Spy Cards/Strategies

== Strategies ==
=== Thug Life Deck ===
* Boss: Tydal Wyrm
* Mini Boss: Astotheles and Monsieur Scarlet
* 3 Burglars, 4 Bandits, 5 Thieves
This is an incredibly powerful deck that can be made quite early in the game. Save the Astotheles card until you have at least 7 TP, at which point you can combine him with other thug cards for huge empowerment damage. Playing Astotheles, Bandit and Thief together can give you a total of 14 ATK. Tydal Wyrm is optional but I found it to be the best boss card for it's sheer versatility and low TP cost. Scarlet gives you a chance to heal and just compliments the deck nicely.
=== Army of the Wasp King ===
* Boss: Wasp King
* Mini Boss: General Ultimax and Zasp (or Monsieur Scarlet)
* 3 Wasp Bombers, 3 Wasp Troopers, 5 Wasp Scouts, 1 Venus' Bud 
This is a fun wasp-themed deck that, while not as good as Thug Life, is still very powerful and a fun change of pace if you're farming berries in the post-game. Save Ultimax until at least round 4 and use him with other wasps for unity damage. Combining him with the Wasp king is the most powerful move since the king summons 2 more random wasps which both get unity. Zasp/Scarlet gives the deck a much needed 3TP card for the first few rounds. *Note. Zasp doesn't actually count as a "wasp" tribe so he won't get wasp unity. Scarlet is better in every way but I like Zasp just for the wasp theme.
=== Midge-Stun ===
* Boss: Broodmother
* Mini Boss: Monsieur Scarlet and Riz
* 5x Midge, 2x Numbnail, 2x Ironnail, 2x Denmuki, 1x Golden Seedling
The main function of this deck is to utilize low-cost Midges alongside stun cards to overwhelm and disable the opponent at any point in the game. Golden seedling is in the deck to allow for a late-game one-card play.
=== Chomper deck ===
* Boss: Mother Chomper
* Mini Boss: Zasp and Mothiva
* Chomper x12
It's really easy. Just use chompers as much as possible. Save Zasp/Mothiva for eachother, and when you get Mother Chomper in your hand, put her out with a couple of Chompers.
=== Healing Deck Strategy ===
* Boss: Venus' Guardian
* Mini Boss: Acolyte Aria and Monsieur Scarlet
* 4 Venus Bud ,3 (any 4 attack card), 2 (any 3 attack card), 1 (any 2 attack card), 2 Denmuki
A simple deck that only needs venus bud and Venus Guardian to be functional. Early in the fight just scale your damage with how much mana you have (the variety of attack numbers should guarantee a balanced scaling), then after turn 7 or 8 start adding the healing Venus Bud to your attacks. Denmuki and Monsieur Scarlet are optional, but recommended as they complement nicely the deck
=== Blue Blimp (CanvasDayzee)'s Strategies ===
My combination is:
* Boss: Seedling King
* Mini Boss: Dead Lander γ and Dead Lander α
* 2 Seedlings, 2 Acornlings, 2 Flowerlings, 1 Underling, 1 Numbnail, 1 Ironnail, 2 Chomper Brutes, 1 Wasp Bomber.
This combination requires you to be quite late in game, but you can actually switch Ironnail and Dead Landers into something else if you want to play Spy Cards earlier, should be able to work as well. I use the weak Seedling cards to handle the first rounds, then after getting Seedling King, try to throw it with all other seedlings to deal much damage. The flowerlings turns out to be actually more helpful than Venus Buds in this case probably because they are also buffed by the Seedling King. Otherwise, throw stronger cards like Chomper Brutes or Mini-bosses, or a numbing card so that you can hold off opponent's firepower. Not 100% guaranteed to win, but this works pretty well in most cases.
=== Leafbug Kabbu ===
* Boss: The Beast
* Mini Boss: Kabbu and Kali
* 4x Leafbug Ninja, 4x Leafbug Archer, 2x Leafbug Clubber, 2x Numbnail
This deck functions primarily off the Unity mechanic. It has major power spikes at Round 4 (Ninja + Archer for 6 damage) and Round 8 (Ninja + Archer + Clubber for 11 damage and Numb). Ninja and Archer are played at 4x to ensure they are seen often. Clubber is played at 2x to avoid clogging the hand early game. Kabbu and Kali are designed as a mid-game combo to recover HP because you will likely lose two of the three first Rounds. The Beast allows for Team Snakemouth to avoid Kabbu being dead in hand. Numbnails allow for Team Snakemouth to win Rounds they are highly likely to otherwise lose (2, 3, and 7). 
=== Leafbug Synergy Deck ===
* Boss: The Everlasting King (optional)
* Miniboss: Deadlander β, Deadlander γ (optional)
* Leafbug Ninja x 4, Leafbug Archer x 4, Leafbug Clubber x 4
This combination is most effective during the second half of a match. While leafbugs can be used on their own during the first half, they aren't particularly effective until you start playing them together. Their Unity synergy allows them to reach greater-than-average attack values, and playing a ninja, archer, and clubber together results in 11 attack with numbing, which is enough to overpower even most late-game combinations. Additionally, because these cards are distributed so evenly throughout your deck, there's a very high chance you'll always have access to one of each by that point. The Everlasting King / Deadlanders are optional, precautionary measures, just in case you want to reserve other cards for the next round.
=== Power deck ===
* Boss: The Everlasting King
* Miniboss: Monsieur Scarlet, Dead lander γ
* Golden seedling, Ruffian x 3, Mantidfly x 2, Mimic Spider x 2, Belostoss x 3, wasp bomber(optional)
This combination can only be used post-game, but it is very effective. I have so far taken down 3 of the four spy masters and am about to take on the fourth. This is mostly a deck focused on power to overwhelm your enemy. There is a very small chance you will tie in round one, but mostly this is only effective later in the game. The wasp bomber is a recommendation, as it's the only card with any special abilities in this deck besides bosses and minibosses. you should try to play as high attack as you can and when you have nine TP, play The Everlasting King or Golden Seedling as a final blow.
Category:Strategies