![]() At this point, your graveyard will most likely consist of 3 mox diamonds (you have to sacrifice 1 mox diamond to play another due to the fact that they're legendary), your 2 Rite of Flames, a couple Mishra's Baubles, some Retracts, and some sift cards. With the artifacts/ retract you have sitting in your hand, you can draw your deck again, playing your Elixir of Immortality, 3 Mox Diamonds and 2 Rite of Flames. Repeat this process as many times as necessary, using the mana from the Rite of Flames to play/ sac the elixir, and using the mana from the Mox Diamons to generate whatever color mana is required to repeatedly play retract and eventually play/ use Amulet of Vigor and Door to Nothingness. Note that if your elixir happens to be shuffled to the bottom of your library, you will have to play you 2nd elixir that will be sitting in your hand due to the fact that playing an artifact with no cards left in your library will cause you to lose the game. Ideally, you want to keep a hand with 2+ mana sources (even if you can't use them at the start), some card sift, and a Vedalken Archmage. If you don't start with the Archmage, that's fine. You will be able to sift down to the Archmage before you're beaten down to 8 or less life in most games. Turn 1: On turn 1, you want to play a scry-land if you started with one, and scry anything that isn't ABSOLUTELY vital for the your combo. Then, use any Gitaxian Probes that you have in your hand. Turn 2+: Once you have a mana source, use any 1-drop draw cards that you have. In some cases, you may want to play some artifacts before playing a Vedalken Archmage in order to make Thoughtcast affordable. It depends on how many artifacts you have left in your hand and how rushed you are to get your Vedalkin Archmage. Once you have your archmage along with the mana to play him, decide whether it's likely you'll win the turn you play him. If it is, go ahead and cast him and attempt to draw your entire deck THAT TURN, or at least draw to another archmage to play the next turn if they kill him. If you can't win that turn or draw to another archmage, hold off until you can. It fits into that niche between Hidden Object titles and more mainstream adventure gaming well.At first glance, this deck seems impossibly complex to pull off, and it may seem like it will almost never work due to the very specific cards needed for its combo. While Elixir: The League of Immortality won't win any prizes for its looks with its typical slightly dated appearance, such enjoyable puzzles will maintain many players' interest. Of course, it's always more satisfying to figure things out the conventional way anyhow. For clues as to where to go next it's all pretty fast, but waiting for help or a solution during a mini-game can take quite a while. It's an enjoyable mix of puzzle types, ensuring that interest is retained most of the time.Īs is often the way there's a selection of different difficulty modes, each affecting things such as how fast the hints button refreshes. ![]() ![]() Others, however, involve a bit more thought such as a code-breaking puzzle that determines how to unlock a series of locked drawers. Some are quite typical requiring the placement of cogs in the right place for instance. The Hidden Object scenes are quite satisfying, proving clear and far from convoluted, but the puzzles around it are the best of the bunch. It's the strength of the puzzles that will keep players happy, though. Talking to other characters benefits it by adding more personality than is usually the way. ![]() There are still supernatural elements as the name would suggest, but Elixir: The League of Immortality feels ever so slightly more regular than most titles in the genre, and it suits it. The story centers around the death of the mayor of a small town. Offering quite the enjoyable adventure gaming experience, Elixir: The League of Immortality is a fun ride for casual gamers seeking a mixture of Hidden Object scenes and puzzles that need solving.
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