Arms Race

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Arms Race
Green resourceBlue resourceRed resource spell
Spell: construct a Tarsier with Build time2, construct a Gauss Cannon, construct a Steelsplitter, and construct 4 Engineers for your opponent
Supply: 4
Cost: 8GoldGreen resourceBlue resourceRed resource
Build time: Build time0
Health: Health1
Position: Back Far Right
An Arms Race

Arms Race is a Green-blue-red spell.

Panel[edit | edit source]


Strategy[edit | edit source]

Arms Race is an extremely efficient way to increase your permanent attack. The resulting pile of Engineers will help your opponent little in the long run. Therefore, Arms Race is at its best when the long run is what counts: early in the game, preferably as your first attacker, or situations where your opponent already won't need the defense for a while (for example, because they have just fired an Antima Comet and will have plenty of defense for the next few turns anyway), because in those situations the Engineers are effectively having Build time added to them. Arms Race is a bad purchase when your opponent is already under pressure and can immediately make use of the Engineers as blockers (Being roughly 14GoldGreen resourceBlue resourceRed resource of AttackAttack vs 4 Prompt enemy defense, about 10Gold) It is also bad against opponents who are able to make use of the energy effectively (through Electrovores for example), and against opponents trying to get out greedy but powerful units such as Amporilla and Tatsu Nullifier as the free defense will help them achieve it.

Openings[edit | edit source]

Player 1 Chrono Filter

  1. DD
  2. C + Chrono Filter
  3. Arms Race

Change log[edit | edit source]

  • February 17th, 2016
    • Added.