I finally decided to keep one of the Ishaia's I've bought and make an original deck with her. The new Witchblades motivated me to do it. I fooled around with Keeping Moira and Eglantyne separate along with Anazra. The deck was pretty fun but lacked the offense necessary to really compete. However, it did help me realize how good ice shield can be. So this is what I came up with:
Characters:
Ishaia
Eglantyne
Moira
Cards:
3 Ice Barrier
3 Ice Shield
3 Life Devourer
2 Manipulations
2 Overwhelming Victory
1 A New Start
1 Hungry Void
1 Magic Attack
1 Freeze!
1 Lightning Bolts
1 Magic Shield
1 Tadaa!
The 1 of cards are extremely sketchy at this point. I haven't played enough games with the deck to really flesh out what works best. The Overwhelming Victories and Magic Shield might look weird but those are mainly to give me a chance against Noz (Haven't tested against Noz yet but I'm not expecting big things). The first 14 cards I listed though are pretty set. Ishaia and her unbalanced +1 to everything is the center of the deck. Turn 1 Ice Barrier and Manipulation is almost a game winner. Chaining Ice Shield to Life Devourer is the goal with the two sisters. After just 1 Ice Barrier on Ishaia, the sisters get up to 6 def each. Their attack is super low but the +3 from the daggers is enough to punch through almost every deck you'll face, especially if you manage to get 2 of them on one sister. Needless to say, you'll be in for some long games as the deck has very little offense but amazing defense. I've never gotten so many people leaving games as with this deck. It has weaknesses, mostly to noz mage, but also if Ishaia gets one shot (which is really hard to do). Some other cards I've been thinking of adding are the Calling, Storm, and maybe the Best Defense.
Messing around with Ice Shield I learned that it deals 2 dmg for each physical attack. This means each time you are dealt physical dmg. The saps double attack counts as physical dmg. I've one shot Meli before by playing just one Ice Shield. It's pretty funny. Anyways, hope you like the deck and I would love to hear any thoughts on it, positive or negative. Cartel
Monday, December 20, 2010
Christmas Came Early
Now that the XP event is over and the majority of us have spent the entire time leveling up characters and cards, I've decided to start a thread for us to post what we accomplished in a few days time, when it would have normally taken weeks. I'm going to start this and then we can just add as a comment what we finished up during this process.
Tuesday, November 30, 2010
Reject Tourney Edit
The tournament has been moved! To next Monday, the 6th. Message me with your character line-ups. The sooner we have all our registrations. the sooner we can start.
Wednesday, November 24, 2010
My Card Contest Entry For Next Week
So some of you may have been following a French fanblog's card creation contest; a great way to have fun as a community and within a community. A great idea and I also find it admirable that some of our more richer players are willing to supply funds for prizes.
I decided to participate and as many of the thousands, hundreds of thousands of entrants, have worked up an awesome card! One of the main rules for judging was the card submitted being realistic and applicable in our game atmosphere.
Unfortunately for me and many others, that was not held by the judges and many of the submitted cards here are pretty overpowered, unrealistic or even totally obnoxious. Some of the entries are pretty damn cool and I like them a lot, others on one hand are just unfitting imo and do not stick to the given rules.
I held back a bit with my previous card and have decided to prepare a new card for the possible next contest. I decided to follow suit a bit and go a little overboard with the OPness, but overall I still think it is applicable in most situations.
Wish me luck on the next card creation contest! Cheers~
I decided to participate and as many of the thousands, hundreds of thousands of entrants, have worked up an awesome card! One of the main rules for judging was the card submitted being realistic and applicable in our game atmosphere.
Unfortunately for me and many others, that was not held by the judges and many of the submitted cards here are pretty overpowered, unrealistic or even totally obnoxious. Some of the entries are pretty damn cool and I like them a lot, others on one hand are just unfitting imo and do not stick to the given rules.
I held back a bit with my previous card and have decided to prepare a new card for the possible next contest. I decided to follow suit a bit and go a little overboard with the OPness, but overall I still think it is applicable in most situations.
Wish me luck on the next card creation contest! Cheers~
Monday, November 22, 2010
The Reject Challenge
It's time for the next Tournament. This time around, The Reject Challenge. A contest pitting some of the worst among the guilds against one another. The tournament will start Monday, November 29th in order to give everyone time to create a deck, and to enjoy the holiday this coming week. Here are the rules:
Rules:
Line ups will consist of Fog Snake, Saphyra(either final form) and a choice from the following chracters: Aku, Fenrath, Moira, Bearcupine or Orzine.
No Legendary Cards permitted.
No rare cards permitted.
No "Unique" cards.
Must have 10 different cards in the deck.
Must use 2 copies of each card in the deck.
Decks may not be modified after the first game. That means choose wisely, because you're stuck with the same deck the entire tournament.
Round Robin rules so everyone plays everyone.
Games will be played best 2 out of 3.
Winner will be the person who has the most points overall.
If there is a tie a tiebreaker will be played best 2 out of 3 to determine the winner.
Prizes will be paid out to the top 3 players.
Prizes will be determined based on the amount of players participating in the event.
Sunday, November 21, 2010
Tournament Results
First of all, I'd like to thank you guys for participating in the first of our many tournaments. This weeks tournament had a great turn out. So, on to the results.
1. Guy_Slatter with a record of 8-1 and 14 points overall.
2. Steven_Allen, with a record of 8-2, 13 points.
3. Cartel with a record of 7-2, 10 points.
Prizes will be rewarded when Joe signs on next, as he'll be the one awarding it.
Again, thanks. Stay tuned for the next tournament, The Fog Snake Challenge!
Monday, November 15, 2010
IT HAS BEGUN!
MORTAL KOMBAAAAT!
Not really, just the Merc tourney. See your pairing here: www.challonge.com/msnmercs
Report your game outcomes to me in game or in the chat if I'm available.
Sunday, November 14, 2010
Tournament Bracket
Here is the website to view the bracket. I still have only received 2 registrations, so get to it guys.
challonge.com/msnmercs
Friday, November 12, 2010
The OFFICIAL MSN TOURNAMENT THREAD!
Here it is folks, the official tournament post. Here are the rules:
Rules:
Participants will not be charged a fee to play in this tournament as it being the first one.
Level 1 Mercenary Characters only.
No Legendary Cards permitted.
Participants will not be charged a fee to play in this tournament as it being the first one.
Level 1 Mercenary Characters only.
No Legendary Cards permitted.
No Ateb.
No "Unique" cards.
Must have 10 different cards in the deck.
Must use 2 copies of each card in the deck.
No "Unique" cards.
Must have 10 different cards in the deck.
Must use 2 copies of each card in the deck.
Decks may not be modified after the first game. That means choose wisely, because you're stuck with the same deck the entire tournament.
Round Robin rules so everyone plays everyone.
Games will be played best 2 out of 3.
Winning a set will score you a point.
Winner will be the person who has the most points overall.
If there is a tie a tiebreaker will be played best 2 out of 3 to determine the winner.
Prizes will be paid out to the top 3 players.
Prizes will be determined based on the amount of players participating in the event.
Round Robin rules so everyone plays everyone.
Games will be played best 2 out of 3.
Winning a set will score you a point.
Winner will be the person who has the most points overall.
If there is a tie a tiebreaker will be played best 2 out of 3 to determine the winner.
Prizes will be paid out to the top 3 players.
Prizes will be determined based on the amount of players participating in the event.
Register your self and your 3 character line-up to me in game, Steven_Allen, by Monday. The sooner you register, the sooner we can start pairing. I will post the brackets here Monday afternoon/evening. The tournament will last as long as it takes for players to finish all their pairings. Report all match out comes to me in game, and I will update the point standings as we go. Happy playing.
Guild Tournament Part Duex!
So, after discussing with a few people I think we've come with the outline for the tournament. I'm going to post the potential rules / ideas and then take into consideration of what others think. Obviously talk with Steven about it since he had to original post, but I would like to get this on its feet and running. Would hope to get the rules at least established by the end of the weekend and then start registration Monday.
Rules:
Participants will not be charged a fee to play in this tournament as it being the first one.
Level 1 Mercenary Characters only.
No Legendary Cards permitted.
No "Unique" cards.
Must have 10 different cards in the deck.
Must use 2 copies of each card in the deck.
Round Robin rules so everyone plays everyone.
Games will be played best 2 out of 3.
Winning a set will score you a point.
Winner will be the person who has the most points overall.
If there is a tie a tiebreaker will be played best 2 out of 3 to determine the winner.
Prizes will be paid out to the top 3 players.
Prizes will be determined based on the amount of players participating in the event.
*Depending on the level of the participants, it will be wise to save your training ground games just in case you are unable to play against your opponent. If training room games are unavailable to be used, you will play the rest of the event verse your other opponents and then when your training room games reset, you will pick up the missed games*
If you see something you don't like, let me know. I would like to get the rules established to what everyone will agree on by Sunday so we can start registration on Monday so we can get this underway.
Rules:
Participants will not be charged a fee to play in this tournament as it being the first one.
Level 1 Mercenary Characters only.
No Legendary Cards permitted.
No "Unique" cards.
Must have 10 different cards in the deck.
Must use 2 copies of each card in the deck.
Round Robin rules so everyone plays everyone.
Games will be played best 2 out of 3.
Winning a set will score you a point.
Winner will be the person who has the most points overall.
If there is a tie a tiebreaker will be played best 2 out of 3 to determine the winner.
Prizes will be paid out to the top 3 players.
Prizes will be determined based on the amount of players participating in the event.
*Depending on the level of the participants, it will be wise to save your training ground games just in case you are unable to play against your opponent. If training room games are unavailable to be used, you will play the rest of the event verse your other opponents and then when your training room games reset, you will pick up the missed games*
If you see something you don't like, let me know. I would like to get the rules established to what everyone will agree on by Sunday so we can start registration on Monday so we can get this underway.
Tuesday, November 9, 2010
Guild Tournaments?
So, the topic of our own guild tournaments has been brought up before. I think it's a great idea, and I know most of you do as well. Post your suggestions for tournament types and possible prizes here. The more ideas, the better.
Mozilla Fix
Richard_Taylor found a pretty cool fix earlier for Mozilla. He was getting a server not found error when trying to log into Eredan. Here is his solution for the problem:
In your Mozilla browser, goto Tools=>Error Console. From there, look up Eredan, and click clear all.
That should do it. This is just one possible solution, so feel free to contribute your personal solutions as well.
Friday, November 5, 2010
Helena Handbasket
So awhile ago I decided I wanted to try the epic character helena in some facet. This week I finally broke down and spent the 18k she costs and lvled her up. This is what I came up with:
Characters:
Helena
Pilkim
Eglantyne & Moira
Cards:
3 Assassinations
3 Than the Sword
3 Rain of Death
3 Living Dagger
1 Hungry Void
1 Storm
1 Time to Die
1 Last Word
1 Tadaa! Your a Bunny
1 Lightning Bolt 3
1 Unleash Hell
1 Journey
Since I was building the deck around Helena it seemed silly to go with anything but mages since she gets a +1 attack per mage in the group. I didn't want to go with 2 pure mages since that would limit the number of maurader cards I could run and in turn limit Helena's usefulness. I decided on the hybrid witchblade sisters since they tie both marauder and mage cards together. I chose Pilkim cause I believe he's the best stand alone mage with his turn orders and draconic spell ability. I wanted a balance between mage and maurader only cards, figuring to go with 7-8 of each and then filling in the remaining slots with trophy and non-specific cards. I ended up with 10 mage cards which is more than I wanted but when I deck tested it it worked well.
I threw in three aoe cards cause I'm a big believer in them. I think I put storm in every deck I make lol. Something to be said about taking out characters that aren't opposing you. Unleash Hell is kinda weak but you get the most out of it when using the sisters since they still get to attack. I almost always choose living daggers over devouring. I just can't get over how good they are for survivability. I think the rest of the deck is pretty self explanatory.
So now for some numbers fun. Helena's base attack is 4/12. Her high attack is 2nd only to abom. She immediately gets +2 attack since there are 2 mages in the group. If you win initiative, she gets another plus +2 since her order gives her +1 or +2 if her opponent is at full health. So now turn 1 she's sitting on 8/16 attack. Her last bonus comes if her opponent is a marauder. So potentially she's at 9/17 before playing any cards, not too shabby.
While the deck definitely isn't tier 1, it's a lot of fun to play and can hold it's own. Happy hunting.
Characters:
Helena
Pilkim
Eglantyne & Moira
Cards:
3 Assassinations
3 Than the Sword
3 Rain of Death
3 Living Dagger
1 Hungry Void
1 Storm
1 Time to Die
1 Last Word
1 Tadaa! Your a Bunny
1 Lightning Bolt 3
1 Unleash Hell
1 Journey
Since I was building the deck around Helena it seemed silly to go with anything but mages since she gets a +1 attack per mage in the group. I didn't want to go with 2 pure mages since that would limit the number of maurader cards I could run and in turn limit Helena's usefulness. I decided on the hybrid witchblade sisters since they tie both marauder and mage cards together. I chose Pilkim cause I believe he's the best stand alone mage with his turn orders and draconic spell ability. I wanted a balance between mage and maurader only cards, figuring to go with 7-8 of each and then filling in the remaining slots with trophy and non-specific cards. I ended up with 10 mage cards which is more than I wanted but when I deck tested it it worked well.
I threw in three aoe cards cause I'm a big believer in them. I think I put storm in every deck I make lol. Something to be said about taking out characters that aren't opposing you. Unleash Hell is kinda weak but you get the most out of it when using the sisters since they still get to attack. I almost always choose living daggers over devouring. I just can't get over how good they are for survivability. I think the rest of the deck is pretty self explanatory.
So now for some numbers fun. Helena's base attack is 4/12. Her high attack is 2nd only to abom. She immediately gets +2 attack since there are 2 mages in the group. If you win initiative, she gets another plus +2 since her order gives her +1 or +2 if her opponent is at full health. So now turn 1 she's sitting on 8/16 attack. Her last bonus comes if her opponent is a marauder. So potentially she's at 9/17 before playing any cards, not too shabby.
While the deck definitely isn't tier 1, it's a lot of fun to play and can hold it's own. Happy hunting.
Thursday, November 4, 2010
Noobitus - I beat it.
Some of you may have gotten to know me a bit over the past months. Mostly as a badass, foil addicted asshole and a pretty awesome guy. What you do not know, yet, is that I once suffered under the terrible disease, Noobitus. :(
It all began when I started gaming, probably still in my mother's womb as I cannot really remember when I actually started gaming. I have been growing up with gaming all my life, ever since Turbo Graphx 16 all the way up to more modern consoles, such as the PS3.
Back then, the symptoms were pretty apparent, I kept losing and got frustrated against other players every time they beat me. Back then we figured it was just because I was some dumbass kid, but now, in modern times and science, we have concluded I have Noobitus. Back then the disease was just not known, almost like AIDS or cancer.
In my early teens I diverted to extreme methods to be able to beat the more experienced and just plainly better players than me. 1337 Hax0rings. I would run around playing Counter Strike and shoot people in the head through walls or walk up to them calmly and knife them to death while they unlaod their ammunition into my undestructible face.
My 1337 Hax0rings was becoming a problem. Not only for the people I played against, if they even did that anymore, but also for myself. In addition to having Noobitus, I suffered under a Haxxing addiction. I went sent to rehab...
In rehab I was literally tortured. They didn't prevent me from playing video games, quite the contrary, I was forced to do so. Mostly games I just could not hax in. Under constant humiliation and suffering I came to realise I had a problem. I became dedicated to my cause to get rid of my addiction and beat my Noobitus!
I quickly caught on how things worked and realised that nobody can be a pro at a game after just playing for 10 minutes. I grinded simple tactics and maneuvers until I knew them by heart. Eventually, over time I could create my own tactics and strategies, mostly because I sat down and dedicated some time to get acquainted with the game.
After two long, yet awesome weeks I came out a new person. Someone who did not let his Noobitus get the better of him, someone who would beat your ass in any game, cause I am that awesome. Someone who also slept with your mom, often. I hope, by posting some of my life story here for you, you will be able to digest this and possibly get rid of your Noobitus as well.
Cheers~
Matt
It all began when I started gaming, probably still in my mother's womb as I cannot really remember when I actually started gaming. I have been growing up with gaming all my life, ever since Turbo Graphx 16 all the way up to more modern consoles, such as the PS3.
Back then, the symptoms were pretty apparent, I kept losing and got frustrated against other players every time they beat me. Back then we figured it was just because I was some dumbass kid, but now, in modern times and science, we have concluded I have Noobitus. Back then the disease was just not known, almost like AIDS or cancer.
In my early teens I diverted to extreme methods to be able to beat the more experienced and just plainly better players than me. 1337 Hax0rings. I would run around playing Counter Strike and shoot people in the head through walls or walk up to them calmly and knife them to death while they unlaod their ammunition into my undestructible face.
My 1337 Hax0rings was becoming a problem. Not only for the people I played against, if they even did that anymore, but also for myself. In addition to having Noobitus, I suffered under a Haxxing addiction. I went sent to rehab...
In rehab I was literally tortured. They didn't prevent me from playing video games, quite the contrary, I was forced to do so. Mostly games I just could not hax in. Under constant humiliation and suffering I came to realise I had a problem. I became dedicated to my cause to get rid of my addiction and beat my Noobitus!
I quickly caught on how things worked and realised that nobody can be a pro at a game after just playing for 10 minutes. I grinded simple tactics and maneuvers until I knew them by heart. Eventually, over time I could create my own tactics and strategies, mostly because I sat down and dedicated some time to get acquainted with the game.
After two long, yet awesome weeks I came out a new person. Someone who did not let his Noobitus get the better of him, someone who would beat your ass in any game, cause I am that awesome. Someone who also slept with your mom, often. I hope, by posting some of my life story here for you, you will be able to digest this and possibly get rid of your Noobitus as well.
Cheers~
Matt
Friday, October 29, 2010
Where Is Brendan Fraser?
So this weeks release was the mummy Amhid, adding yet another powerful card to the already powerful Desert Nomads. All in all, I think this guy is ruthless to say the least. Sure, he loses health on his orders but that doesn't stop him one bit. The health loss just infuriates him and makes him go blind with rage and slaughters anything in his path.
Along with that card, came 4 other cards: Sunburn, Temple Sword, This tomb..., ...Will be your GRAVE!. All of these cards are great in their own sense. Sunburn has the ability to remove those pesky Manipulations that are in play. Temple Sword instantly equips to a Temple Guardian for +2 attack. This Tomb... and ...Will be your Grave! combine for a devastating combo that can almost guarantee a one hit knock out when used by the right person.
With the release of these new cards, I was inspired to come up with a new deck of the week. You guessed it, Temple Guardians. Teaming Amhid up with The Sphinx and Lodir (non-belly dancer), they pull together and deal mass amounts of damage to the enemy quickly and efficiently. One thing really stands in their way and that is... wait for it... everyone else's Achilles heel... Noz Mages.
Characters:
Amhid
The Sphinx
Lodir (Scimitar Chain)
Items:
2 Temple Swords
3 Desert Scimitars
2 Scroll of Immobility
Actions:
3 Obesity
3 Solaris
3 This Tomb...
3 ...Will be your Grave!
1 Smash that Iron!
All 3 of these guys are Temple Guardians, so many of the cards in here are able to work with anyone and effectively at that matter. All three of the characters are able to chain Temple Sword giving them an instant +2 attack as well as playing something else. Solaris maybe? Allowing them to stay alive as well as boosting their attack. Desert Scimitars are another form of healing these guys. Since they have rather low defense, the end turn healing is always a bonus. Tossing in Scroll of Immobility is another great card for this deck. Not only can The Sphinx chain it to something else, but it usually gives you a defense buff while lowering the nasty defense of the opponent. Hello Kotoba Warriors!
Obesity and Solaris is just a normal Desert Nomad combo that works well. Defense buff for you, Defense debuff for them and you gain life. I see absolutely nothing wrong with that. It's the Bee's Knee's as some might say. The main combo for this deck, and your money maker, would have to be the Tomb/Grave combo. Used with anyone, it's a gauranteed +6 attack -2 defense for the opponent granted you lose 3 life in the process. Using this combo with Amhid on his order, without any buffs from swords or scimitars, he turns instantly into a 17/20 powerhouse running through the competition. Like many of other line ups.. these guys can easily fall short to Noz Mages due to the lack in spirit.. Which kind of throws me off, since they look like they could be Egyptian, and as far as I knew, they were very spiritual.. Oh well, the world may never know.
Along with that card, came 4 other cards: Sunburn, Temple Sword, This tomb..., ...Will be your GRAVE!. All of these cards are great in their own sense. Sunburn has the ability to remove those pesky Manipulations that are in play. Temple Sword instantly equips to a Temple Guardian for +2 attack. This Tomb... and ...Will be your Grave! combine for a devastating combo that can almost guarantee a one hit knock out when used by the right person.
With the release of these new cards, I was inspired to come up with a new deck of the week. You guessed it, Temple Guardians. Teaming Amhid up with The Sphinx and Lodir (non-belly dancer), they pull together and deal mass amounts of damage to the enemy quickly and efficiently. One thing really stands in their way and that is... wait for it... everyone else's Achilles heel... Noz Mages.
Characters:
Amhid
The Sphinx
Lodir (Scimitar Chain)
Items:
2 Temple Swords
3 Desert Scimitars
2 Scroll of Immobility
Actions:
3 Obesity
3 Solaris
3 This Tomb...
3 ...Will be your Grave!
1 Smash that Iron!
All 3 of these guys are Temple Guardians, so many of the cards in here are able to work with anyone and effectively at that matter. All three of the characters are able to chain Temple Sword giving them an instant +2 attack as well as playing something else. Solaris maybe? Allowing them to stay alive as well as boosting their attack. Desert Scimitars are another form of healing these guys. Since they have rather low defense, the end turn healing is always a bonus. Tossing in Scroll of Immobility is another great card for this deck. Not only can The Sphinx chain it to something else, but it usually gives you a defense buff while lowering the nasty defense of the opponent. Hello Kotoba Warriors!
Obesity and Solaris is just a normal Desert Nomad combo that works well. Defense buff for you, Defense debuff for them and you gain life. I see absolutely nothing wrong with that. It's the Bee's Knee's as some might say. The main combo for this deck, and your money maker, would have to be the Tomb/Grave combo. Used with anyone, it's a gauranteed +6 attack -2 defense for the opponent granted you lose 3 life in the process. Using this combo with Amhid on his order, without any buffs from swords or scimitars, he turns instantly into a 17/20 powerhouse running through the competition. Like many of other line ups.. these guys can easily fall short to Noz Mages due to the lack in spirit.. Which kind of throws me off, since they look like they could be Egyptian, and as far as I knew, they were very spiritual.. Oh well, the world may never know.
Wednesday, October 27, 2010
Almost Over! 22/9001
Today's a monumental day for our clan. A special occasion we will ever once only live through our entire life. A life changing thing has happened today, for our little Guild has hit over 20 members! :D
Slowly but surely we are heading towards OVER 9000!!!!! And our kickass little guild is growing and becoming more full of people. This is more noticable through our weekly poll, which now exceeds over 20 voters. The past was not even 10!
I would like to welcome our newest members amongst our ranks, even though some of them have been chilling in our chat with us for quite some time now as well. :P
Cheers~
Matt
Slowly but surely we are heading towards OVER 9000!!!!! And our kickass little guild is growing and becoming more full of people. This is more noticable through our weekly poll, which now exceeds over 20 voters. The past was not even 10!
I would like to welcome our newest members amongst our ranks, even though some of them have been chilling in our chat with us for quite some time now as well. :P
- 8BitAssassin
- awol-
- Billy_Robinson
- blackdrain
- Jes_Skinner
- Jfzero
- mac2uk
- Magius
- Mang Isko
- Mc2200
- Politikas
- Revenant
- Richard_Taylor
- Ryan_Buck
- Scott_Payne
- Strasboy
- Talliah
Cheers~
Matt
Sunday, October 24, 2010
Let's take the fight to them!
That's right, too long have we stood idly by and watched the French players dominate the ELO standings. It's time for us to prove our worth! The French players have a player sponsored tournament they run out of there forums. This weeks tournament is a level 1 highlander style tournament. The rules are as follows:
All characters must be level one.
You may have only 1 copy of a card in your deck.
No legendary cards allowed.
Take this opportunity to show off your skills on an international level.
To participate, message the player Ollrek in game by midnight monday (French time) with your character line up.
Saturday, October 23, 2010
Is It Story Time?
It is time for me to be a big fat bragger and show off one of my decks. This time a finished one. :P
The deck I built is called 'Is It Story Time?' and based off of a 1 minute song from the Left Rights composition by those queers from Mindless Self Indulgence.
It is a mostly Kot deck with some Courtesan Zil influences in it. The deck basically cripples opposing Kot and Zil decks and gets bigger ans nastier with stacked daggers, swords and Overwhelming Victories. A slow yet fun deck to play, especially against the powerhouse attack based guilds out there.
Characters:
Lord Galmara Level 3 (Shadow Form)
Oogoe Kage Level 3 (Warrior Form)
Sen'Ryaku Level 3
Action Cards:
3x Manipulation
2x Overwhelming Victory
1x The Council's Decision
1x Smash That Iron
1x Banish
2x Tadaa! You're a Bunny!
2x Keep Your Guard Up!
2x Randori
Item Cards:
3x Life Devourer
2x Wakizashi
1x The Emperor's Speech
Manipulation and Bunny cards are used to slow down the opponent while you build up and stack your nasty devices. The best thing about this is when facing a Zil or a Kot deck its literallz -6 Attack for them. The negative attack will help you enable heals from your daggers, making them literally 3 attack, 2 defense blades (defense here is healed hp back).
The Council's Decision is a great all rounder support card to get rid of some nasty cards. Is a mixture between Smash and Obesity, really useful even though it costs you HP to use. Smash that Iron is imo essential in any warrior based deck. It literally messes people up and is more useful than a lot of people beleive. Banish is one of those random but damn useful when needed cards. Most of the time it ends up getting discarded as not many decks run theurgy cards. However, the nasty DK/Theurgy deck combos suffer grandly under this cards. Banish and chain it to Smash That Iron will literally ruin an entire DK/Theurgy combo in one turn.
Keep Your Guard Up! and Randori are cards to help keep your guys ('n' gal) alive a bit longer. KYGU for general situations and Randori against mages or even attack swapping priests.
In the end, after playing this deck from level 1 to level 3, I have to say it rocks hard and good. I scored at least 40 perfects with this deck in the time it took me tolevel it up. Something that speaks for itself. :)
The deck I built is called 'Is It Story Time?' and based off of a 1 minute song from the Left Rights composition by those queers from Mindless Self Indulgence.
It is a mostly Kot deck with some Courtesan Zil influences in it. The deck basically cripples opposing Kot and Zil decks and gets bigger ans nastier with stacked daggers, swords and Overwhelming Victories. A slow yet fun deck to play, especially against the powerhouse attack based guilds out there.
Characters:
Lord Galmara Level 3 (Shadow Form)
Oogoe Kage Level 3 (Warrior Form)
Sen'Ryaku Level 3
Action Cards:
3x Manipulation
2x Overwhelming Victory
1x The Council's Decision
1x Smash That Iron
1x Banish
2x Tadaa! You're a Bunny!
2x Keep Your Guard Up!
2x Randori
Item Cards:
3x Life Devourer
2x Wakizashi
1x The Emperor's Speech
Manipulation and Bunny cards are used to slow down the opponent while you build up and stack your nasty devices. The best thing about this is when facing a Zil or a Kot deck its literallz -6 Attack for them. The negative attack will help you enable heals from your daggers, making them literally 3 attack, 2 defense blades (defense here is healed hp back).
The Council's Decision is a great all rounder support card to get rid of some nasty cards. Is a mixture between Smash and Obesity, really useful even though it costs you HP to use. Smash that Iron is imo essential in any warrior based deck. It literally messes people up and is more useful than a lot of people beleive. Banish is one of those random but damn useful when needed cards. Most of the time it ends up getting discarded as not many decks run theurgy cards. However, the nasty DK/Theurgy deck combos suffer grandly under this cards. Banish and chain it to Smash That Iron will literally ruin an entire DK/Theurgy combo in one turn.
Keep Your Guard Up! and Randori are cards to help keep your guys ('n' gal) alive a bit longer. KYGU for general situations and Randori against mages or even attack swapping priests.
In the end, after playing this deck from level 1 to level 3, I have to say it rocks hard and good. I scored at least 40 perfects with this deck in the time it took me tolevel it up. Something that speaks for itself. :)
Thursday, October 21, 2010
App this!
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Mother Nature's Fury
Welcome to the new guild, the Sap Heart Clan! These new tree huggers bring an all new game plan to the table with the ability to deal direct damage as well as double strike their opponents.
Of the 12 new cards, there are a few that stand out. For starters, Sap Heart brings an impressive and creative hand full of character cards. Melissandre is the only rare among them, and boy is she worth it. Not only does she chain daggers, but she double strikes every turn. Another awesome new character is Ydiane. She too double strikes with her basic attack score, but with a twi
st. She is able to chain the great new item, Elfine Bow, which spreads damage evenly among your opponents characters.A few interesting new action cards were introduced, as well as our first
look at Nature magic. Among the action cards, Quick draw stands out the most. It gives your Sap Heart warrior Ydiane and Melissandre's ability for the turn. We also get an awesome spell in Magic Poison and Root. Magic Poison is a permanent that attached to your opponent and deals 5 damage a turn to the character for 3 turns. That's enough to kill just about anything without having to touch him for the following turns. Root is also a great one. It prevents your opponents character from chaining cards, crippling, or at least slowing down, most decks, especially the Zil. No more Time to Die+Assassination for you, Mr. Telendar.
All in all the, Sap Heart is an original and interesting guild that should turn the game on its head at least for a little while.
Sunday, October 17, 2010
Death cannot stop the Dragon...
Monday, October 4, 2010
Viable Dragon Knights?
This week's release of new cards saw Kounok the Prophet introduced (Pause for much rejoicing from Ray). He becomes the third available dragon knight. Not only does he complete the set, he actually makes the team viable in elo. A sample deck would go something like this:
Characters:
Kounok the Prophet
Valentin
Zahal (Non-suck version)
Cards:
2 Than the Sword
2 Pen is Mightier...
3 Draconian Sword
3 Dragon Armor
3 Magic Attack
2 Pink Rabbit
3 Presence of the Dragon
1 Best Defense....
1 Tadaa...
I played against one full DK deck this week. The deck thrives on shared buffs. You have 3 swords that boost everyone's stats, along with Kounok the Prophet giving the other 2 characters +1 attack and +1 def right from the get go. What really helps this deck is the fact that Zahal can chain armor and Valentin can chain swords. Imagine winning the initiative and drawing a sword and armor. Zahal chains the armor into the sword, swing for between 8/9, then heals for 4 after the battle. Next turn, Valentin is sitting at 8/10 with 5 def and Kounok the Prophet is 6/9 with 4 def. The constant heals and added def make this team a tough one to take down. They are still a little weak against mages but hey, who isnt? Hopefully someone in the group will be able to form this deck and get down to real testing. I think it has promise. My match against it was close, and the opposing player didn't get a very good draw. We may have to wait until the next Dragon Knight addition (Whenever that is) for the deck to really shine. Even still, it looks pretty nice.
Characters:
Kounok the Prophet
Valentin
Zahal (Non-suck version)
Cards:
2 Than the Sword
2 Pen is Mightier...
3 Draconian Sword
3 Dragon Armor
3 Magic Attack
2 Pink Rabbit
3 Presence of the Dragon
1 Best Defense....
1 Tadaa...
I played against one full DK deck this week. The deck thrives on shared buffs. You have 3 swords that boost everyone's stats, along with Kounok the Prophet giving the other 2 characters +1 attack and +1 def right from the get go. What really helps this deck is the fact that Zahal can chain armor and Valentin can chain swords. Imagine winning the initiative and drawing a sword and armor. Zahal chains the armor into the sword, swing for between 8/9, then heals for 4 after the battle. Next turn, Valentin is sitting at 8/10 with 5 def and Kounok the Prophet is 6/9 with 4 def. The constant heals and added def make this team a tough one to take down. They are still a little weak against mages but hey, who isnt? Hopefully someone in the group will be able to form this deck and get down to real testing. I think it has promise. My match against it was close, and the opposing player didn't get a very good draw. We may have to wait until the next Dragon Knight addition (Whenever that is) for the deck to really shine. Even still, it looks pretty nice.
Saturday, October 2, 2010
Reborn Awesomeness!
Well this week as been a blast event wise. Figuratively and literally...
This week's special card is called 'Reborn' and represents Prophet being reborn through the dragon Kuonok. To earn this card and its trophy, 'The Prophet', you have to face 40 different opponents and play at least 8 spell cards per game.
I have finally got mine and I have to say, I am totally disliking, no, hating Noz decks now. Seeing how many of these guys with their top end elo decks pop into these rounds to get the trophy almost made me sick. D: Just shows how powerful and actually wide spread they are. A few Kotoba based mage decks popped up as well, which was kind of interesting to see how people interpret Kot magic.
This event has been more than fruitful for me. Besides the trophy card Reborn, I also leveled up a ton of cards. I got my 3 Rain of Deaths, 1 Foil Deflection, 1 Smash that Iron!, Level 2 Toran the Faithless, Level 3 Abyssien and Level 3 Golemarlok. I managed to level up quite a few useful cards. My 'Mage WTF' deck was rather... random in its early stages. Full of crappy cards to level up. If I was lucky I won about... 60% of the fights I played with that version. Once I scored Deflection and SMASH SMASH SMASH, I switched my deck cards and came up with this:
Characters:
Level 2 Toran The Faithless
Level 3 Abyssien
Level 3 Golemarlok
Items:
Grand Mage's Staff x2
Action Cards:
Oh, I'm Good! x1 (swapped it with Reborn later)
Spells:
The Pen Is Mightier... x3
Than The Sword x3
Burn in Hell x3
Rain of Death x3
Illusiory Reflection x3
Cloning x2
In the end my 'Zil Mage' deck faired pretty well with this latter version against the many mage decks running around out there. It is definately not tourney worthy, but for damn sure an aggressive beast at times. I personally wish they would improve Abyssien a bit, as he kind of sucks with his low HP and low Spirit score. Imo they could raise his Spirit cap to 3 at level 3.
Golemarlok is an entirely different thing on the other hand. He rocks. Be it him RoD/Cloning some badass spell and then attacking with his moderately high attack power, or him just pounding on opponents with TPIM...TTS. He's definately the most fun char in the deck and I am looking forward to getting him to level 4 eventually. :)
This week's special card is called 'Reborn' and represents Prophet being reborn through the dragon Kuonok. To earn this card and its trophy, 'The Prophet', you have to face 40 different opponents and play at least 8 spell cards per game.
I have finally got mine and I have to say, I am totally disliking, no, hating Noz decks now. Seeing how many of these guys with their top end elo decks pop into these rounds to get the trophy almost made me sick. D: Just shows how powerful and actually wide spread they are. A few Kotoba based mage decks popped up as well, which was kind of interesting to see how people interpret Kot magic.
This event has been more than fruitful for me. Besides the trophy card Reborn, I also leveled up a ton of cards. I got my 3 Rain of Deaths, 1 Foil Deflection, 1 Smash that Iron!, Level 2 Toran the Faithless, Level 3 Abyssien and Level 3 Golemarlok. I managed to level up quite a few useful cards. My 'Mage WTF' deck was rather... random in its early stages. Full of crappy cards to level up. If I was lucky I won about... 60% of the fights I played with that version. Once I scored Deflection and SMASH SMASH SMASH, I switched my deck cards and came up with this:
Characters:
Level 2 Toran The Faithless
Level 3 Abyssien
Level 3 Golemarlok
Items:
Grand Mage's Staff x2
Action Cards:
Oh, I'm Good! x1 (swapped it with Reborn later)
Spells:
The Pen Is Mightier... x3
Than The Sword x3
Burn in Hell x3
Rain of Death x3
Illusiory Reflection x3
Cloning x2
In the end my 'Zil Mage' deck faired pretty well with this latter version against the many mage decks running around out there. It is definately not tourney worthy, but for damn sure an aggressive beast at times. I personally wish they would improve Abyssien a bit, as he kind of sucks with his low HP and low Spirit score. Imo they could raise his Spirit cap to 3 at level 3.
Golemarlok is an entirely different thing on the other hand. He rocks. Be it him RoD/Cloning some badass spell and then attacking with his moderately high attack power, or him just pounding on opponents with TPIM...TTS. He's definately the most fun char in the deck and I am looking forward to getting him to level 4 eventually. :)
Wednesday, September 29, 2010
Mage-toba!
Following the trend of Matt and Joe, I'm posting my new deck here, the Magetoba.
Okooni lvl. 1
Akutsai lvl. 4
Action Cards:
All is Fair in Love... x3
and War. x3
Fallback x2
I Hate Mystics x3
Spells:
Burn in Hell x3
Rain of Death x3
Katamaru x3
My inspiration for this deck was originality. I got so tired of seeing the same 6 or so decks played constantly. Change has to start somewhere, right?
You'll notice that there is not much card variety. I tried to stick with good solid cards. The only real gamble in the deck is I Hate Mystics, but it can still be used for an alright attack and spirit boost. I also have no items. I tried to figure something out to take advantage of Okooni's ability to chain jewels, but couldn't between Firon and Fierce Lion, I couldn't work any in and maintain a good balance to accommodate the other characters.
Akutsai is my go-to damage dealer. He's a mage killer, to put it lightly. His hybrid status makes him very versatile against all opponents. Kyoshiro is used for Kotoba clean up duty mostly, getting around their ridiculously high defense with high level fire spells paired with his pyromancer order bonus. Okooni is mostly for mop up duty, and simple brute force. On turn two, he can get as big as 10/11 with out modification, and with 15 health, he can outlast all but the most fierce opening attacks.
As with the others, I'm 100% open to suggestions/criticism. I actually ask for it.
Tuesday, September 28, 2010
Red Deck Wins!
Since Bleachman decided to post his Courtesan Deck layout on here, I figured "Hell, maybe I'll do the same for my Tracker Deck". The main goal of this deck is pummel the opposition while increasing stats that will later on boost offense and defense. So, without further adieu:
Characters:
Malyss (Level 3)
Tsuro (Level 3)
Hime (Level 3)
Items:
Shuriken x2
Spells:
Katamaru x3
Ice Barrier x3
Actions:
Art of the Iron Fist x3
Assassination x2
It is time x2
The best thing about this deck is that even if you don't have Shuriken in your hand for a constant chain item, you are still building up your characters with defense / spirit / attack as well as surviving attacks from your opponent. Malyss, in my opinion, is essential for this deck due to his automatic -1 damage to your other trackers. This greatly helps out in clutch situations where that one point means winning or losing.
Tsuro and Hime also have important roles. Tsuro has the power to slaughter mages at will, and Hime has the ability to take out Priests whenever she feels necessary. Adding all of these factors plus building up personal / team stats with Emblems, Masks, and Barriers; this deck puts up a good fight vs any deck out there.
Characters:
Malyss (Level 3)
Tsuro (Level 3)
Hime (Level 3)
Items:
Shuriken x2
Tracker Mask x2
Tracker Emblem x3Spells:
Katamaru x3
Ice Barrier x3
Actions:
Art of the Iron Fist x3
Assassination x2
It is time x2
The best thing about this deck is that even if you don't have Shuriken in your hand for a constant chain item, you are still building up your characters with defense / spirit / attack as well as surviving attacks from your opponent. Malyss, in my opinion, is essential for this deck due to his automatic -1 damage to your other trackers. This greatly helps out in clutch situations where that one point means winning or losing.
Tsuro and Hime also have important roles. Tsuro has the power to slaughter mages at will, and Hime has the ability to take out Priests whenever she feels necessary. Adding all of these factors plus building up personal / team stats with Emblems, Masks, and Barriers; this deck puts up a good fight vs any deck out there.
Monday, September 27, 2010
Bleachman Be Pimpin'!
With the new Courts roaming around I have decided to make myself one of them decks as well. As per request and to brag a little, I have decided to post up my current Courtesan deck up for discussion. So here is the deck as I currently have it:
Characters:
Kimiko Level 1
Hasna Level 1
Angelica Level 1
Item Cards:
Living Dagger (Level 1) x2
Action Cards:
Under The Sun x3
Manipulation x3
Tadaaa! You're a Bunny! x1
Gluttony x1
Obesity x1
Time to Die x1
Assassination x2
Solaris x2
Fallback x2
The Hungry Void (Level 2) x1
Tea Ceremony x1
The character cards are pretty solid. Each represents one of the major guilds (Noz, Kotoba and Zil) and all cover Nomads. Kimiko is great for her abiliy to hit every opponent for 2 damage. She also reduces the attack stat of her opponents making her frail frame easier to keep alive. Hasna is evil. She is a marauder with good stats, and at level 4 chops off a direct 3 damage from her opponent as a turn ability! Just downright awesome! Angelica supplies the cards you need early on in game by allowing you to draw an additional card the turn directly after her. This helps a lot, especially when you need some of those crippling cards like Manipulation or Under the Sun.
The Living Daggers are used to mainly supply some attack options as well as heal my characters in dire need. My issue here is wether or not to upgrade these daggers to Vampiric Daggers, or keeping them the way they are. At level 1 they heal a definate 2 HP. At level 3, they offer 1 more attack and heal the character by 2 if she deals more damage than her opponent. Technically, the latter is possible, as you reduce a lot of damage of your opponents and thus automatically force them to hit low damage. I am still torn between these two options. I will have to just try it out I guess.
Opponent controlling cards such as Manipulation and Under the Sun are extremely vital to this deck. Manipulation renders your opponent's attack stat useless and Under the Sun nukes their defense. The greatest and most evil thing about these cards is that they chain any card following their initial play. Some might consider this, especially in Manipulation's case, as overpowered or too strong. But hey, it is the only thing these Courts live off of.
Keeping your characters alive is really important in this deck. You pump em with permanent cards and especially in Kimiko's case, they are frail little girls who need protecting. Cards like Fallback and Tadaaa! You're a Bunny! will help keep the physical harm away from your gals. Unfortunately they will have a hard time facing mage decks, as they do not have spirit imposing cards to their advantage. Obesity helps in another form as it increases your gal's defense and at the same time nukes the opponent's action card (probably one that increases damage). So Obesity is definately a good to go card in this deck.
Another form of keeping the characters alive comes from direct heals, or more or less, cheating. Solaris, one of the most ridiculous cards in the game, gives you some good chances to keep your girls healed up to stick around for a tad bit longer. Helpful heals from the above mentioned daggers help supply the demand of heals when needed. Level 3 daggers + Solaris would mean some heavy duty healings.
But keeping people alive and crippling your foe is not necessarily going to make you win. For that you need a couple aces up your sleeve. Assassination combined with Time To Die are two of these cards. Under the correct circumstances, these cards can help you deal massive damage, especially when Under The Sun is active. Another form of attack is your characters' direct damage. Kimiko and her AoE hits and Hasna with her direct whipping. Buff up for some Kimiko like AoE hits with Tea Ceremony. This will greatly help keeping your foes down, where they belong! :D
My deck is long from finished, but this is how I see it in the future:
Characters:
Kimiko Level 3
Hasna Level 4
Angelica Level 3
Item Cards:
Living Dagger (Level 1) or Vampiric Dagger (Level 3) x2
Action Cards:
Under The Sun x3
Manipulation x3
The Seal (Replacement for Tadaaa! You're a Bunny!) x1
Obesity x2
Time to Die x1
Assassination x2
Solaris x2
Fallback x2
The Hungry Void (Level 3) x1
Tea Ceremony x1
Only minor changes really, mostly just level ups. As mentioned before I will have to play test the daggers to see which set suits my needs better. As to The Seal, I regard that card as one powerful mofo. It sucks in early game, but becomes increasingly crippling for your opponent as the game progresses. I have been hit for a -7 attack with this card before. It aint pretty I tell you.
Anyway, that is my Court deck. Maybe you guys can offer some tips or ideas on it. Tell me what you think. And hit me up if you're in the mood to play against it. If you dare. XD
Note: I plan to add some images when I get home, so stay tuned. :3
Characters:
Kimiko Level 1
Hasna Level 1
Angelica Level 1
Item Cards:
Living Dagger (Level 1) x2
Action Cards:
Under The Sun x3
Manipulation x3
Tadaaa! You're a Bunny! x1
Gluttony x1
Obesity x1
Time to Die x1
Assassination x2
Solaris x2
Fallback x2
The Hungry Void (Level 2) x1
Tea Ceremony x1
The character cards are pretty solid. Each represents one of the major guilds (Noz, Kotoba and Zil) and all cover Nomads. Kimiko is great for her abiliy to hit every opponent for 2 damage. She also reduces the attack stat of her opponents making her frail frame easier to keep alive. Hasna is evil. She is a marauder with good stats, and at level 4 chops off a direct 3 damage from her opponent as a turn ability! Just downright awesome! Angelica supplies the cards you need early on in game by allowing you to draw an additional card the turn directly after her. This helps a lot, especially when you need some of those crippling cards like Manipulation or Under the Sun.
The Living Daggers are used to mainly supply some attack options as well as heal my characters in dire need. My issue here is wether or not to upgrade these daggers to Vampiric Daggers, or keeping them the way they are. At level 1 they heal a definate 2 HP. At level 3, they offer 1 more attack and heal the character by 2 if she deals more damage than her opponent. Technically, the latter is possible, as you reduce a lot of damage of your opponents and thus automatically force them to hit low damage. I am still torn between these two options. I will have to just try it out I guess.
Opponent controlling cards such as Manipulation and Under the Sun are extremely vital to this deck. Manipulation renders your opponent's attack stat useless and Under the Sun nukes their defense. The greatest and most evil thing about these cards is that they chain any card following their initial play. Some might consider this, especially in Manipulation's case, as overpowered or too strong. But hey, it is the only thing these Courts live off of.
Keeping your characters alive is really important in this deck. You pump em with permanent cards and especially in Kimiko's case, they are frail little girls who need protecting. Cards like Fallback and Tadaaa! You're a Bunny! will help keep the physical harm away from your gals. Unfortunately they will have a hard time facing mage decks, as they do not have spirit imposing cards to their advantage. Obesity helps in another form as it increases your gal's defense and at the same time nukes the opponent's action card (probably one that increases damage). So Obesity is definately a good to go card in this deck.
Another form of keeping the characters alive comes from direct heals, or more or less, cheating. Solaris, one of the most ridiculous cards in the game, gives you some good chances to keep your girls healed up to stick around for a tad bit longer. Helpful heals from the above mentioned daggers help supply the demand of heals when needed. Level 3 daggers + Solaris would mean some heavy duty healings.
But keeping people alive and crippling your foe is not necessarily going to make you win. For that you need a couple aces up your sleeve. Assassination combined with Time To Die are two of these cards. Under the correct circumstances, these cards can help you deal massive damage, especially when Under The Sun is active. Another form of attack is your characters' direct damage. Kimiko and her AoE hits and Hasna with her direct whipping. Buff up for some Kimiko like AoE hits with Tea Ceremony. This will greatly help keeping your foes down, where they belong! :D
My deck is long from finished, but this is how I see it in the future:
Characters:
Kimiko Level 3
Hasna Level 4
Angelica Level 3
Item Cards:
Living Dagger (Level 1) or Vampiric Dagger (Level 3) x2
Action Cards:
Under The Sun x3
Manipulation x3
The Seal (Replacement for Tadaaa! You're a Bunny!) x1
Obesity x2
Time to Die x1
Assassination x2
Solaris x2
Fallback x2
The Hungry Void (Level 3) x1
Tea Ceremony x1
Only minor changes really, mostly just level ups. As mentioned before I will have to play test the daggers to see which set suits my needs better. As to The Seal, I regard that card as one powerful mofo. It sucks in early game, but becomes increasingly crippling for your opponent as the game progresses. I have been hit for a -7 attack with this card before. It aint pretty I tell you.
Anyway, that is my Court deck. Maybe you guys can offer some tips or ideas on it. Tell me what you think. And hit me up if you're in the mood to play against it. If you dare. XD
Note: I plan to add some images when I get home, so stay tuned. :3
Saturday, September 25, 2010
Eredan iTCG bring dem Hoe Hoes~
The newest cards are out and they are smokin' hot! Courtesans is the theme, and hoes fulfill more than our dreams. Four new characters followed by a good assortment of action cards to assist them are stirring up commotion in our gaming community this week.
The basic idea behind Courts is that they belong to one guild and kind of sneak and snoop around in another. This makes these characters the first multiguildes characters in the game. Good point to this is that they can join decks of both the guilds they belong too!
The four characters come as two marauders, one mage and one undefined (actually I would class her as a whore...) class. Three of them are part Nomad, two part Noz, one Zil and one Kotoba. This makes them not only additional characters to the slim character choice for Nomads, but also additional allies to the main three guilds out there.
Not only do these tastey characters come with their own unique, until now unseen and partially badass abilities, but also some awesome action cards to go along with them. This makes deck building rather interesting and also unlocks a whole new area for deck builders to scout and discover.
The trend goes toward making your opponent's characters useless, basically seducing them into being the little puppies they actually are. Cards like Manipulation and Under the Sun help in this field and weaken your opponent in more than one way.
Another interesting card is called Tea Ceremony. A direct AoE damage effect that is based on the guild of your Court char using it. Combine it with Kimiko and Hasna for shittons of silly direct damage! The only difficulty using it is that you must be facing an opponent with the same guilds as you have in your deck. So either you limit yourself to a small selection (by using one Court char with normal characters) or make an all out Court deck that can support such gameplay.
All in all this upgrade in cards has been extremely awesome and the people are loving it! Let's hope for future updates to be simular and equally awesome! :D
The basic idea behind Courts is that they belong to one guild and kind of sneak and snoop around in another. This makes these characters the first multiguildes characters in the game. Good point to this is that they can join decks of both the guilds they belong too!
The four characters come as two marauders, one mage and one undefined (actually I would class her as a whore...) class. Three of them are part Nomad, two part Noz, one Zil and one Kotoba. This makes them not only additional characters to the slim character choice for Nomads, but also additional allies to the main three guilds out there.
Not only do these tastey characters come with their own unique, until now unseen and partially badass abilities, but also some awesome action cards to go along with them. This makes deck building rather interesting and also unlocks a whole new area for deck builders to scout and discover.
The trend goes toward making your opponent's characters useless, basically seducing them into being the little puppies they actually are. Cards like Manipulation and Under the Sun help in this field and weaken your opponent in more than one way.
Another interesting card is called Tea Ceremony. A direct AoE damage effect that is based on the guild of your Court char using it. Combine it with Kimiko and Hasna for shittons of silly direct damage! The only difficulty using it is that you must be facing an opponent with the same guilds as you have in your deck. So either you limit yourself to a small selection (by using one Court char with normal characters) or make an all out Court deck that can support such gameplay.
All in all this upgrade in cards has been extremely awesome and the people are loving it! Let's hope for future updates to be simular and equally awesome! :D
Friday, September 24, 2010
Our Group's Little Blog of.... DOOM
We are now officially blog douchebags. :D
Currently working on the blog design. I will have a hard time not adding genitalia or any other obscene images in it. :(
Anywho, let's begin! :D
Currently working on the blog design. I will have a hard time not adding genitalia or any other obscene images in it. :(
Anywho, let's begin! :D
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