Mumbo Jumbo is a ) Spell of the Nature faction. This common card was released with the Amii Edition and has 2 affinity variants, Fire and Shadow, but not a promo version.
In Skylords Reborn the Fire affinity is available to all players as a starter card.
A devious spell which hexes enemy creatures. The hex cast cuts away the tether that allows the summoning of creatures and structures in that units vicinity.
Infused Jinx Puts a hex on the targeted hostile unit: it will no longer be possible to play out cards or claim structures next to it. Additionally, it will take 20% more damage. Lasts for/ / / seconds. Reusable every / / / seconds.
The Infused version of the ability causes the affected creature to take more damage from any source. This makes it effective for helping defeat tougher foes early on.
Tainted Jinx Puts a hex on the targeted hostile unit: it will no longer be possible to play out cards or claim structures next to it. Additionally, it will deal 20% less damage. Lasts for/ / / seconds. Reusable every / / / seconds.
The Tainted version of the ability causes the affected creature to deal less damage. This makes it effective for helping weaken dangerously powerful enemies.
Notes & Strategies
Mumbo Jumbo is cheap and provides a benefit that can apply to any mode. The primary hex is designed for PvP, but the damage modifications give it service in PvE.
It is best to cast this on units that are troublesome, those which need to die quickly or be weakened. And in PvP one should aim to cast it on either single units or units who are at the center of a battle.
Mumbo Jumbo can provide its 20% damage modification to any creature, which can aid early game advancements if troublesome enemies turn up. Both affinities have equal application, and it is up to you to determine how you wish to approach their use.
Mumbo Jumbo provides similar applications as in regular PvE, but serves best to provide extra damage against Bosses in the late game. Though other cards can do it better, it still provides some sort of bonus.
Mumbo Jumbos hex prevents the use of creature or building cards in the proximity of an affected unit. This can be very powerful when used against a single creature that is without any backup, or cast in the middle of a battle to deny extra reinforcements.
The chosen affinity is often dependent on what you are dealing with. The Infused affinity tends to do better against creatures with high life points, while the Tainted affinity tends to be better against creatures with high damage output.
A good example: Mumbo Jumbo Infused can be very helpful against tough creatures like theor . While the Tainted affinity can provide good benefit against the and .
- Hex can completely shut down an assault in the right circumstance.
The Hex has the potential to completely isolate a single unit or deny reinforcements in a hectic battle. Which can end a battle quickly.
- Costs 40 Power
Mumbo Jumbo is a very cheap spell. 40 Power can be easily spent without much worry.
- Has application, even in late-game
Because the Hex denies reinforcements, it can even be used at T3 to assist against immense threats, such as the.
- Mumbo Jumbo takes up a slot in the deck
This might not seem that bad, but Pure nature decks often depend on their slots, as do most decks that use a nature orb. Incorporating this spell may cost you an important card elsewhere.
- Mumbo Jumbo is not always effective
Many players do not usually rush their creatures forward alone, and tend to be spread out enough as to still allow reinforcement summoning. As a result, this spell is not always effective nor useful.
WIP - Coming Soon
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This card has not been changed yet, compared to its original appearence in BattleForge.