Keyword "Charge" introduced in Tech Booster 1: "The Reckless Rampage" activates when the unit with Charge it placed on your field through a card effect and you choose to place it in Charge State. Sure, you can build your deck to be more "rushy" like other clans, but clan isn't made to Rush, as skills cost us cards out of hand, so you must be judicious with pulling the trigger on Skills. Spikes are not a Rush style clan, but a combo clan. Spikes, from a general perspective, operate on the premise of building up to a big final turn play, in which they deal damage to the opponent or deal with opposing RGs to help facilitate staying alive long enough to achieve the big play and/or put the opponent into a "Kill Zone" so that the final turn play works, because more often then not, if the opponent lives the big play, you won't have the resources to defend yourself on their turn.
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