- Often an overlooked card, Green Peace's effect, while on paper may not look very impressive due to its fairly limited usability. Because of preventing both the player's and enemy units from engaging each other and its either damage or defense buff being limited to purely nature cards not affecting neither Stonekin nor Twilight units.
In practice however, depending on the situation it may be one of the most potent PVE crowd control cards. While it does prevent your units from attacking the enemy and vice versa, it does only so as long as your units are within its 25m area of effect. This means any ranged units outside its effective range can freely attack the disabled units within as they won't retaliate and will stay within its area of effect. Size of the radius allows for most archers to attack even the units positioned in the middle.
This gives you a crowd control card that is not limited by the number of targets it can affect, has almost twice the effective range of Ensnaring Roots, 20 second duration, imposes an anti magic field, and does not prevent the enemy targets from being disabled again. All that for 100 power cost and the drawback of only being able to attack the enemy with ranged units. The upgrades raise its duration by 5 seconds, reduce its power cost to 90 and its recast time to 20 seconds. Allowing for Green Peace to be played in succession for a maximum of 100 seconds, assuming the player has enough charge upgrades and power to play the card.
Its main drawbacks are its fairly high orb requirements limiting its potential to 4th era play and the fact that the card is easily countered in PVP by simply moving your units out of its effective range. In PVE however attacked units won't retaliate even if the attacker is within their ranged attack range and still outside of the cards effective range nor will they attempt to fall back.
If played right this card can give you an extreme tactical advantage in hard encounters such as high difficulty Battlegrounds or in cases when the enemy managed to mass large amounts of units because of missing players in cooperative PVE scenarios such as Sunbridge.
Protect the Environment!
- Affinity: Infused
- Installs peace and harmony among friendly and hostile units. Within a 25m radius all combat operations will be interrupted for 20 seconds. What is more, all friendly nature units that enjoy the peaceful setting for at least 5 seconds will then take courage and deal 50% more damage for 20 seconds even if they leave the area. Reusable 'every 25 seconds.
Protect the Environment!
- Affinity: Blessed
- Installs peace and harmony among friendly and hostile units. Within a 25m radius all combat operations will be interrupted for 20 seconds. What is more, all friendly nature units that enjoy the peaceful setting for at least 5 seconds will then take courage and take 50% less damage for 20 seconds even if they leave the area. Reusable every 25 seconds.
|Blessed Green Peace I||Nature||Defending Hope||Standard|||
|Infused Green Peace I||Nature||Sunbridge||Standard|||
|Infused Green Peace I||Nature||Nightmare Shard||Advanced|||
|Card Upgrade||Type or Ability||Effect|