This guide is for a nearly unstoppable Wizard class build for Card Quest using an electrical focus. With this particular build players can wipe the entire game. It was designed to increase card draws while keeping energy and arcane charges stable for maximum damage.
Überblick
The purpose of this guide is to help new players learn the basics of the Wizard class in Card Quest in order to provide them with an easy playthrough. Unlike the Rogue class build I created, this one takes a little more finesse to understand and takes a slightly unorthodox approach. I call this build the „electro“ because it relies primarily on electrical attacks and buffs in order to function. It features a moderate card draw rate and the ability to quickly stabilize both energy points and arcane charges for a quick attack format to eliminate enemies as quickly as possible. Navigate this guide to see how it works and try it yourself! Note that two cards are provided at the start of the game and are not particular to any of the sets described. They will be explained in the how to play section of this guide.
Card Selection (Style: Arcane School)
The following is the selection of cards you should have prepared using Arcane School. I will explain how each card works in detail below.
Arcane School
Arcane School is a selection of cards available at the start of the game. The following is an explanation of each card and its purpose, starting from the leftmost card and moving to the right.
- Blinken – This particular card is a good last resort to avoid large numbers of enemies by placing them at a distance for one turn. Note that if you use it as a basic defense against the first enemy that attacks in a line of enemies, the others may negate the distance and step towards you after you use it. It is best to use this before the enemy’s turn or last in the line. Can be reduced by one energy point spent if part of a chain, and in this case the distance is maintained for TWO turns.
2. Arcane Flow – A card special to the Wizard class, Arcane Flow enables you to draw two cards using one arcane charge. It also gives you one energy point in return. It drops quite frequently.
3. Lightning Charge – This card is a CHAINBREAKER, but can be used to increase your next attack by 2 and gain two arcane charges per card used. It also adds charge effect to your Wizard so, if struck, enemies will take 2 damage per Lightning Charge card used. Although it breaks card flow, it costs one energy point less (für 4 anstatt 5) when used for the first time if in a CHAIN, and you can STACK its damage-upon-contact effects. Daher, if you were to use three of these cards in your turn you would charge up to an additional 6 points of damage if an enemy strikes you, zusätzlich zum 2 extra points of damage and 2 arcane charges for each Lightning Charge card you use. Each use of one of these cards also draws another card, so it can be used in a bind for a quick card draw.
Card Selection (Primär: Book of Storms)
The following is the selection of cards you should have prepared using the Book of Storms as your primary. Though this is unlocked early in the game at the start of the Dwarven Mountains, it is critical to this special build.
The Book of Storms is available to the Wizard class after you beat the Mountain Foot battle of the Dwarven Mountains. The following is an explanation of each card and its purpose, starting from the leftmost card and moving to the right.
- Chainlightning – As with the next attack card (Lightning Strike), Chainlightning is UNDODGEABLE no matter the target. This gives it a particular edge in some later battles and for enemies that can dodge initial attacks. Its damage is only 4 points for its primary target and two random targets, but its damage can be increased through cards like Lightning Charge (see the Style: Arcane School section of this guide) or in a CHAIN. It always draws one card. In a CHAIN it also costs an addition 2 energy points and 1 arcane charge, but its damage is increased by 2 sowie.
2. Lightning Strike – Like Chainlightning this attack card is UNDODGEABLE. Its base damage is similarly 4, but it also stuns opponents that can be stunned. In a chain it costs an additional 2 energy points and 1 arcane charge, but deals an extra 8 Schaden. This one is good for enemies with higher amounts of health, like bosses. Note that it does NOT draw a card upon any use, even in a CHAIN.
3. Storm Pulse – Unlike the other two attack cards in this set (oben beschrieben), Storm Pulse CAN be dodged when first used. It also deals less base damage at only 2 Punkte. Jedoch, es erzeugt 1 arcane charge upon first use, and then for any usage after until a CHAINBREAKER is drawn it costs 0 energy points, bietet 2 total arcane charges, and gives a single card draw. Like the other attack cards of this set Lightning Charge will give it more damage. Note that if enemies are DISTANT, Jedoch, it will NOT attack them, but its other effects will still operate as usual.
Card Selection (Sekundär: Book of Mists)
The following is the selection of cards you should have prepared for your Secondary set. I will explain how each card works in detail below.
Book of Mists
The Book of Mists is unlocked in the Enchanted Forest in The Bog battle (third battle on the bottom path). You have many items and build possibilities by this point in the game, but you need to get this set in order for the electro build to function properly. The usage of this set of cards is UNORTHODOX because it is connected to the Pyromancy School, not the Arcane School you will have loaded for this build.
- Sudden Mist – Though you are not using the Pyromancy School with this build, this card is required. You have no reason to worry about your fire magic points because you are not using fire magic. This card, Jedoch, does not require fire magic to work, only energy points. It can be used to dodge any attack, and further, when in a chain it costs 1 less energy point, Dann 0 on the third use, and for the second, dritte, and possibly fourth or fifth enemy depending on how many you have, it will CONFUSE them. Do not worry about the loss of a fire magic point to avoid damage to the Wizard, as you are not using fire attacks with this build!
2. Defensive Fog – This card is not used at all. Though you could find other ways to generate fire magic points by tweaking the build, because this card is extremely useful for what it does, we are avoiding fire magic entirely. This card, daher, is a total toss-away any time you see it. Ignore its effects, because you will not be concerned with them.
Rüstung: Arcane Robes
The Arcane Robes is a set of armor for the Wizard class earned very early in the game. It is acquired after successfully completing the Garrison battle of the City of the Undead (third battle on the bottom path). Useful for any build with an electrical focus, the Arcane Robes increase your health and energy by 2 jeweils Punkte. They also generate 2 arcane charges PER TURN, and can be used up to 3 times to generate 3 arcane charges and 2 energy points. Unlike other items throughout the game, the Arcane Robes only need one encounter to recharge one use. This means they can be fully recharged in 3.
Schmuck: Thunderstones
The Thunderstones are acquired after the third battle in the upper path of the Dwarven Mountains, called the Goblin Village. They generate 2 arcane charges at the start of every encounter, and generate 2 arcane charges, 2 energy points, Und 2 extra points of damage (for a single turn) bei Verwendung. They can be used a total of 3 mal. Unlike the Arcane Robes (see separate section of this guide), they require 2 successful encounters per recharge. With the Arcane Robes you can have them fully charged again in 3 Begegnungen, but the Thunderstones require 6 encounters if you use all of their charges in a single encounter.
Tasche: Crow Familiar
The Crow Familiar is acquired after completing the third battle on the upper path with the Wizard class in the City of the Undead. This battle is called the Infested Town. Though each familiar has its interesting uses, the Crow Familiar is the most useful for this build. Though it does very little damage, nur 2 points on a random target at the start of each encounter, this comes with poison of 1 damage point , and STUN effect (if the enemy can be stunned). Aber, its main benefit is that it will reveal all HIDDEN enemies in any encounter. This enables you to more easily plan ahead. Zusätzlich, it can be used once per encounter to draw a single card. We are not concerned with the souls points it generates, because you are not using the Necromancy School with this build at all. Ignore that aspect. It recharges in a single encounter, meaning you can use it in every one. Another benefit.
Playing the ELECTRO Build
Now that you know how to set the build, let me explain the basics. Wenn möglich, I will add a video later showing you examples of the build in action, but it should be fairly easy to understand once you see how to keep your arcane charges and energy points stable. Note that two cards shown near the bottom are provided naturally with any Wizard card set you use. They are not particular to any Style, Primär, or Secondary set.
How to Use Your Card Deck
I have organized each explanation below based on how they were introduced earlier in this guide. Following all of the card sections below is a section describing how to pull it all together.
Blink is useful, but primarily when it is in a chain because its effects last 2 turns in that case. If you use it unchained, it can be a waste of energy points. Zum Beispiel, if you have no other defense ready in your hand other than Blink, and the first enemy attacks, it will put all enemies at a distance but only for a single turn. Other enemies, in den meisten Fällen, will then simply step forward for the next round, a loss of a full player turn for energy points and arcane charge generation. Also, pay attention to putting it in a chain! Arcane Flow is important for card draws. You are looking for Concentration and Inner Strength (siehe weiter unten), insbesondere, to keep your energy points stable in these draws. The caveat of Arcane Flow is you need 1 arcane charge to use it, so arcane charge generation is also critical. Storm Pulse (siehe weiter unten) will keep this flowing so you rarely see your charges reach 0. Lightning Charge’s damage-on-contact stack effect is nice but not a priority on because it is limited in impact for enemies with more health because they will still damage you if not eliminated. Für Chefs, it can be helpful, but ONLY if you have Sudden Mist (siehe weiter unten) ready to go for your defensive turn. I generally only use Lightning Charge to provide more damage for a single attack, draw a card, and increase my arcane charges. This is how you should be using it.
The Book of Storms is your primary line of attack and can deal significant damage in a short amount of time. Chainlightning may seem weak with its lower damage in comparison to Lightning Strike, but it hits three enemies at once, enabling a whittling process on multiple enemies. Lightning Strike is strong, but it costs more when its damage is increased, and regardless of when it is used it never draws a card, unlike Chainlightning. I tend to use this card only on enemies with more health. Its STUN effect can be helpful too, but do not rely on it as you will exhaust your energy points if you use this card too frequently for weaker enemies. Storm Pulse, Jedoch, you can and should use as often as you draw it. Even if enemies are at a distance and take no damage, in a chain it costs nothing and will continuously increase arcane charges and draw a single card every time. This aspect provides a more moderate rate of card draws in comparison to other builds, keeping the appearance of Concentration and Inner Strength high while also balancing your arcane charges for stronger attacks through Chainlightning and Lightning Strike.
As I mentioned, this is an unorthodox usage of cards, because we are not running anything in the Pyromancy School except one card in this set. This is Sudden Mist. Because it can dodge anything and costs little or even nothing (in a CHAIN), it provides an even better line of defense than Blink or other cards in other sets of the Wizard class because it features no risk of damage. Other builds using cards like Lightning Shield provide only some defense. In later encounters you will still face damage, Gift, and other effects, but Sudden Mist, which uses only a maximum of 1 energy point requires nothing else and dodges everything, including effects like poison. Habe zumindest 1 und später 2 handy per encounter when it switches to the enemy’s turn. Its STUN effect for the second and subsequent targets is life-saving. Defensive Fog is a great card, but we are not generating the required fire points to use it, so always discard it when it appears to save space.
These cards exist within the other classes as well. Concentration provides 2 energy points and draws 3 Karten. Inner Strength draws only 1 Karte, but provides 5 energy points. With the moderate draw rate this build creates due to Storm Pulse, you should find it easy to keep your energy points and arcane charges stable. Inner Strength is useful if you find you have nothing to utilize. Simply spend 5 points to draw another card from your deck, then refill with Inner Strength like it never happened. Natürlich, you might not get the card you need the first draw, but it helps to have this in tight situations. Both are CHAINBREAKER cards, please note, but because of how often you will be drawing Storm Pulse you can easily activate a CHAIN again to keep damage high. They also can only be used in attack phases, not during defense, so be careful to generate enough energy before you go into the enemy’s turn.
To How Play the ELECTRO Build
This build requires more finesse, unlike my Rogue class build (see separate guide). The electro build for the Wizard requires careful notice of energy points and arcane charges. If you see one or the other running low, you need to stabilize them. This is where Storm Pulse comes in. Because it cost 0 in a chain, you can use it to deal damage or at least get more card draws and arcane charges. When you have at least 1 arcane charge, you will probably have an Arcane Flow handy for more cards and 1 energy point. This cycling will help you to plan ahead depending on what turn is coming next, especially if it is the enemy’s turn to attack. Sudden Mist should be your primary defense. Use Blink only, wenn möglich, for a final enemy’s turn or if in a CHAIN to get the two-round confusion effect. Every encounter will start out with the Crow Familiar attacking a random enemy. This is less important than the revealing of ALL hidden enemies. The only thing to note is that if there are too many enemies on-screen to display all the hidden ones, the game will show only as many as possible. Also, if you see one appear, there could be two, or MORE, still hidden, but they will be revealed after the visible hidden enemies on-screen are killed. Rarely will you see more than 4 hidden enemies, 2 is the norm, but there are some encounters where this occurs. The primary juggling of this build involves moderate card draws with Arcane Flow, Konzentration, Inner Strength, and Storm Pulse. Storm Pulse, insbesondere, enables a stabilization of arcane charges and a rapid, though single, card draw rate. Wie erwähnt, even at a distance where it will do no damage to enemies, it still generates arcane charges and cards. NEVER discard this or Arcane Flow. Concentration and Inner Strength are the primary cards for your energy points, and you should find they appear fairly regularly by juggling Arcane Flow and Storm Pulse. Damage should come easily because of this constant stabilization of energy points and arcane charges, just make sure you are paying attention to their totals so they do not drop to 0. Wenn das passiert, or if you are getting close, this is the best point to use Arcane Robes, and then the Thunderstones if you run out of uses of them. For bosses like The Forest King, expect to use all the charges of both of these, so try to save as many charges as possible for bosses. Any questions or suggestions for this guide, let me know and enjoy!
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