There are three races in the online collectible card game Card Hunter. The three races are the fast but flimsy elves, the slow but hearty dwarves, and the humans which are roughly the average of the other two. Each race is also distinguished by a unique set of skills. Human skills allow your character to draw new cards, trade cards with allies, and let your team move as a group. Cooperation and on the fly adjustments are what make humans unique. The following guide will teach you everything you need to know about human skills in Card Hunter.
Unskilled – Your basic skill is nothing more than three Walk cards. Elves have the same basic skill, but it is worse for them than humans, because Walk is much slower than Dash. If you need mobility, you might want to keep this around until the real skills level up a bit.
Tactics – There are multiple tiers of Tactics skills. Each tier includes at least one card that lets you draw a new card and at least one block or parry. This is an absolutely excellent card for warriors and priests, the former to get additional defense when in a tight spot and the latter to search for or move past support cards when needed. Wizard decks tend to be a little too uniform to make this great, but the defense cards can help keep a wizard alive.
Flexibility – Like Tactics, Flexibility is a skill with multiple tiers. Unlike Tactics, the tiers do not have a consistent benefit. Most tiers allow you to put new cards in the hands of an ally of this character. But some of the tiers instead focus on moving allies and this character out of danger. Both benefits are useful for a tanking warrior, but the other two classes get very little benefit out of this set of skills.
Command – The Command set of skills is one of the most consistent sets of racial skills in the game. Every single tier of this skill has one or two cards that let this character push allies. The push effect can be useful for allowing allies to retreat, but it requires a lot of luck in positioning and Flexibility is simply better for protecting allies. The best use of this skill is on a wizard. Keep the wizard in the back and push your other two characters forward with only a single card expenditure.
Combinations – There are three cards, Unsubtle Thinker, Flexible Command, and Flexible Tactics, which are combinations of two of the three skills above. While the last two are obvious, Unsubtle Thinker is the skill that combines Command and Tactics. Unsubtle Thinker is rather weak because it combines one skill that is only good for wizards and another that is good for the other two classes. Flexible Command is equally weak for roughly the same reason. Flexible Tactics, on the other hand, is a solid card for warriors, with the one drawback being a nearly useless blocking card. But, if you’d like the flexibility of card draw and giving away a card, this is a choice skill.