The 12 forbidden light cards are:
– Afterimage, Black Hole Quasar, Brain Research Lab in the Sky, Combo Guarderunner, Crash Jammer Shockwave.
Mana Burst Dragon Forcefield Generators (Direwolf and Direbeast) only work on specific attacks that they have to be adjacent to when destroyed so if you don’t protect them with an attack of their own then it can leave them vulnerable for a turn or two before they regenerate back up again. You should also beware of opponents attacking your other forces while this is happening as well because once its regenerated then those enemies will get past your forcefields which could make things very difficult for you later on down the line. As a result, you should try to protect your Mana Burst Dragon Forcefield Generators with other forces or have them on the outskirts of your defensive line.
Double Attacker, Duskward, Electron Tempest Laser Beam (Etherian Storm), Electrostatic Field Disrupter Holograms (Arkanoid and Blaaster) work in much the same way as any other forcefields; they can’t be destroyed by attacking enemies like their counterparts but instead only cause damage when they’re used offensively against an enemy if they are unbroken. They also have the same weakness as their counterparts when they’re being attacked by any enemy with a ranged attack which will destroy them and open up your forcefields to damage. This is happening because once it’s regenerated then those enemies will get past your forcefields which could make things very difficult for you later on down the line.
The Foolish Brother, Omega Wave Beam (Etherian Storm), Electrostatic Field Disrupter Holograms (Arkanoid and Blaaster) are all much more powerful than other forces of these types but also vulnerable too an unbroken one can be destroyed in one hit from any ranged attack or if there are no support units nearby protecting it; this makes using them during defense strategies where they just sit idle right in front of a forcefield unnecessary and just wastes energy that could have been used for other purposes.
The Dual Fusion Cannon is the only way to destroy an Omega Wave Beam, Arkanoid or Blaaster; it has to be completely unbroken so any ranged attack will do the job as well but due to its high power against these units you need more than one to take on each one before they can break through your defenses.
Electropulse Grenades are best utilized when penetrating enemy lines with their range being good enough and capable of detonation behind enemy shields without them having much time at all left to act upon them unlike most weapons who require an open path into the enemies’ territory like EMPs.
The Energy Shield is a must have for any team with many units who could easily be overwhelmed at close range and like the Dual Fusion Cannon it has to be unbroken or else you’ll need more than one. It also protects your other buildings from being attacked so what better way to protect your power generators, factories and turrets?
One of the most important items in this deck are Arkanoids as they can only be destroyed by their own kind meaning that when engaged with another unit near them then all nearby Omega Waves will try to destroy each other until there’s just two left; whoever won then becomes free game! This not only saves on energy but time too because usually battles last longer since both sides want to win.
Apart from the Arkanoids there are Omega Waves, Dual Fusion Cannons and Mortars which form a type of defence line to prevent enemies from getting close. There is also two EMP Mines buried around your base in case something gets past this first line of defense then you have that as well!
Forbidden Light Card List: Arkaoid (long range), Omega Wave (long range), Dual Fusion Cannon (medium-range), Mortar (short-range) – Apart from the Arkanoids there are Omega Waves, Dual Fusion Cannons and Mortars which form a type of defense line to prevent enemies from getting close. There is also two EMP Mines buried around your base in the event that it is breached.
Forbidden Light Card List: Arkaoid (long range), Omega Wave (long range), Dual Fusion Cannon (medium-range), Mortar (short-range) – Apart from the Arkanoids there are Omega Waves, Dual Fusion Cannons and Mortars which form a type of defense line to prevent enemies from getting close. There is also two EMP Mines buried around your base in the event that itis breached.
There’s an unlimited number of ways you can build up the decks for each faction but we’ve put together 12 cards here as inspiration! The first one on our list is Arkaoid, which has long ranged capabilities so if you’re having trouble with any pesky short or medium range units then you might want to include this in your deck. Omega Wave is also a good choice for taking out enemy troops from afar but if you’re going up against someone with long ranged attackers, Mortar will nab those enemies before they get close enough to do damage.
All three of the cards we’ve mentioned so far are great at taking care of short-ranged threats like Tarsiers and Burst Drones which can be annoying when left unchecked. Dual Fusion Cannons boast both medium and long ranged capabilities while EMP Mines are handy additions for any base defense strategy that’s been breached by Arkaoids or Arkanoid Walls!
The final card on our list is Tesla Card which has two charges per turn – one on the card and another on the player’s cards. This means that Tesla Card can be used to take out two enemies with a single turn!
The first charge of Tesla Card is not only able to clear away pesky Tarsiers but also any enemy troops too close for comfort like Mortar or Burst Drones while its second shot removes both short-ranged threats as well as long ranged attackers from afar. And because there are no limits to how many charges you have, this one card will make quick work of anything in your way – giving you more time to focus on winning battles rather than fending off attacks!
If we had all day then we could tell you about every other Light Cards Trap Team has available but if these 12 didn’t do it for you then we recommend checking out the rest of our list! -Danger status cards are used to identify and mark enemies that need a closer look, whether they’re about to attack or not. You can use these Light Cards energize your team with Soul Suckers which will boost their strength or help them heal damage from previous battles while Reflectors bounce back enemy attacks – so don’t forget to pack some in your deck before going into battle! Warning Status Cards highlight dangerous situations like Mortar Drones, Burst Drones, Tesla Patrollers and more.