Greetings Guild Members! Today I'll be talking about the Arachnids, by far my favorite race in the game.
They are a really interesting bunch, their characteristic feature being tricky abilities that hinder your opponent's cards in various ways.
The starter deck has some really good cards with incredible abilities that will definitely help you learn the way of the spiders, but it sadly lacks 3 Movement and 3 Range cards. To start it off we need to correct this issue.
Your first buy should be either Lasthos or Xico. Lasthos's 3 Movement and fellowship ability with Lasthella (giving them both +1 Attack) make him an amazing tool, giving you a chance to counter 3 Range Marksman and reinforce your attack. His ability isn't bad either, extra time budget can help you out in many sticky situations.
Xico has a great fellowship bonus as well, this time with Szeshru (giving them both +1 Movement). This card is simply amazing. With fellowship activated he is a surprisingly mobile Marksman with an amazing ability that can come in clutch many times. Although not capable to hold off a push entirely by himself he can still pose threat to aggressive attackers by taking Pioneers out of the equation.
I think the essence of the Arachnids lies in slowly wearing down your opponent and then taking them out with one great turn. Next, we'll look into some cards to help you out with that.
Exodus is a great Warrior with a nice 3 Movement and a great ability. If you are the one to go first I recommend putting him in your starter five. What makes him great is that you don't have to look for a kill right away, but can instead soften up a though card at the beginning, potentially delaying a counterattack.
Toxica can be a pain in the butt for your opponent, and that's always good for you. She has a great 3 Range to utilize her ability and hinder your opponent's plan. In a situation where a single point of Attack can mean victory or defeat, this card can turn the tide.
Thera. This card's strength is it's in her overwhelming presence. With an amazing reach and an even more amazing ability, your opponent is forced to calculate with her in every single turn. The key to using this card right is good positioning: move her to where you expect an attack or want to create space.
And with that, I think you have the essentials covered. To further enhance your deck I'd recommend looking into Agatha, Manestia, and Rikuen, but all the cards are viable depending on your playstyle.
Thank you for reading this guide on the Arachnids! I hope this short guide could help you out a bit if you couldn't decide what to do with your hard-earned LC. If you have any thoughts or recommendations please don't hold them back, I would be glad to hear them! The same goes for questions, you can reach out to me any time you want and I'll try to help as best as I can. Thank you once again! Deadweight
Hi,
I totally agree with your guide for unlocking cards. It is in fact quite exactly the choices I have made since I started to play arachnids (except the Lasthos, because I only noticed his existence recently).
It seems like I have a similar understanding like you when I began to unlock arachnids. However, I found out that I always have a real difficulty to establish an « overwhelming presence » when fighting against Nordus, which is quite popular in social now if I may say so.
With their tons of range 3 units and relatively high attack, it’s quite restricted to play against them with this sort of deck. Exodus, for example, is mandatory to trade for their Lorik (8/3/1/3) if possible, since only few of arachnid’s units can withstand his attack.
I’m recently testing another approach that focuses on controlling the situation more passively. Although I’m not sure if this is the answer to Nordus.
Will you make a guide for your current decks? I’m pretty curious about how exactly other arachnid players organize their decks and the philosophy behind them.
Thank you anyway for your present guide.