Minion Masters - My favorite deck

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Minion Masters is a tower defense, deck building game, which I first wrote about in this post. Today, I'd like to talk about my favorite deck.

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In Minion Masters, your deck can contain a mix of 10 cards. You will also get two 'wild cards' to use, which you can use to add an extra copy of a card to your deck.

When I started out, I had to grow into the game and just build my deck with what was on hand, swapping cards around when I received new ones. Eventually, I had a few decks to switch between and I regularly played the 'Draft' game mode, to learn to play with cards I didn't normally use.

One of those times playing Draft, I had put together a deck of cards which worked quite well. So well, in fact, that I made it all the way to the end, winning 12 battles without losing more than one or two. After finishing those games, I recreated my Draft deck from memory, made a couple of little tweaks and my favorite deck was born!

Minion master: Ravager
My master of choice for this deck is the minion master called 'Ravager'.

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Ravager can defend his tower against melee attackers. His attacks are quite fast, but his range is limited, making him weak against ranged minions.

During a match, minion masters collect XP and gain special abilities once their XP reaches certain points. There's three special abilities to gain and after that, gathering more XP will eventually lead to Mana Frenzy, which replenishes your mana faster than usual. Whoever reaches Mana Frenzy first has a big shot at winning the game, although most games end before that happens. It's basically a soft cap to the duration of matches.

Best Buds
Ravager's first special ability calls forth an extra minion, called Brutus. He is a melee minion with lots of health and a nice amount of damage and he spawns at his master's tower. Like all minions, he'll move towards the enemy tower and fight everything along his path (except for flying minions). He heals himself with each attack, which makes him a little more durable!

Feeding Fenzy
The second special ability gives all of Ravager's minions Haste when their health drops below 66%, which gives them extra movement and attack speed.

TERROR BRUTUS!
The third special ability spawns a Terror Brutus! Which is basically a bigger, better version of the first Brutus. He's a nice tank!

The cards

Bats Bats Bats!
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The Bats Bats Bats! card is a spell card which, when cast, will last for 5 seconds, spawning a Nether Bat flying minion for each mana spend. Whenever I have this card in hand and am able to gather full mana (which is 10), I play this card and spend the rest of my mana on other cards within those 5 seconds to spawn as many Nether Bats as I can.

Banner Man
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When available, I use a Banner Man during the Bat spawning frenzy, to give a couple of them a shield. This keeps them safe from one attack, meaning the enemy can't easily defeat them with one AoE. If not combined with the Bats card, I use Banner men whenever I have a bunch of minions together, so I can give 5 shields.

Lone Scout
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My Lone Scout card is a cheap, ranged minion which I try to use when I have no other minions on the board. She costs 2 mana, but when played alone, she replenishes 1 mana, making her even cheaper. She's a cheap card to capture a bridge (holding bridges increases my master's XP gain).

Leileil's Vortex
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Leileil's Vortex is a spell card which, when cast on an area, pulls together all enemy minions in that area and damages them. The initial cost of this card seems low, but it causes mana freeze, which means my mana regen pauses for a while, basically meaning it costs one extra mana after casting.
I can use it to keep minions away from my ranged minions for a while, or keep them away from my tower for a while. I can also use it to destroy a bunch of low health minions.

Scrat Horde
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Speaking of low health minions, the Scrat Horde card is a nice example of those. It spawns 10 Scrat minions, which are great for swarming a distracted, or slow hitting enemy, or for capturing both bridges. They can't take a lot of damage though, so you have to be careful about when and where you release them. If need be, they can be cannon fodder, but not with AoE attacks around.

Xiao Long
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Xiao Long is a cheap, flying, ranged minion. He doesn't hit very hard or very fast, but that changes once anyone casts a spell. He disappears for two seconds, after which he re-enters the battlefield with rage and haste, making him hit both faster and harder. Very handy to use before casting a spell card.

Drone Buzzers
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My other flying, ranged minions come in the form of Drone Buzzers. They are two, decent hitting minions. Always handy to have some flying minions around to get rid of those pesky melee, ground minions.

Stun Lancers
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Stun Lancers come in a pair. Their attack stuns an enemy for two seconds and as long as they manage to stay alive, they are able to fully incapacitate an enemy melee minion (or two). They don't do a lot of damage, so once they have something stunned, I usually send some help their way. I love these guys against big, hard hitting, melee enemies.

Laser Turret
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And last but not least, the Laser Turret. This building is great at taking down enemy minions with loads of health, as long as enemy minions aren't able to reach it. It's a single target dpser and it starts by firing against a target very slowly. It builds up its pace though, and once it's on a roll, it'll quickly destroy any high-health enemy. I sometimes place this one inbetween the two bridges, so it can defend against enemies from both sides. It's vulnerable there though, so I need to be quick with the defense. Other times, when a hard hitting enemy is already at my tower, I place this turret next to my tower where it is safe from harm, but it can kill any minion in range, which basically means every melee minion and some ranged ones.

Recent game changes
This has been my favorite deck for a long time, until the latest update. In the latest update, basically all spell cards have had their mana cost increased. This means my Bats Bats Bats! and Leileil's Vortex cards are a bit more costly now. I played a couple of rounds, but it became clear to me that my deck had become a bit too high in mana costs due to this change. So I made a few changes. I used to have two Vortex cards in my deck, but I reduced that to one. It's still a handy card, but costly now. Aside from that, I got rid of my favorite bats card. It just wasn't as interesting anymore with being able to spawn less bats after spending 5 mana playing this card. Instead, I added a cheap Nether Bats card, which costs only two mana and spawns three bats. It was just more cost effective and being so cheap, this card can be used in more situations.
I'm not sure about keeping Xiao Long around. He benefits from spells being cast, but I hardly have any spell card left in my deck now and spell cards overall are less interesting since the change. I haven't found a suitable replacement yet though, so for now, he stays.

I do hope they will rewind the change to the Bats Bats Bats! card one day, because I loved playing with that card. It's been at 5 mana before and they reduced it to 4 then. Maybe they'll do so again once they notice the card not being used much anymore. They're always making tweaks to balance the game, so who knows!

Have you played Minion Masters yet? It's free!


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