Use the bottom half, (hopefully the burn ability of Ride the Wind), of whatever card you have left. Round 10: Short rest or Long rest (depending on the situation and what three cards I have left in my deck). Then I use the Burn on the bottom half of Frost Armor, move around some more and use one or two discard attacks (hopefully Mana Bolt & Flame Strike if they haven’t been discarded yet on random card draws). Rounds 8–9: Short Rest, same plan as last time we short rested. Then I use the Burn ability on Impaling Eruption, move around some more and use two more minor discard attacks (whatever you have left between mana bolt, flame strike & the top half of frost armor). Sacrifice 1hp to redraw if you pull out Reviving Ether on the first draw. Rounds 5–7: Short Rest, accept whatever the random burn draw is unless it’s Reviving Ether. Rounds 1–4: Use Burn ability of Fire Orbs, move around a bunch and throw in some of my minor discard attacks (mana bolt, flame strike, top half of frost armor). It will vary a bit from one scenario to the next, but in general I aim for something like: This is arguably the most important skill for the Spellweaver. ![]() These cards make my Spellweaver better at what I want her to focus on - Ranged Combat, Movement and occasional healing/looting. What about the remaining 4 cards? These are more open for debate, but I like to finish off my starting deck with Flame Strike, Frost Armor, Aid from the Ether & Ride with the Wind. Reviving Ether is a staple of every Spellweaver build and the 7 Initiative offered by Mana Bolt is very necessary for this class. Maybe a support/healing Spellweaver or a melee build could justify not choosing those four cards, but any ranged specialist/Area of Effect Spellweaver needs that core of starting cards. ![]() ![]() Reviving Ether, Mana Bolt, Fire Orbs & Impaling Eruption are a no-brainer in my opinion - I can’t imagine playing a lvl 1 Spellweaver without these four cards. These are the 11 cards that you can choose from as a Lvl 1 Spellweaver.
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