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Messages - NatoPotato

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676
Deck Building / Re: Could use help building deck
« on: October 02, 2013, 04:21:37 PM »
I have some extra cards that could help you out a bit, gimme some times you're online(if you could convert to PDT that'd be awesome)

Well in PDT time i think around 6-8am depending on the day (if ive calculated correctly, for me its later at night)
ill pretty much be on at 7 most days

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Deck Building / Re: Could use help building deck
« on: October 02, 2013, 01:12:25 PM »
Just got a few good cards from a super booster pack so that should help, anyway here's the cards I currently have.


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Suggestions / Re: Rotation gamemode
« on: October 02, 2013, 12:38:28 PM »
I don't see how attack rotations would work, wouldn't that just be the same as it is now except that they flip around and end in the same order they started each turn? :P

well yeah at the end of the turn the attackers would be in the same order assuming none of them died, the attackers rotating is more for visuals, it matches the defenders rotating and shows the two cards about to fight face to face, so each card attacks the card in front of it.


Assume defending: 30/30 dragon of wisdom, 5 Invincible defenders.
attacking: One of Many, Skraar

with the proposed rotation, OoM would be crushed by DoW, but DoW would move to back of attackers. Skraar would wreck the ID before shattering on DoW.

Playing Strategist can be bad if you had DoW for blocking, as other creatures aren't safe in defense anymore, forcing that behavior could be interesting and needs careful planning. It can go horribly wrong too - if the defender anticipated it and put ID-DoW-ID.. instead of DoW-ID-ID..
It could also help consume-characters to get stronger :>

That's what I like about it, it introduces a whole new bluff/predict mechanic where each player is trying to guess what order their opponents cards are going to be in and deciding how to order their own cards.

And as you pointed out it makes having one strong defender with a bunch a weak defenders a risk since all the attackers won't just suicide themselves on the strong card like normal play.

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Deck Building / Re: Could use help building deck
« on: October 01, 2013, 02:27:10 PM »
got the reward ones from doing campaign missions first, then bought both decks from the store.

anyway, I have been using veroria in my current deck, with dragon project in as well in case veroria gets destroyed since it gives good flying units which can also be used with SC.

thanks for the advice, i think the major problem with my deck atm is just that there's no one clear plan, but rather a few possible strategies that I use depending on the cards delt and as a result it's just too cluttered.

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Suggestions / Rotation gamemode
« on: October 01, 2013, 10:09:13 AM »
Basically with this gamemode its kinda like playing the game with the glorious strategists affect constantly on, except without the healing and also applying to attackers.

when your cards attack during the resolution phase the first attacker hits the first defender like normal but then both cards are cycled to the end of the assault and defense zones, so then the 2nd attacker and defender become the ones on the left.

so rather than all the attackers hitting a card until it dies and then moving on to the next one, each attacker ends up hitting the card in front of it, the 2nd attacker hitting the 2nd defender and so on.

It still works fine if there are different numbers of cards on each side, say if you had 3 defenders and 5 attackers, attackers 4 and 5 would end up hitting defenders 1 and 2, so just like in the normal gamemode your fort won't get hurt as long as you still have a living defender.

It would also work with unstoppable by stopping the card from being moved if it killed a defender, also cards with multiple attacks (aka the firestarter) wouldn't be cycled until after it's final attack and of course you still get the flying type cards working separately to the rest.


I think this gamemode would be interesting to play and would make the order of both your cards and your opponents cards on the field an important thing to take into account, could introduce more 'bluff/predict' gameplay with both players changing the order of their cards in the planning phase.

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Suggestions / Re: Future card ideas
« on: October 01, 2013, 07:21:23 AM »
(Mandatory/Forced) Leave of Absence
Faction - factionless?
Rarity - rare?
Type - Ability
Cost - 6?
Pay X: Target Card in commander zone, card is removed from play, after X+1 turns card returns to commander zone.
(similar to the controlled anomaly but only works on commanders and has a variable length, you could use it on an enemy commander to stop them using their ability or use it on one of your own commanders to protect them from assassinate/perils of command/etc)


Clone Hunter
Faction - Genesis?
Rarity - uncommon?
Type - character artificial
Cost - 4?
Stats - 2/2
If there are multiple cards with the same name in the opponents combat zones Clone Hunter gains +1/+1 for each instance of that card.

or maybe that should be at the end of the turn if there are multiple instances of the same card in the opponents combat zones Clone Hunter gains +1/+1 permanently, not sure which I prefer.

I just think it would be cool for a card to be affected by how many duplicate cards the opponent is using, useful when they use abilities that create cards like call to crusade or the hellmouth or are just using heaps of unlimited characters.


Repair Drone
Faction - Genesis
Rarity - uncommon
Type - character artificial
Cost - 3
Stats - 2/2
If Repair Drone is in the defensive zone at the end of the turn all other artificial cards in your defensive zone are healed 1 damage.



Still pretty new to the game so i dunno how useful/balanced those would be, but i think the affects are interesting.

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General Game Discussion / Re: Android Alpha Signup
« on: October 01, 2013, 05:15:10 AM »
NatoPotato

Sumsung Galaxy S 3

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Deck Building / Could use help building deck
« on: October 01, 2013, 04:14:28 AM »
Hey I only started playing recently and I find the game fun, but I'm not sure about deck building, haven't really played tcg's before this (well, pokemon but that was years ago) so I'm still getting the hang of deck building.

my favourite factions were verore and genesis so i made a basic deck with the cards i had so far just to beat the ai to get the IP to buy the starter decks for both factions.

so now ive got the verore and genesis starter decks (and a couple booster packs, as well as the cards you get from campaign missions) and I made a V/V/G deck which works well against all the ais, but obviously the ais aren't much compared to the average human player.

Are there any effective decks i can build? or would i need some cards that dont come in the pre-made decks?
(if there aren't too many please list them, i may already have one, otherwise I can get them through trading)

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