 1 HP from the starting HP of the the player


Implications
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Knowing all the numbers above, there are some not so obvious implications:


Going for level 10 (or better 8+) opponents

Looking at the not so obvious bonus, that beating a level 10 ghost gives, it is highly advised to try to meet as many as possible. Those points accumulate to a maximum of 646 points in rookie arena for example. That is an even higher value than the whole streak bonus (435 points).

It is not yet still clear how to consistently achieve that in practice though. But it seems logical to go for as many AI wins as possible before starting to play, since the more AI wins the player got, the faster the game decides to pair harder (read: lvl 10) opponents against the player. Without any AI wins, the player might not even meet a single lvl 10 AI opponent.


Hurting other players

In reverse that means, if the player is already highly ranked and knows that he will stay there, it might be an option to go for an early streak. Since the level bonus for the ghost expires after 12 hours already, all opponents meeting the player's ghost afterwards will 'lose' the level 10 opponent bonus. This can be a pretty hefty toll for players trying to get into the top 10 late by accumulating the most possible AI wins.


How to be good in PvE and get full streaks
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A lot of the following text and information was taken from the bouncegq's awesome PvE forum guide!
In short, the whole gist of PvG arena is mastering the exploitation of the AI (see AI behaviour patterns for more information). To succeed in the PvG arenas, you need to familiar yourself with certain behaviors of the AIs, both as an opponent, and as your offline double (aka Ghost):

  1. It's a war of attrition. Your main win condition is always to utilize removal spells on your opponent's creatures until their grave costs render the opponent unable to summon anything substantial to stop your endgame strong creatures. This is especially true when you reach higher win streaks, where a rush deck simply couldn't cut it since your opponent has an enormous amount of starting resources. So it all comes down to a judicious use of removal spells, which brings us to the second point.
  2. The AI always over-commits. Given enough resources, the AI WILL throw down their strong creature without any consideration. Use this to your advantage; wait for your opponent to accumulate enough creatures on his battlefield and then use a strong AoE clear like Holy Spear or Firewall to gain board control and resource advantage. In order to do so, you must play on reaction, play defensively. Always charge resources first turn and give the initiative to your opponent.
  3. Keep it simple. This is a tip for players who want their ghosts to be able to defeat players. Your PvP decks will not work here. Your tech cards and utility cards will not work here. The minds of the AI is rather enigmatic, and its questionable decision-making when it comes to certain cards comes close to that of an imbecile. So, shred your Magician:Jurh decks or Cocoon of Evolutions or Angel:Orperias and just stick to the basic Alby Stone Golems and Goblin Bomb Squads. They are straightforward enough for the AI to play without any consequence.


Deck Stages
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PvE decks can be broken down into three stages, which are being changed by swapping cards. This is one of the most important facts in PvE, to understand, that a deck piloted by the player will need to be adjusted to being played somewhat correctly and efficiently by the AI.

Note: Take these infos about the stupidity of the AI into account, when building any AI deck!

Note 2: Don't just copy top 10 decks blindly. Especially PvE top 10 decks are just extremely greedy AI decks, geared to get one or two more AI wins. They are next to impossible to use as actualy playing decks!


Registration Deck
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This is the deck that is meant to be played by the AI. When registering a deck in the PvE arena, this stage is used. It should be built with the knowledge that it has to be optimized for lvl 0 AI.:

  • aggressive playstyle by the AI
  • no bonus resources
  • a lot of newbie players to defeat by hard to kill creatures

Playing Deck
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This is the deck which is actually used while playing the streak - usually optimized for survival. It might be the same as the Registration Deck, but it can also be very different, depending on the amount of cards the player can and wants to swap. See the next big chapter for detailed help.


Lvl 10/15 AI Deck
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After successfully finishing the streak, the playing deck should be optimized for the AI again - especially for the high level AI with all its recource and HP bonuses.

  • aggressive playstyle by the AI
  • bonus resources depending on the AI level (check the comparison table for detailed information)
  • less newbie opponents, the higher the player is ranked -> needs more surprises / well balanced decks


Building Your PvE Playing Deck
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In order to maintain resource advantage, a 3-resource deck is the best option in the arena. Which resource you choose is up to your personal preference, but to ensure success, the two recommended resource to include are Nature and Light; Nature for its high HP creatures, and Light for its removals and Trap In The Castle. Mana is not recommended due to most of its decent creatures being mutants and its expensive AoEs (mutants as well.)

Your deck will be comprised of answers. Since you won't have the luxury to tank hits and accumulate one specific resource, its best to prepare one type of card for each resource. The common, optimized deck will look something like this:

  • 2-Cost Removal Card for Resource A
  • 2-Cost Removal Card for Resource B
  • 2-Cost Removal Card for Resource C
  • Trap In The Castle
  • AoE Removal for Resource A
  • AoE Removal for Resource B
  • AoE Removal for Resource C
  • Strong Creature for Resource A
  • Strong Creature for Resource B
  • Strong Creature for Resource C
  • Misc. Card 1
  • Misc. Card 2

The two remaining cards can be miscellaneous cards and are completely up to you; see which group you think needs more cards to expand your options. It should be noted, that this deck has to be geared for survival primarily and should only run the most important creatures, which give an edge in the resource war. Examples for that are Witch:Xena and Seigi.

Feel free to omit some cards in the above format to put cards of your own liking, if you see fit.


Highly recommended cards for the playing deck
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Here is a small assortment of really strong cards for safely climbing the arenas.


Trap In The Castle: Why This Card Is So Frickin' Good

Trap In The Castle is already a card of tremendous value. Firstly, it is a 3-cost card, highly accessible at Level 1. Secondly, it fills your board with traps that deal 10 damage to the opponent's attacking creatures, offering a splendid defensive option, especially so against Goblin Chieftain +1 decks or Level 10/15 deck with mutants where early unimpeded aggression usually spells out your doom. Thirdly, it confuses the hell out of the AI. Traps, being creatures, prompts the AI to use a creature to block it, rather than avoid it. As a result, the AI will line its Goblin Bomb Squads and Vampires up with the Traps, only to die in vain the very next turn. Also, with your battlefield filled with (completely harmless) creatures, the AI will feel threatened and is compelled to spend a removal spell on your left-most Trap, wasting it in the process.

So to sum it up, Trap In The Castle helps you regain resource advantage and is an answer to any situation. The only downside is that the AI will use this card even when its battlefield is full, which does not help in its GvP endeavors. So keeping it in an AI deck is not as OP as in the playing deck.

Note: This card extremely good if the player doesn't own all the OP cards yet. But its usefulness decreases if the deck already contains all the good answer cards to maintain permament control of the board. It is still a good option, but not mandatory anymore.


Drag to Hell
:

Drag to Hell is a superb card for Dark camps. It is a 2-cost strong removal (wow!) that you can play without any consequence in the early stages of the game. This card can take care of the pesky Mage:39-years-olds and Alraune+1's and usher you into resource equilibrium right away! Due to its low cost, the card has become a near necessity in higher win-streaks. This card is crucial when climbing ranks in Veteran Arena, and having multiple copies of this card is highly recommended.


Witch: Xena:

Witch:Xena's durability and ability makes her a perfect candidate for maintaining the advantage gained by cheap removal spells in the early stages of the match. She is best coupled with something untargetable/big to protect her from Capture and other removal.


Holy Spear:

Holy Spear gives the player the ability to reset the board if the AI managed to play more creatures than can/should be handled with spot removal spells. It is usually best used after levelling up to 2 and when the AI just dropped two fatties. So play with that in mind accordingly - try to safe up as much Light resources for level 2 as possible.


Capture:

Capture has started to see play for numerous good reasons. First, its cost got reduced from 6 to 5, making the card an acceptable hard removal for the creature-centric Nature camp. Second, with the rise of Angel decks, this card is crucial in deterring the endless revive cycles that the deck poses, either by stealing Angel: Nevia or a key creature. Stealing an opponent creature that the ghost will opt to remove itself makes this card surprisingly cost effective. As a added bonus, this card can take care of gimmick decks such as Doom Machines or Ultimate:Summon Grim Reaper. Beware of mishaps in AI decks though (see AI behaviour patterns)!


Persona: Arisha:

Persona:Arisha is one of the best cards in the C2 set. She enters the battlefield with her own personal counter spell, blocking 1/1/2 spells, making her extremely resilient and sticky. Unlike her "sister" Persona:Scathach, she doesn't spawn unwanted creatures for your opponent. Also, she passively gains Attack every turn, making her a durable finisher, and at times, she can single-handedly defeat the opponent. The ghost will not consider Arisha's card text and will still use targeting spells against her, wasting resources in the process. At the bottom line, Arisha is an extremely strong and cost-efficient creature. Also she makes a deadly combo when coupled with Witch:Xena, protecting each other.


Hellhound:

Hellhound is a flexible creature. Whether you need that little extra bits of damage to finish off a creature, or you need to take out the Traps your opponent laid out in front of you, Hellhound can take care of it all. It is the quintessential AoE clear of the Dark camp.[/spoiler]


Got it, what's next? (Recommended Heroes)
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So you've read through all of the walls of text, and assembled a somewhat decent deck, now you're ready to join the arena!

Ghosts function on a basis of checks, and having too many creatures on your battlefield will trigger their AoE spell, and devastate your board. Even if you only have one creature and your opponent has none, it's best to keep it that way and spam Charge instead. Remember, you win by consistently sending your opponent's creatures to the grave until they have nothing to play, and to do so, you need to have more resources than your opponent AI.

Now, you might be asking: I've got my deck, which hero should I use with my deck? The standard hero without any abilities is just fine. But here is a list with some other powerful possibilities for the PvG arena:


Heros for climbing:


Cat Merchant
- Discard Whenever Revive is used, discard a random card and + 1-2 Gold.

Cat Merchant's ability allows gold decks a virtually inexhaustible supply of resources. Due to the Ghost's tendency to Revive repeatedly, you can get a lot of mileage out of Cat Merchant. Thought discarding a card will increase its grave cost, it is often offsetted by the bonus Gold that you get, and considering the strength of Gold creatures, Cat Merchant is very capable of pushing out those creatures in PvE


Ichtaris
- Greed Restores 1 HP for any hero who Charges when their HP is 7 or below.

Another hero who has no downside during the climb to 10/15 wins. Ichtaris is particularly useful vs decks that carry/depend on Arrow of Revenge to finish out the opponent. By using Ichtaris, a charge-happy player can keep his or her HP at a constant 8. I suggest running this hero when climbing 10+ ranks as it works wonders vs face damage or rush decks. To the nay-sayers: No, it is not bad to give the AI the same healing power. If you still think that, start over from How to be good in PvE!


Tina/Skuld
- Heal 1 HP for any hero when gaining Gold/Nature for Charging

Choose Tina or Skuld accordingly to your deck's resources. Those ladies serve a similiar purpose like Ichtaris does.


Pillion

Pillion is the obvious choice if running Pillion Traps in Veteran Arena. But he is also a great choice for the streak matches 16+ in Draft Arena, since the player is already very low on health and might as well get a nice bonus for that.


Heros for the AI:


Brandt

Brandt is a great choice if the player assumes a lot of transforming spells in the meta. That is because even if all creatures of your ghost got cocooned, hypnotized or petrified, after levelling up to level 3, all get +1 attack and can mean at least some business to the competing player again - especially at higher streak levels.


Castiff

Castiff is a good choice for a heavily creature oriented deck. That is more common in high level AI decks and should net the AI some additional resources when churning out creature after creature against the player.


General Tips
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Taking a break / resuming a match

  • You can take a break from PvE arenas after each match - just hit return to arena and DONT cash in your streak - hit 'return later'
  • if the game crashs midgame, it should resume there after you fired up the game again (without losing the match) - so a force close of the game should have the same effect if times is of the essence


The player always begins every single match

  • this also means, contrary to PvP where you could also be not the starting player, that you will never be able to cast a +1 mutant on your first turn in any PvE match


Annex: Full List of Recommended Cards to Include in your Deck (Sorted by Color):
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[not yet formated...feel free to help here]

Here's a list of cards popular in the current PvG meta. Cards recommended for the player when climbing ranks will be marked with P, and cards recommended for the ghost to fend off players offline will be marked with G.

Gold Creatures and Spells

Barbarian P G Barbarian post-patch has become a formidable creature. For 3 resource, this creature can survive Trap, and has infinite damage growth, making it an active threat that must be dealt with immediately. The +1 mutant version of Barbarian is a strictly better Mage: 39-year-old.

Goblin Bomb Squad P G While this card is the staple 2-cost removal creature for Gold decks, carrying extra copies of this creature won't hurt, especially with the removal-heavy / spell-dodging meta that the game is going through right now. Goblin Bomb Squad is a good counter to the Warlords, Persona:Arisha, and the like.

Betrayal G Still a very good tech card for your ghost, but its effect offers too much variance. Most likely to be wasted on Persona:Arisha, but vs players who doesn't play that card, Betrayal is extremely dangerous towards players on 10+ win-streaks.

Flame Emission P G The most flexible 4-cost removal spell for Gold camp, as it can be used as a soft AoE clear or a strong single target removal. At Lv.2, the initial blast hits VERY hard (19 Damage!) and will take out any stragglers the opponent has, and it lacks the RNG/Self harm the other 4-cost spells have.

Mud Hero Drass P G Arguably the most cost-efficient creature in the game. It comes with a absurdly huge body, a respectable attack strength, and a virtually invisible downside. Drass can usually take out a creature and tank a removal spell when summoned, and has a secondary benefit of clearing out your leftover traps that are blocking your board. Drass is almost always the creature of choice for Gold Camp's strong creature slot.

Dragon Hunter:Scott G A wild card used in G2 decks that still see play in some decks in the current season. The position switching perk of this creature will give the player headaches when it takes the spot of the blocked creature. Its high durability and unpredictable movement are its strengths.

MUTANTS:

Trap in the Castle Gold P G Gold version of the deck opens up new deckbuilding possibilities for the player, not limiting him or her from having to play Light camp all the time.

Alby Stone Golem+1 Gold P G The mutant that trumps Mud Hero: Drass in value, this card has a ridiculously high durability thanks to its high armor, and a strong AoE board clear if left unchecked. A high-priority target that can only be defeated with Drag to Hell or Capture. Its regular version is also a fine alternative.

Goblin Chieftain+1 G A powerful wild card that will usually spell doom at Level 1 for the luckless, trapless player. An explosive, but unreliable option, Goblin Chieftain+1 loses its value after the player has obtained board control, and its high cost at higher levels means that this card will only be played once or twice, and leaves the ghost without plays for its gold resource.

Mirror Ghost+1 Gold G The budget Goblin Chieftain+1 that comes with the benefit of a much cheaper cost. The creature is much more fragile as a result. Its cheaper summoning cost actually poses as a bigger threat than Goblin Chieftain, but its self-destruction after the true ghost dies will grant the player a tremendous amount of Exp.

Beastkin:Jane Gold P The undying creature of the Gold camp that's somewhat of a hybrid between Arisha and Scathach. Anti-blocker, spell evasion, doesn't die to damage, very strong and guarantees hero damage. Comes with the downside of positioning and self-damage, which may be a problem for ghosts. Fights for the 5-cost spot with Alby Stone Golem+1 Gold.

Bard: Red Hood+1 G An extremely rare card to face in arena but is an absolute nightmare to deal with. His ability pairs up quite well with Arisha and his durability at Level 2 makes him resilient against single target spells.

Mana Creatures and Spells

Turn to Frog P The signature soft removal card for mana camps. While this card is useful in incapacitating large (alby stone golems) or reviving creatures (Doom Machines, Scathach,) the card itself is not sufficient enough to deal with the remnants of the enemy, making this card an iffy choice. The ghost tend to use this spell on the most useless creatures (such as a trap) do priming this for offline is not recommended.

Automata:Turk P A fun card that can spawn numerous creatures if left unchecked. If coupled with creatures or spells that increases attack, Turk can spit out very durable creatures if you're lucky. Its biggest downside is that it is very fragile, vulnerable to 2-cost removal spells, resulting in a alarming resource loss if defeated in such a way. Turk tends to fill up the player's battlefield with weak creatures at the first few turns, obstructing the player from playing their desired creatures.

Undine: Aquora P G The 4-cost Mana creature from the G2+ booster. Aquora is durable, but her card effect is hard to utilize since you will most likely be playing from behind. However, her card effect has some interesting interactions with some popular meta cards. Since the creature summoned by the opponent will be frozen until the next turn, Chief of Staff:Dust's card effect won't activate when summoned next to Chief of Staff:Ash, and Persona:Scathach will not transform into her Witch form if summoned frozen. She dies to Flame Emission at all levels.

Counter Spell G The stable in Lord of Farkka decks, but a counter spell might see play in rush decks. Not recommended for players climbing ranks, since creature-centric decks are in the meta right now, the card won't have a very big impact.

Doom Machine:Core G The big daddy of Mana camp. If you can summon this (either through raw summoning, or through other means,) than this card is an excellent blocker magnet. A player using Lord of Farkka decks might want to include one of these for the ghost. If Farkka backfires, the ghost will have a creature just as devastating to play with all the ample Mana resources he's got.

MUTANTS:

Skeleton+1 Mana P G This card has a very high attack (6) at Level 1, and can defeat most 2-cost creatures given the initiative. With 10 attack at Level 3, this creature is also a formidable finisher.

Vampire+1 Mana P Vampire+1 is one of the few creatures that can go head to head against the stone golems and Arisha. A satiated Vampire+1 can usually take out 2 (big creature and the Bomb Squad blocker that followed), even 3 creatures by himself. However, being a reactive card, this creature will have rather few situations to play in the late game. Not recommended for the ghost, as it will treat this creature as any other and not utilize its summon ability tactically.

Hellhound Mana P G An extremely rare card. Can use this creature to terrorize the opponent with an unexpected trap clear. If you happen to have this card, it actually fits the Mana camp's 4-cost creature slot pretty well.

Magician:Masked Field Mana P G A formidable creature for Mana camp, which lacks strong creatures in the 5-cost slot. This creature is very annoying to deal with, especially when the Ghost summons it at the right most slot. If positioned like so, Anna will survive the board clear. Masked Field's HP at level 2 allows him to survive the player's level 1 traps, so Anna will most likely stick to the battlefield for a long while. Another advantage for this card is that it discourage the usage of Drag to Hell; the odds are just too steep.

Automata:Turk+1 P G The beefed up version of Turk. Same deal as its non-mutant variant, but now he's capable of surviving a single-target spell.

Meteor Drop-1 P The quintessential board clear of Mana camps. Boasting the same cost as Holy Spear, this spell is capable of killing most 4-cost creatures at level 2. Its drawback is negligible as most creatures can survive 15 damage, and can even be seen as an advantage, as it clears unwanted traps. You can position your creatures before casting the spell to dodge the backlash damage. A useful card to remove blockers for your finisher.

NOTES: As you can see, pretty much all viable Mana cards are mutant variants of other popular cards. Mana creatures are often tech creatures and its removal spells are often soft removals or are riddled with too much unnecessary RNG, and its formidable cards are too expensive to be played. The amount of mutants will also lower the player's HP by a significant sum. The above points leave Mana camp to be viable only for PvP or tech decks like Farkka (nerfed now) and the like.

Nature Creatures and Spells

Battle Force:Nata P G The best 3-cost Nature creature for PvG arenas, especially during Day of Nature. This card shares Arisha's passive damage growth ability and a nifty pseudo-board clear when defeating an enemy. This card wins trades vs Goblin Bomb Squad and is a difficult card to remove at Level 1 and 2.

Alby Stone Golem P G Currently the go-to 4-cost Nature creature for PvG arenas. Affordable, sturdy, and comes with an AoE clear, Alby Stone Golem can only be defeated with Drag to Hell during Level 1 and 2.

Command Hunting P A cheap and powerful removal card that requires the user to place a creature in the center slot of the battlefield. A card designed to defeat Arisha, as it is not a targetable spell. Not recommended for the ghost, as the ghost tend to place creatures randomly.

Elf P G The signature creature of Nature camp. Very cost effective, Elf is an excellent blocker for players and a cheap creature for Ghosts. A great spell or Drag to Hell magnet, or a blocker for players trying to amass resources for a board clear.

Growth Vine P G Perhaps the laziest yet most effective win condition for the players. At Level 3, Growth Vine's attack and HP can easily escalate out of control. For ghost, it often falls victim to traps at level 1, but if the AI somehow makes a genius play, and places this creature after the player's board clear, then it will trap the player in a corner, unable to charge resources without consequence. When facing a deck that plays this creature, try saving your Capture for a level 3 Growth Vine, and you can easily turn the table against your opponent.

Mist G Mist is an interesting card that can absolutely ruin the player's blocker position. As most players don't play/have this card, people won't expect Nature grave cards in the Arena. This card is overshadowed by Ambush Vine, as it serves a similar purpose and is 2 resources cheaper.

Sidh Sneachta's Bear P G A card that has synergy with Mana camps. This bear is extremely durable at Level 1, and can restore its health and grant bonus Mana periodically. If you happen to run Mana, you may include this card in your deck.

MUTANTS:

Alby Stone Golem+1 P G The rarer variant of its other cousin Gold Golem+1. This card competes with the same slot as Capture. A perfect card for players who likes creature overkill.

Alraune+1 P G A rare mutant, Alraune+1 may replace Alby Stone Golem for the 4-cost creature. This card is very strong at Level 1, applying pressure with vines early on, easily overwhelming the opponent.

Ambush Nature P A cheap board clear for the nature camp. Perfect for players who don't want to rely on Holy Spear as the sole board clear in their deck. Ambush Nature can take care of the Twins and the Warlord Duo with ease, or clear out any stragglers who survived the traps. Ambush has an added bonus of being especially effective against token wild cards.

Elf Hero Tris+1 G The placement of this card is crucial, which the ghost often disregards. This card truly shines in the late game, when both players have exhausted their resources, and the ghost has built up too much grave cost on its golems. Dropping 3 creatures at once is an insane tempo gain, and will destroy players who rely on single-target spells.

Goblin Bomb Squad+1 Nature P G High attack and strong effect, Goblin Bomb Squad is able to win most trades. However, this card will not be able to take out Alby Stone Golem+1 due to their high armor. Ideal for taking out Arisha.

Goblin Chieftain+1 Nature G A Nature wild card. Honestly, there are much better options than this creature, as Trap in the Castle will stop this card dead in its tracks.

Bard: Red Hood+1 Nature G A rare G4 card that couples well with Arisha, but this card will be competing with other powerful 4-cost Nature creatures.

Light Creatures and Spells

Persona: Scathach G Scathach is the lesser one of the C2 "sisters." She is extremely durable, and can be used as a strong removal when placed in front of an enemy creature. Her obvious drawback is that the player will often have trouble dealing with the ghosts that she spawns, and Scathach is susceptible to getting Captured or Hypnotized. She is by no means weak, but Arisha is a much better finisher due to her constantly escalating Attack.

Holy Spear P G The end-all board clear in the game. It eradicates everything on both battlefields. The common strategy for most players is to stall at level 2, wait for the Ghost to place 3 or 4 strong creatures on the board, and use Holy Spear to regain resource advantage. It is highly advised that players save up their Light resources after using Trap so you'll always have Holy Spear handy.

Mage: 39-years-old P G Prior to the release of C2 cards, this bad boy was one of the fatties in the Holy Spear decks. Some decks still use this card for its high attack, but most disregard this card as it dies to Hunt at level 1 (with the exception of mondays.)

The Bard's Song G A counter card to Triple Petrify or Triple Stone Curse decks. In the same vein of Bloody Aurora but without the effect being applied to enemies, The Bard's Song is a nifty card that might net you some wins against unexpected players playing the aforementioned decks, but mediocre against other decks (where a Scathach or Arisha would have been more threatening.) You win some, you lose some.

Closer:Misteltein P G The Light camp's Hellhound. Misteltein's summoning effect is very powerful, in that it shifts the positions of all of the player's creatures while dealing heavy damage. The rarity of this card makes it an interesting and hard-to-avoid wildcard.

MUTANTS:

Mage: 39-years-old+1 P G The mutant variant of this creature has very high attack, but still falls victim to Drag to Hell and Surprise Attack at Level 3. A nice substitute to the two sisters if you don't have them.

Drag to Hell Light P G The usefulness of Drag to Hell goes without mentioning. Having one for Light is a godsend. Use Drag to Hell Light for situations where saving up Dark for the Twin's combo is more beneficial.

Hunt Light P G You will be spending most of your wits trying to survive the early game, so you need every bit of early game damage you can get. Hunt deals 14 damage at Level 1, opposed to Surprise Attack's 12, able to take out creatures like Nata(13) Mage:39-years-old (14) and the like. Hunt is also less restricting when coupled with Trap in the Castle, and the Light variant has a hidden bonus of being unaffected by Day of Great Nature.

Barbarian+1 Light P G Barbarian+1 has about the same stats as Mage:39-years-old with the added perk of damage increase when his health is low. A suitable creature for players who don't have the sisters.

Angel:Orperia-1 G Revive effects are brokenly powerful in the fat creature decks. The -1 mutant ensures the Ghost will not play this creature before all others. However, this creature competes with the spot of the sisters, so this card might not be a prime choice; players should use the Dark mutant variant instead.

Dark Creatures and Spells

Magician: Masked Field P G A formidable creature for Dark camp, which lacks strong creatures in the 5-cost slot. This creature is very annoying to deal with, especially when the Ghost summons it at the right most slot. If positioned like so, Anna will survive the board clear. Masked Field's HP at level 2 allows him to survive the player's level 1 traps, so Anna will most likely stick to the battlefield for a long while. Another advantage for this card is that it discourage the usage of Drag to Hell; the odds are just too steep.

Witch:Xena P This card is amazing at neutralizing threats. This card is fairly durable at Level 1 and 2, and due to the reluctance of the Ghost to cast spells on its own creatures, the enemy's board will most likely to stay hypnotized. Xena is also useful for cycling your removal spells. However, this card has little impact when played by the Ghost, as the player will rarely have creatures on board to be hypnotized, and her low attack makes her a subtle threat at best.

Hypnosis P A surprisingly useful card that's underutilized in my opinion. It can banish creatures like Scathach or Golem, and most importantly, Doom Machines from the game completely, preventing the Ghost from reviving and playing them again granted you don't destroy the hypnotized creature. This spell can also be used to stop 1 cost creatures from being played constantly. This card is the poor man's Capture Dark, but can be casted at a cheaper cost at Levels 1 and 2.

Skeleton Knight G The benefit of running Skeleton Knight is that it can survive a board clear. It has a similar role as Masked Field with the difference being Anna may potentially be resurrected multiple times.

Beastkin:Jurgen P G The true immortal creature in the game. When he's tame, he generates Dark; when he's enraged, he deals AoE damage. The only way to remove him is to steal (capture) him from your opponent. He's a high value target, and due to his high cost, it should be announced as the name of the deck, so you should be prepared.

Armor of Blood G The Dark camp's card to counter Triple Stone Curse decks. Since the Ghost is not afraid to cast spells on petrified creatures, Armor of Blood is perfect as it destroys all creatures, freeing everyone from their petrified state, and give Banoba a thrashing!

Arrow of Revenge G The killer card at high win streaks. The revamped Arrow of Revenge is actually really strong, especially at Level 2, when the player has exhausted all of his spells. This makes him a perfect target for the bonus damage.

MUTANTS:

Alraune+1 Dark P G Great card to provide early game pressure. One of the few usable 4-cost Dark creatures in the game.

Capture Dark P G Can use this card if you're not running Nature camp.

Angel:Orperia-1 Dark G A powerful creature to include in decks that run Dark. This card can allow the Ghost to potentially summon 3 creatures at Level 2.

Ice Spear Dark P G May potentially replace Hellhound. A more potent AoE, it can deal with traps just as well. However, the Ghost often opts to place creatures, so Ice Spear may not be played at all.