Block shark attacks with creatures with high health reserves.Īt the first stage, the Trapper summons two strange frogs, leaving an empty space in the three left columns to summon another one on the next turn. The best way to destroy the boss in the second stage is to sacrifice any normal creatures and use the flying monster to attack the target without damaging the decoy. These 0/1 buckets cause a 4/2 shark to dive after death, making them highly undesirable to kill. This is a great way to avoid damage.Īfter destroying the first life, he will clear his side of the board and randomly summon 3 bait buckets. Do so that he lures squirrels over to his side. As a result, all creatures in the column will be moved up, including his own. Every second turn, he will steal the last creature you played. They can dive and fly, making them nearly impossible to kill and block. The angler summons several kingfishers from the very beginning (2-3). He will continue to summon vipers (up to three, I think) until he dies. When you destroy the Prospector's first life, he will kill each of your monsters and replace them with gold nuggets. There is always squirrel in there, I suppose. If you kill a pack mule, you will receive 5 random cards. If you cannot destroy his first life quickly enough, he will continue to summon monsters to other tiles.