The Overlord's Invasion Party
Resonator — 2
The Overlord's Invasion Party Discussion
1 year ago
Force of Will is a lot like MTG in the sense that, with constructed style play, there aren't really "hard numbers". Some decks will favor a heavier resonator aggro, some will have a bit more control-elements with more spells than typical. It all really depends on what your J/Ruler does, and your playstyle preferences. Since I own both of those starter decks myself, allow me to give you a few ideas:
Valentina, the Princess of Love is a pretty nifty ruler. Her Ruler side ability allows you to put water resonators with CAC (converted attribute cost) 2 or less into play. This can be activated instantly at any time you can pay the 2 water will, and can be "chased" to other spells and effects. Two common tactics with this ability are: 1) summon in "chump block" creatures after your opponent's declare block step. Things like Alice's Little Scout are great for this, because you want them to die for you to draw a card, and having them prevent damage helps you stall the game longer. Also, later in the game, cheating out an The Overlord's Invasion Party can be devastating, easily trading or beating larger creatures your opponent may be attacking with. 2) summon creatures during your opponent's "end of turn" phase. Playing creatures during your opponent's turn sort of mimics "swiftness" in a way, since the turn after they are played is the turn they can rest/attack/activate/whatever. Playing creatures during your opponent's end step also leaves your magic stones open, meaning you have will available to respond to your opponent's plays. Creatures like Squire of the Ocean Lady are great to play at the end of your opponent's turn, since they are a lower priority than board control options, but spending excess will to play a creature and draw a card can set up your next turn quite nicely. The Overlord's Invasion Party is also good to put into play during your opponent's end step if you didn't have a chance to cheat it into the field during your opponent's attack phase.
Arla is my personal favorite Ruler of the decks I own, and the Fire in the Sky deck I have posted on the site here is the first one I made and customized myself. Arla works great as a heavier aggressive J/Ruler. With plenty of flying creatures in the deck, and loads more light attribute creatures with flying available to choose from, it is a really simple and devastatingly effective deck style. Light attribute decks have plenty of control spell options with "rest target resonator" type effects, and an equal number of "combat tricks" (cards like Pride of Knights or Give Wings, which can boost your resonator's stats during the combat phases). There are also plenty of life-gain effects to be had with the light attribute. A little bit of everything can go a long way, trust me. Some life-gain and combat tricks are really useful when playing against a control deck, while control effects and combat tricks are really useful against other aggro decks. Flying-focused decks also have a huge advantage of being able to ignore most blockers.
In summation, light attribute decks seem like a great place for beginners to start, since there are so many types of play styles available within the light attribute itself. It allows you to get familiar with control aspects, aggro aspects, mid-range aspects, and gives you a chance to really find your play preference on the sliding scale of "ALL OUT ATTACK!" aggro to "Why don't we play this game my way?" control.
And lest I forget, welcome to FoW, and I truly hope you enjoy it as much as I do! :D