50% of the time, it works 100% of the time.
Guide to Arra-Ara's Strongest End-Game Comp in Depth
PSA: This is the correct name for SharAura.
Arra-Ara without a shadow of a doubt have the highest potential strength of any comp against -every- enemy, boss and epilogue in the game.
They also have the highest variance, dependencies and skill cap. For those of you used to MTG terminology, Arra-Ara is the epitome of the Spike player: Infinite or Bust!
Highest strength cap:
From an experienced competitive TCG viewpoint it's pretty obvious why these two have the highest potential to break the game for 3 reasons:
Even against greed is not -that- hard to loop your deck forever, or at least until the exponential growth 1/2 hit KO's it. A good act 1 setup will see you kill everything in the first or second turn of combat. Even enemies like berserker designed to hurt combo get steamrollered before they can actually disrupt you.
There are quite a few dependencies to make these kinds of runs happen, it takes skill, resources, some luck and using good heuristics to make it happen, hence why their global win-rate is so low. If you looked at winrates for higher difficulties with experienced players, it would be quite a different distribution. Anyone who's played LoL and sees a low global win-rate champ get nerfed because of Pro play abusing it knows what I mean...
Arra-Ara is very much more of an end-game team-up being more dependant on embellishments and unlocks. They excel when access to gold or cards is limited and enemies are tougher and more damaging. So what's essential?
Levels in vault/replacement rarity and starting life are nice but not essential.
Higher team unlocks for the gems is more important than higher card unlocks.
This means be highly selective in your card choices, if it doesn't fit into one of those three categories, don't take it if you can avoid it
Doing this right means playing through your deck creates enough excess energy to pay for your win condition cards/random other cards hat snuck in, with enough card draw to delay hitting 0 hand as long as possible.
Sharra card priority
The engine (Create daggers & energy):
Sharra's engine is more about energy generation than card draw, though has pseudo-card advantage with dagger creation. Burn these to Concentrate (Or if you're sneaky, burn them to Fan of Knives to double-trigger dissolve procs on Aurora). The other benefit is Sharra can remove the excess cards from your deck that aren't a part of the machine for both value and consistency.
Sharra is weaker at card draw, so make sure you're building plenty into Aurora's deck!
Aurora card priority
Aurora is, of course, all tech no trousers as they say. Mountains of support and enablement, but really only 3 damaging cards that are worthwhile (Other than the hilarious amount of damage you can passively get from sipping at full health).
Aurora has more card options than Sharra, but depends on runes more to reduce some key costs or to duplicate bomb-spells like dream. She also has more access to cheap draw, so adding primal skull to something like fateweave is highly recommended as engine-fuel.
Gems, Items & Tips
Pretty obvious by now, prioritise items that give card draw/energy (even if only for 1 turn), then vision items, then offensive items, then defensive items. Anything with "Every X times do Y" is pretty good. Anything with "at the start of your turn..." other than "Add energy/cards" is pretty bad.
That "Draw a card when you have 0 cards in hand" is busted though....
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