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dom6:guides_and_player_improvement:early_and_midgame_magic [2026/07/04 05:37] cybertron2 [Midgame Magic to Watch For] |
dom6:guides_and_player_improvement:early_and_midgame_magic [2026/07/04 05:37] (current) cybertron2 [Midgame Magic to Watch For] |
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| - **Remotes ramping up:** As armies get bigger and battles more important, remotes become more disruptive. Be it Mind Hunt or disease demons giving a defender fits, or a well placed call of the winds knocking out a connection tile and slowing an army – remotes go from being a fringe tool earlier on to a powerful utility knife. | - **Remotes ramping up:** As armies get bigger and battles more important, remotes become more disruptive. Be it Mind Hunt or disease demons giving a defender fits, or a well placed call of the winds knocking out a connection tile and slowing an army – remotes go from being a fringe tool earlier on to a powerful utility knife. | ||
| - **Amulet of the dead scouts:** This sounds like a meme but is very much a thing. 3-4 scouts can take out PD in a province holding amulets (or the comparable G item mirror of trapped illusions) and this gives all D/G nations a source of raiding – sometimes this being their only source of stealth. | - **Amulet of the dead scouts:** This sounds like a meme but is very much a thing. 3-4 scouts can take out PD in a province holding amulets (or the comparable G item mirror of trapped illusions) and this gives all D/G nations a source of raiding – sometimes this being their only source of stealth. | ||
| - | - **BuffBalls: | + | - **BuffBalls: |