Sunday, April 14, 2019

Legacy Part 2: The Card Guide - Legacy's Best Cards

Legacy’s Best Cards
These cards are all rated 5 / 5.


Inspiring Presence
 If I had to choose a favorite card from Legacy’s deck, it would definitely be this one. Inspiring Presence first starts by healing everyone on the team by 1 HP. It doesn’t sound like much, but team healing is rare in this game so every little bit is appreciated.

More important though is the fact that it increases every hero’s damage output by 1. Combine “Inspiring Presence” with Legacy’s base power “Galvanize” and every hero on your team is dealing + 2 damage per attack. If + 1 damage is considered amazing, then a + 2 is borderline bonkers. Always play this card as soon as you possibly can. You won’t regret it.


Take Down 
The next amazing card in Legacy’s deck is “Take Down.” “Take Down” is the rare card that actively prevents villains from playing any cards at all. Being able to slow a villain down helps give the player that extra push toward victory. In some cases, it buys the player time if they’re taking longer to get the proper setups and combos going. “Take Down” is best played alongside cards that prevent damage like “Hypersonic Assault” or “Ground Pound” to prevent the villain from playing cards AND dealing damage. The 2 damage that Legacy takes isn’t much of a drawback, and it can be avoided when combined with other cards like the aforementioned “Ground Pound” or “Hypersonic Assault.” Another way to get around Take Down's damage is to play it out of turn. There are cards and powers from other heroes that let you do that.


Bolster Allies
Every single hero on your team gets to draw a free card with no strings attached. Whoever designed this game must have really liked this card a lot because several other heroes have cards that also have this effect. There’s a hero whose base power has the exact same effect as this card….and she’s awesome! We’ll talk about her later. Just know that drawing cards for free is awesome.

Also, as an added bonus, this card’s art style seems to really imitate that of The Incredibles with the shadowed heroes surrounded by red outlines. Too cool.

Fortitude: Remember how I mentioned during the “Base Power” section that a + 1 to damage goes a long way? Well, the same thing is also true in reverse: - 1 damage also pays off over time. This card will keep Legacy alive and will help him shrug off weak attacks. Like “Bolster Allies,” this is a card that the game’s designers must have really liked, because there are at least four other heroes who have cards that do the exact same thing as “Fortitude.”

         


  • The Legacy Ring + Motivational Charge: This last entry is interesting because instead of just being one really good card it’s a combination of two cards that individually wouldn’t amount to much, but when combined make a wonderful combo.

            Let’s start with “Motivational Charge.” “Motivational Charge” is a card that lets Legacy deal consistent damage in addition to healing every hero on the team by 1 HP. It’s a good card, but it comes with a price: You have to use it in the place of “Galvanize”. Any time an Equipment or an Ongoing card has “Power” written on the card, that means that you can only use it during the “Power Phase” of your turn. Generally speaking, that means that you use it instead of your base power. As I mentioned earlier, Legacy’s base power is pretty top notch, so using “Motivational Charge” instead of “Galvanize” is a hefty opportunity cost. On average, Galvanize will be a the more optimal play which means that “Motivational Charge” would rarely see use. If only there were some way that we could use both at the same time…..

             This is where “The Legacy Ring” comes in. “The Legacy Ring” lets Legacy use an extra power when it’s his turn. With this card in play, you no longer have to choose between the two powers. The best way to use this combo is to have Legacy first use “Galvanize” so everybody’s damage increases, then use “Motivational Charge.” When used in this way, “Motivational Charge” can deal more damage (it’s pretty much the only time Legacy gets to take advantage of his own power during his turn). As a result, this combo lets Legacy benefit from his own base power AND it turns him into a team healer. It’s a win-win scenario for both Legacy and the team.


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