Card Quest

Card Quest

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Hunter CHANGELING Subclass Unlocking Guide
By Deaf Sparrow
This guide is a look at how to unlock the Changeling Subclass of the Hunter Class in Card Quest. The guide includes detailed information on how to build your character to complete the unlock, as well as how to deal with particular monsters you will encounter.
   
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Setup for Unlocking the Changeling Subclass
The Changeling Subclass of the Hunter Class in Card Quest is tricky to unlock because it requires a great deal of skill, though is much easier than the Arbalist Subclass (see separate guide). It can only be achieved by completing the Enchanted Forest. If you read through my Dark Elf build (see separate guide), you understand the key details of using the Fey School, but here it's far more difficult. You should be familiar with how the cards work at this point, so I will not be as detailed as my Dark Elf build. After covering all the cards, we'll move on to the monsters and strategy for the Beast Trail, the final Level of the Enchanted Forest. Luckily you can start directly there to complete this unlock.

Style: Fey School
This is the Style required for this unlock. It's difficult to understand how it works but let me explain the key detail. The Fey School absolutely requires FEY MAGIC to work correctly. When you have at least 4 FEY MAGIC you enter the "Fairy Realm," which greatly reduces STAMINA cost of certain cards and makes your attacks stronger, while also putting all monsters temporarily in UNAWARE status. The problem is if that number dips below 4 you immediately leave the "Fairy Realm" and go back to 0. This cannot happen! Getting it back is extremely difficult, so keeping your FEY MAGIC points high is key to working the Fey School properly. It requires a keen knowledge of the cards and when to use them, so pay close attention! Phase Shift is your go-to defense. It generates 1 FEY MAGIC per use and in "Fairy Realm" costs only 1 STAMINA instead of 3. In all battles of the Beast Trail you'll need to have 2 of these ready to go because with the build setup you'll enter the "Fairy Realm" when 2 Phase Shift cards are utilized. Faery Jump is the only card you have to gain DISTANT status, but it's more important for its 2-card draw in a CHAIN and its generation of 1 FEY MAGIC. Fairy Powder is another necessity, as it also generates 1 FEY MAGIC when used, but in a CHAIN nets 2 cards instead of 1 with its STAMINA cost reduced by 2. When used it WEAKENS monsters for 2 turns and puts them in UNAWARE status. Extremely useful. Even if monsters are DISTANT its generation of FEY MAGIC is critical, as well as its card draws.

Primary: Fairy Bow
The Fairy Bow is required for this unlock. As a primary form of attack it's incredibly strong, and when in the "Fairy Realm" (see in previous section above), the damage it deals is quite immense. There are only 2 cards in this set. Phase Shot is great because it always generates 1 card, even if outside of a CHAIN, and completely ignores ARMOR. Fairy Shot is comparable, but only draws a card if in a CHAIN. Its importance, however, is that it WEAKENS targets and generates 1 FEY MAGIC, unlike Phase Shot, which generates none. Utilizing this, Faery Jump, and Fairy Powder will keep your FEY MAGIC to the maximum. Both cards have reduced damage in a CHAIN, but its negligible because their STAMINA cost also goes down.

Secondary: Fairy Quiver
I hate this quiver, but you have no choice, it's required for the unlock. The Fairy Quiver makes maintaining "Fairy Realm" extremely difficult. The arrow cards are nice in that they draw 1 arrow when used, whether or not in a CHAIN, but they also increase FEY MAGIC cost and reduce your total quickly. Stacking too many will release you from the "Fairy Realm" and absolutely ruins most battles. Call it quits if it happens if you weren't paying attention, because there's almost no way to get it back. Grow Arrows is a strange quiver. It always generates at least 1 ARROW when used, but it's more important for eliminating the stacking effects of the arrow cards to avoid leaving the "Fairy Realm." I used this one any time I had it but only used the arrow cards if I had Grow Arrows on-hand because you need to maintain your FEY MAGIC as a priority. The damage increase and weakening effect of Fairy Arrow are nice, but, again, if you stack too many you'll lose your required edge. Splitting Arrow is only worth if if you're 100% certainly it will strike all 3 targets you're aiming for, otherwise just discard it unless you're desperate for an arrow and/or card draw if it's used outside of a CHAIN. The trick with this build is maintaining "Fairy Realm" while keeping your ARROW total stable at the same time as your FEY MAGIC. You'll see quite quickly, due to this quiver, how much skill that takes, but you'll adapt.

Armor: Forest Coat

Congratulations, you get to use what is easily the worst item in the entirety of Card Quest because it's required for this unlock! The Forest Coat has only a single positive feature, which is 2 additional defense for the first 3 attacks that occur, regardless of charges. Its special ability is it generates a "Life Fruit" when used. The Life Fruit gives 1 HEALTH back and 2 STAMINA. That's fine, but this effect of the Forest Coat takes a shocking 4 battles to recharge! Completely useless!

Trinket: Dragon Whistle

The Wind Charm (see my other Hunter Subclass guides), is incredible, and makes this build easier to use, and you can try out any Trinket in this slot if you wish. However, that requires you to then run through earlier levels to make it to the final boss, and it's much easier to simply skip to the Beast Trail with the Dragon Whistle. We really only care about it for that, though its attack can be helpful in a bind. It takes 2 battles to recharge.

Bag: Fairy Companion

This Bag item is required for the unlock, and luckily it's very useful. The Fairy Companion applies weakening effects to a random target, but its most important for its detection of HIDDEN ENEMIES at the start of every battle and its FEY MAGIC generation. Every turn it generates 1 FEY MAGIC, which helps you maintain "Fairy Realm," but it also can generate 1 HEALTH and 2 FEY MAGIC when used. Since it only requires 2 battles to recharge, this is a great benefit.

Max Level Perks
The key to this build is maintaining FEY MAGIC to stay in "Fairy Realm" and reducing cost while keeping STAMINA high. That's our primary concern, not damage, because the cards do enough as-is, and not HEALTH, because you should avoid getting hit entirely because of the glass cannon effect of the Hunter Class. Note that if you have another Subclass unlocked, Arbalist in particular, you can use the perks of that as well, which will lead to adjustments to this setup. So here's what I recommend. Start with Wilderness Training (increases STAMINA by 1), then Quick Shots (first three shots are -1 STAMINA), followed by Forest Affinity (start battles with 1 FEY MAGIC), See Weakness (all enemies start with 2 WEAKNESS for 2 turns), Modified Quiver (increase ARROW capacity by 1), Quick Recovery (STAMINA regeneration increased by 1), Quick Reflexes (defensive cards are -1 STAMINA for 2 turns), Modified Quiver again, and finally Wilderness Training again. Now that you understand the basic setup I will go through the enemies in the Beast Trail so you can complete the Changeling Subclass unlock.
Beast Trail
The Beast Trail can be simple with this build, but you have to maintain "Fairy Realm." It's largely impossible to get your FEY MAGIC back and if this occurs it's all over. You should, however, have a keen sense of how to use the cards in this set to get things moving properly. Paying attention to your ARROWS and FEY MAGIC is key, and you need to be extremely careful with which cards you use and when. Keeping FEY MAGIC up is the first priority, always. Damage second, arrows next. The key to every battle in the Beast Trail is to prepare to defend first because you will generate enough FEY MAGIC with 2 Phase Shift cards to enter "Fairy Realm." Then, stay there for the rest of the battle. As in some of my other guides I've simply indicated the monsters below and how to handle them with this build so you can easily get the unlock.

Alpha Worg

More dangerous than a regular Worg (see separate entry below), the Alpha Worg has more ARMOR and HEALTH, as well as both DODGE and FURY. Luckily, unlike some other monsters in the Beast Trail, they cannot eliminate DISTANT status in a single turn. When they get close have a Fairy Powder card handy, if possible, otherwise use Faery Jump to keep them DISTANT and deal arrow attack cards to finish them off.

Bear

The Bear is easy to deal with. Though it has good damage and high HEALTH, it gets no initiative at the start of a battle and is easily killed with this build as long as "Fairy Realm" is maintained.

Bush

The Bush has no attack or defense, but they take up a slot as a target and they can contain a Fairy or Sprite (see separate entries below). There is no reason to focus on them. If there are any left after you kill active monsters, they simply disappear. If a Fairy is left, they disappear as well. Sprites will attack.

Cave Bear

This is a more powerful version of the Bear (see separate entry above) with 1 ARMOR and a ton of HEALTH. Deal with them the same way, however, but note they can RAGE and increase damage so if they get close so keep them DISTANT. They are not as common as the regular Bear.

Dire Boar

A more powerful version of the Wild Boar (see separate entry below). They should be treated the same even though they deal more damage and have more HEALTH. Like the Wild Boar, if you see one of these present they get initiative and will charge. There are always at least 2 of them, so if you don't have 2 Phase Shift cards ready to defend and enter the "Fairy Realm," use Mullgican until you do.

Fairy

The Fairy has no attack, but they annoyingly can restore HEALTH of other monsters. They also have DODGE so they can be annoying to kill. If you have a lot of monsters to handle once you enter the "Fairy Realm" you might want to take them out first to avoid a longer fight.

Fairy Treant

The Fairy Treant is less common. They start SLOW and later summon Fairies (see separate entry above) so it's best to kill them as soon as possible. Once you enter the "Fairy Realm" the damage you deal with make them easy to kill since they lack DODGE. Though their summoning is annoying, always deal with stronger monsters first, especially those that can CHARGE or LEAP.

The Forest King

The Forest King does appear in some Rounds randomly and will flee after taking 1/4 of his HEALTH in damage. He attacks whenever he appears so be ready with 2 Phase Shift cards to enter the "Fairy Realm." Use Mulligan until you have them. Since he has FURY and is STUN immune you need to ignore him temporarily, killing other monsters first. As a boss he's far worse. As before, he attacks immediately, so the need for entering the "Fairy Realm" and maintaining it applies. There are 2 Forest Lions (see separate entry below) flanking him, so deal with these first. Keep your FEY MAGIC high and slowly work on the Forest Lions one at a time. As you progress to attacking the Forest King,being very careful to keep defensive cards handy, he will flee and summon animals at 60, 40, and 20 HEALTH, so pay attention! At 60 he summons 4 Bears and 2 Cave Bears (see separate entries above). The Cave Bears start DISTANT. At 40 he summons 4 Worgs and 2 Alpha Worgs (see separate entries above and below). Finally, at 20, he summons 6 Dire Boars (see separate entry above). Deal with these as you have and keep your FEY MAGIC high. You cannot exit the "Fairy Realm" or it's all over! You'll eventually get it and congratulations the Changeling Subclass is unlocked!

Forest Lion
Forest Lion
The Forest Lion has DODGE, but most important is its ability to remove 1 DISTANT with LEAP and its FURY. It's very important to note that they also frequently appear as HIDDEN ENEMIES, sometimes upwards of 4! Be certain to have Fairy Powder handy if there are a lot of them. It's best to kill them one at a time instead of hitting multiple. A trick to use if you draw a Fairy Powder card use as many arrow attacks as possible on them or any other monsters, and then use the Fairy Powder to place them back into UNAWARE. This way you can save STAMINA and turns to prepare for future attacks. Since Forest Lions lack regeneration you can use this approach to bide your time.

Giant Boar

Like the Dire Boar and Wild Boar (see separate entries above and below), the Giant Boar can charge at the start of a battle. It's a rare encounter in the Beast Trail. Ignore it at first while you deal with lesser monsters because it has way more HEALTH and can RAGE to do more damage.

Pixie

The Pixie only spawns from a Pixie Hive (see separate entry below) in the Beast Trail. They deal 1 damage and have only 1 HEALTH, but when one dies they drain 2 STAMINA unless DISTANT. They have DODGE as well, but like the Sprite (see separate entry below) are easy to kill.

Pixie Hive

The Pixie Hive is a rare appearance on the Beast Trail. It generates 1 Pixie (see separate entry above) each turn. When it appears there will be 2. Take them out first to avoid dealing with Pixies.

Sprite

The Sprite has DODGE like the Fairy (see separate entry above), but they can also attack. They're extremely weak, however, and if one remains after appearing from a Bush (see separate entry above), just use 2 attack cards on them

Wild Boar

The Wild Boar charges immediately. The best approach is to make certain you have 2 Phase Shift cards on-hand when they appear. Use Mulligan until you do because you need to enter the "Fairy Realm." Damaging the Wild Boar is easy, you just need to avoid its initial attack.

Worg

The Worg has FURY and decent HEALTH but since they lack DODGE, unlike the Alpha Worg (see separate entry above), you should have no difficulty handling them even if you happen to leave the "Fairy Realm." They do have regeneration, but it won't pose a problem.
2 Comments
Deaf Sparrow  [author] 21 May @ 6:54am 
Yeah I had NO luck once fairy dropped lol. It was awful!
Nneu 12 May @ 9:27am 
Nice guide. It's definitely not over if you leave the fairy realm, but it definitely makes it a bit harder. I was never able to stay in the fairy realm for more than 1 turn against the Forest King, but I still beat it. I probably could have woke some guys up to keep the energy flowing from the dodges, but I ended up just delaying a lot to get my energy back to full and played the long game.