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Thread: Rallul strategy

  1. #1
    Join Date
    Mar 2015
    Posts
    1,279

    Default Rallul strategy

    Hi All, I would like to get inputs from all experienced players with Rallul.

    In general I have played him less than 10 times on the app, and never in real life. My experience so far with him:

    Against him: I normally play as Ret Talus which does not help, but in general I feel it is very difficult to attack him properly for the following reasons:

    -I cannot get my summoner close to him (Magic pulse can kill any summoner or champ).
    - If I attack him with commons I get close to his stone golems which tend to be stronger than my commons. their only limitation is they cannot go fast and attack, but if I get close to them then they dont have that problem.
    - I feel the urge to attack because he will be using draw power turn after turn, making his hand bigger and having more and more options each turn.
    - He has etch.
    - He has Rune Mages, so it is tricky to place attacking walls.

    Honestly, when I play against him I feel the only chance I have, is to go super offensive, attack walls and pray. And normally I lose at the end, when they use the golems as walls, then builds magic and summons at the same time, and transfers wounds from walls and stone golems to my units, and after the turn is over I am surrounded by units and the game is mostly over.


    As crazy and broken as it sounds, I see all that danger when I am playing against him, but when I play as Rallul, I feel so lost with so many options, and also because I normally when I play SW I want to build magic, but with him, instead, I need to keep the magic in my hand and use it at the right time when I have all the cards I need for a proper strike, but honestly I dont feel like I am superior ( I feel inferior when I play against him) probably because I dont have enough experience with him.



    I would like to hear from the experts on this forum on how to play him properly and what is the best counter in general when you play against ?him?

  2. #2
    Join Date
    Apr 2015
    Posts
    203

    Default

    I've never played Merc.

    More or less same feeling/strategy:

    My strategy: attack fast in the very early game when Rallul is the weakest... unfortunately he starts with 2 SG which are good in defense.
    Try to wound Rallul enough to avoid Magic pulse.
    And pray... Rallul have so many unpredictables Combos... his events are OP.

    With DD it's possible to win without attacking immediately thanks to meditate.
    Last edited by Batou31; 01-29-2019 at 05:11 PM.

  3. #3
    Join Date
    Oct 2011
    Posts
    1,344

    Default

    Heyhey,
    so indeed I share your feeling vs. Rallul especially with factions that can't avoid huge magic pulse or fury turns. Currently in a lot of matches (depending on your faction) it is best to move in early and pick apart some units and get extra hits on the wall and "pray" rallul doesn't get fury and another wall too early. Even so, golems trade well, you can abuse their lacking mobility and force Rallul to summon more, which means he can rarely build up this threatning hand. Now just pray his draw is rather bad, that's all I can give as advice

    Well, there is a reason why people rated rallul S-class and why with Tundle he got the highest rating in our survey. Even worse, he got quite some extra power with Farrah (changeling+runesmith) and Glurblubb (Turt) resulting IMO in the best deck of the game (due to the app, a lot of player forget about Urick). For our errata project we weakend Etch significantly, gave Turt a SO symbol, capped Ralluls AV with magic pulse to a total of 6 and nerfed fury quite a bit. The deck is still very strong, even after these severe limitations, which tells a lot!


    When you play Rallul, there is a small weak window in the early game, where you really need to draw that second wall to keep on massing cards in your hand. Further, you want a golem on top of your magic pile (and an early rune smith if you play with farrahs commons) so that you get them easily in your discard pile. This is important for "reform stone" and "changeling into runesmith". So normally I build my first hand to some extend (don't go first or if you do don't use draw power) to end up with less than 5 cards in turn 1. This way with draw power you increase your chances of drawing a wall, wall transfer+fury or reform stone + channeled summon. With channel summon, you can destroy your wall with draw power, use channeled summon to summon from golems and reform the wall that moved out of your magic pile into your discard pile. Use the starting golems to protect your wall, every wound on it will decreases your draw power use and you might not be able to continue with draw power to get the second wall/regenerate the starting one.

    Once you have either recycled your starting wall, got a new one or could use wall transfer+fury you normally have enough draw powers to get a healthy hand. Once 2-3 walls are on the field, transfer + fury is up and one pulse with 5-6 possible cards to build are in your hand you normally will win the game. Add in Urick for the one hit kill combo and etch for the slow magic engine and you are set up properly. Further, with a massive hand you can mount a huge game ending push with channel summon + 2-3 golems + units to close the game (you can use magic pulse to generate a lot of magic in the same turn, even if you don't attack with Rallul).

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