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#1 Re : Deck and Strategy » The all powerful Sachem » 11-07-2012 05:50:58

I was not trying to pick a fight with you, i was just asking for more of a useful supportive post. And why you quoted this i dont know and nice job editing it.

5venoms wrote:

    Though i feel like putting to many spells in the deck could screw you over easily as well, since the other 2 cant use them. If we can actually get a decent hom'chai mage or mage/warrior class that is not part of the world tree cast, then we might be in business.

But since you did quote it, this sentence before that whole bit, is kind of key to it making sense.

5venoms wrote:

Yea if he kept his mage class that would be interesting.

keeping his mage class is the only reason you would even put any spells in the deck.

Im just looking for some feed back and ideas on how to play the sachem. I like the card, the way he works is interesting and it is not a cookie cutter deck you see being spammed around by every other player and their mother. This was the start of the deck, im looking for ways to keep improving it.

#2 Re : Deck and Strategy » The all powerful Sachem » 11-07-2012 03:27:48

ok im not trying to be a dick here but did either of you last two people really even read the starting post or just skim over the pop up cards that made up the deck?

I'm not making a deck for elo or to to be the best deck around, i wanted to "specifically" use the sachem. I like the guy he is an interesting card to me. This is the deck i made to play off his strengths. So no even though it looks like a hom'chai last man standing, that is not what im making, nor am i making a world tree caster deck. I'm making a sachem deck.

Also to pikadusk do you know how the sachem works? If a beast or hom'chai dies, he changes appearances and gets a boosted attack and deals a secondary attack = to 5. So the deck is based of making that happen. This immediately rules out mylad and spirit speaker, it also explains why i wont use a mage/warrior from the world tree cast.

As for Keep the totems He does nothing for the deck. He puts 2 items immediately in discard pile. Not helpful when i want to equip them and im not making an IHAS deck. As for rock speaker, he only heals my people 2hp on death, while the others give permanent stat boosts, much more useful. Also he has terrible spirit as a mage and adds nothing to the deck really.

This is why in the post after Nurvus i agreed with him about sachem keeping his mage class when he changes being helpful so he can still cast. This is also why i said if they made a hom'chai mage/warrior combo like the ones in the world tree cast (hundawa and hailwalker) it would fit nicely in here.

Again not trying to be a dick just neither of those last 2 posts were helpful in any way.

*Edited* for an obscene amount of typos, really should proof read before clicking submit haha.

#3 Re : Deck and Strategy » The all powerful Sachem » 11-07-2012 00:27:41

True, his printed is that lowly 3. The only reason he has the second attack of 5 is due to his own effects. Well that rules those out lol. Yea if he kept his mage class that would be interesting. Though i feel like putting to many spells in the deck could screw you over easily as well, since the other 2 cant use them. If we can actually get a decent hom'chai mage or mage/warrior class that is not part of the world tree cast, then we might be in business.

#4 Re : Deck and Strategy » The all powerful Sachem » 10-07-2012 21:42:33

In the bar of commands that sits above your type box when making a post, click the card button.

Side not here after further testing, To our ancestors does not last two turns like it says. Having the card still attached to my character, i played feign death to dias intervention. Only got a 2 def boost instead 4 and no heals from playing intervention even though since to our ancestors was still attached my character was still technically a dias.

#5 Deck and Strategy » The all powerful Sachem » 10-07-2012 20:23:58

5venoms
Réponses : 10

Ok so yea the title is a joke, but i feel like revisiting this guy for a deck for some shits and giggles. I actually have a decent one going that needs a few minor tweaks. So with out further to do here it is, enjoy and please give feedback.

[card]The Sachem[/card] ...Duh lol

[card]Red-Mark[/card]

[card]Elder Mailandar[/card]

3 [card]The warrior's heritage[/card] Key

3 [card]To our ancestors[/card]

3 [card]Dais intervention[/card]

3 [card]Asrow[/card]

3 [card]Feign death[/card]

1 [card]Kei'zan's Choice[/card]

1 [card]fallback[/card]

2 [card]Naginata[/card] (image broken so...Att+2, on order bonus turns another Att+1 and Def+2)

1 [card]Agonda shell[/card]

1 [card]amber spear[/card]

1 [card]crown of the border[/card]

1 [card]Mask of Quercus[/card]

So yea, basic idea have red-mark and elder die, sachem goes all hulk mode and you start to mass murder people. At least that is the plan, making it happen....lot harder then that.

Naginata and agonda shell on shacem = beast, a 5 att and 6 def boost every turn from 3 on. Then throw on crown of the border so people can't mess with you. Mask of quercus may get taken out since it is either that or agonda shell, though vs a mage deck may be a life saver. Amber spear im not wild about, just there for chain options for elder and red, and to be tossed in discard for feign heals.

I like Dais intervention over [card]Hit for hit[/card] since i can use that combo before the sachem goes into rage mode while hit for hit only works after.

Warrior's heritage is obvious since it just helps piss of sachem faster and gets him rolling. Sachem can chain asrow since he is elfine. This also opens him up to using [card]Elfine Intimidation[/card] and [card]Briskness[/card] Though not sure if i want to clutter the deck with them since if i draw them early they are useless and just sit there taking up space.

[card]Hibernation[/card] Im working on getting. Figure it would be nice for more def and heals on sachem since the deck relies on a one man steam roller. Other cards im thinking about are, [card]butterfly collar[/card] and maybe pilfress....maybe.

So please comment and give me some more ideas.

#6 Re : Deck and Strategy » Elfine Deck » 10-07-2012 19:55:11

I'm also running a version of this, but one odd thing i have found...it works a hell of a lot better with out melissandre. It works really well with the other 2 and a pilfress. If you throw in a few [card]butterfly collar[/card] you can get 3 hit and then a 4th with briskness and quick draw.

I'm also packing 3 [card]mystical bow[/card] and 2 [card]elfine bow[/card] just to help draw them more often. Also mystical takes effect that turn and turns after so if you pull a second one, no real harm in just replacing the one on you. On top of that, rune a few [card]feign death[/card]'s and then those excess bows in the discard pile just heal you. [card]Amber dagger[/card] are still nice, since chestnut can chain or you can just tack on for more damage, as well as more towards you getting heals from feign.

Screw [card]hypnotic melody[/card], def -3 is nice but the attack down really hurts, especially with all the debuff cards going around now, no reason to lower your own attack. With intimidation, the collars, the mystic bow's and a few [card]piercing arrows[/card], you should really not have that many worries about def. Try and recycle the piercing arrows if you can as they are really nice against decks that stack def.

Your main goal is to either one shot them with well timed 4 strike attack, or lower them to below 5 so you can pick um off with elfine bow out of combat.

#7 Re : Deck and Strategy » ideas and fixes for my compendium deck and alternatives for the cards » 01-07-2012 16:00:00

Dont bother with crystal storm unless you run [card]Illumination[/card] a cheaper version of secret in a way. You cant really afford to open your self up for a turn to play crystal storm usually. Run 3 [card]magic servant[/card], def+ and spirit+ and recycles, no reason not to. Looking into counter cards, like [card]Breaker[/card] awesome Aoe spell for card removal. Some [card]luminosity[/card] work nice as well, especially as you get more familiar with opponents decks and can time when their power cards are coming up. [card]Magic Study[/card] is a nice option for some damage for ya. Maybe drop the beyond vision for [card]double clay[/card], only because double clay can get around dissidence and other counters like that.

Since you dont have archmage try varezan or alishk, the draconic alishk can do some nice damage with the right spells.

#8 Re : Deck and Strategy » Zil Mage Deck » 01-07-2012 15:43:47

It is named Moving along in obscurity.
It is good that it can recycled Turned to shadow side from discard pile

I recommend:
2 Moving along in obscurity
2/3 Turned to shadow side
3 Never Lonely
3 The Black hand
3 RoD
3 Double Clay
3 Indigestion
# Brawl

Doesn't Kuraying prevent alyce and abyssian from casting fire and light spells, making RoD a dead card?

#9 Re : Deck and Strategy » Needing assistance with Tsoutai » 01-07-2012 06:26:07

Thanks again, been tweaking my deck more and more. Finally got [card]Xianren[/card] to level 3.

So after testing cards around im sitting at a nice 24 in my deck.

3 [card]allegiance[/card]
3 [card]The Flawseeker's Harmony[/card]
3 [card]The Flawseeker's Meditation[/card]
3 [card]The Flawseeker's Calling[/card]
2 [card]Mastery of the Flawseeker[/card]

So the basic core cards of the deck, after that it is kind of pick and choose. This is what i have found to work decently well so far.

3 [card]Karukai Tooth[/card] Very nice for chaining cards with Toran and Xianren since allegiance, calling and mastery are all spells, and the boost does not hurt either.

2 [card]Origami[/card] Attack +1 and Spirit +1 and goes back in the deck. Again just another nice chain option to help stop from drawing all spells, which hurts when you have to use anyone other then ayako.

2 [card]Magic Attack[/card] Ok, so far i found this guy to be a little more useful then freeze or Katamaru. It does not require the opponent to have spirit to lose def. Granted i dont get an attack boost but i don't really need another one. Also against decks like the pack, a lot of the def comes from lunation, freeze wont remove that so magic attack helps there. With Craftsman hopefully as long as draws arn't to horrible if i reduce their def to 0 i should be able to take um out even with items stacked, except that damn jorusien. Even helps get around portal decks if you call it right since even though you'll have their crappy attack they have 0 def.

1 [card]Flawseeker's Fury[/card] Not sure about this one, gives nice power turns though so eh.

1 [card]Dissidence[/card] great counter

1 [card]Secret of the Crow[/card] I do really like this one, gives two card ignores if used right, great for anti items have a soul decks and even pack decks. Also it chains which is always useful.

I have been looking at [card]Favor of the dawn[/card] as a possible option. There is no def boosts here other then harmony, which can be a massive one but only once your set up for it. [card]I hate brawlers[/card] is another one though not sure if i really want to stack more into the deck and delay drawing those core cards.

Gah sorry for the wall of text.

#10 Re : Deck and Strategy » Needing assistance with Tsoutai » 30-06-2012 04:59:39

Appreciate the feedback thanks a ton! Sorry to keep asking questions just trying to get this deck working.

Wondering if im a bit over loaded now at all. Im running 29 cards total, 1 obesity, 1 clumsiness, the secret of the crow and a dissidence. Should i keep all 4? I'm thinking of dropping obesity maybe, missed out on revival will have to pick it up in the store when it pops up if i have the feez.

#11 Re : Deck and Strategy » Needing assistance with Tsoutai » 29-06-2012 21:10:20

So been playing around with decks with these guys and i've gotten it to be be decent, still leveling up the new guy. However one giant problem with them that i am having. There is very little options in removing cards from play.

This makes certain matches almost an auto loss. Any kind of corruption deck, unless you baby ayako so you can keep your boosted attack, even then portal comes in and stomps you. The pack is also very annoying, since on the first turn they can have over 6 def and 10+ attack oh and they also have a way of removing your of the flawseeker cards. Avalonians and Golems (putting them together since they almost play the same way) also put up a ridiculous challenge. Once those items get stacked on the queen or s.a.r.a.h it is pretty much GG. Yea you can supposedly one shot them, but not any where near reliable, in order to get your damage high enough you need to set up with the meditation or fury of the flawseeker cards.

Im not really whining here, im explaining what the problem is that im dealing with and looking for help with it. There is clumsiness, but that only removes one non item card so helpful but not quite, paranoia not bad, but no control over what gets removed so if pulled later in game might just be a flop. Sliding as well, probably the best option. Any other opinions on ho to deal with those decks while using tsoutai?

Im not looking for a I win card here, just something that can help give me more of a fighting chance against those decks.

#12 Re : Deck and Strategy » Needing assistance with Tsoutai » 29-06-2012 06:24:24

im looking for some help with these guys as well to get in the right direction. Out of curiosity, Vital point better then allegiance or should you run both?

#13 Deck and Strategy » been a while, looking for input on a Compendium deck » 25-06-2012 01:47:43

5venoms
Réponses : 1

So last time i played the card cap was at 20, now it is 50, trying to re-balance some of my decks with this. Here is my Compendium

( may have thrown a few to many cards in with the over excitement of 50 cap)

[card]Archmage Anryena[/card] 

[card]Alishk the pyromancer[/card] (draconic)

[card]The Pythia[/card]

3x [card]Beyond Vision[/card]

1x [card]Breaker[/card]

2x [card]Crystal Storm[/card]

3X [card]Double Clay[/card]

2x [card]Gravitron[/card]

3x [card]Ice Crystals[/card]

2x [card]luminosity[/card]

1x [card]Mage's Grand Staff[/card]   

3x [card]Magic servant[/card]

3x [card]Magic study[/card]

1x [card]Master-Mage Robe[/card]

1x [card]Quintessence[/card]

1x [card]Slyphide[/card]

3x [card]Than the sword[/card]

1x [card]The Last word[/card]

1x [card]The other Side of the coin[/card]

1x [card]The secret of the Crow[/card]

Few things im looking at, [card]Drowning[/card] when i get the crystals, [card]Power[/card] maybe to help hit a little harder. Tempted to throw [card]Vaerzar[/card] back in it, with some [card]Darkat[/card] and [card]Affinity[/card]. [card]Cut and thrust![/card] worked nicely actually as another type of item removal, if not gives a nice attack boost especially on [card]Alishk the pyromancer[/card]. Then there is all the nonsense i can pull with [card]Inspiration[/card], [card]Dragon Fury[/card] and [card]Magic Attack[/card]. Even [card]Dragons Fangs[/card] could almost be useful with all the Def i can stack haha. There is to much floating around in my head, looking for help trimming the fat and making the deck lean and mean lol.

#14 Re : Deck and Strategy » New Comps » 18-04-2012 00:45:19

Draconic Alishk is very nice in a compendium deck, though he is a little fragile so have to be careful with him.

http://static.eredan.com/cards/web_big/us/eVp9XXEu.png (Alishk, other image wont load)

Breaker is a very good spell to throw in as well, since it can remove any type of card, as long as it is on the opponent. Helps with wild buds, ecstasy and so forth. As squamation said, cut an thrust can be very nice as well, more item removal and if not you can get a nice attack boost against some one who is stacking def. Alishk benefits nicely from them too. Magic study is a solid cheap spell as people have pointed out very nice when used on a pythia with [card]Slyphide[/card] and [card]The other side of the coin[/card] if you have that. [card]Gravitron[/card] can be a nice addition to for cheap to help with spot removal.

Im running something similar. I loaded up the denial cards though, works nice surprisingly, though i live and die by the shuffler a little to much.

#15 Re : Deck and Strategy » About the mages being overpowered... » 20-03-2012 21:33:42

With all the +Spirit effects and cards to set Spirit = 0 (i.e. Reborn, Distracted, etc.) I don't see why necroing this thread to complain about mages justified. Moreover, you have the Eclipse and Pirate Marauders which are perfect mage hunter decks!

Bah... I repeat: ADAPT! Play other decks

It got necroed because there are like 10 ppl who really post on these threads and this was on the second page and it was a year old, inactive forums much? Also not every one has the money and crystals to just pick up an entirely new deck just because the game went way off balance with new cards added to it.

#16 Re : Deck and Strategy » About the mages being overpowered... » 17-03-2012 00:48:28

Mage cards themselves are completely fine for the most part. They have low attack and low def but high spirit, while the melee classes have low spirit, high defense and high attack. So at a glance it should all be balanced. How ever it really isn't and that argument about cost makes everything fine is total horse poop. So lets reward players who can throw money at this game like its water buy also giving them the ability to roll over all other players making it harder to get new players into the game. Especially since as you all say its cheaper to start a melee deck, so that is where most new players go.

The problem as people have said is the spells themselves. Problem one is mage player goes first, and plays a [card]Rain of Death[/card] first chained to a def card like [card]Mirage[/card]. Melee class player on def plays a chain card to then a spirit up card to help his magic def. Guess what that spirit up card does nothing for him. The spell goes off as soon as it is played, while the warrior has to wait till all card buffs take place to attack. This means that the mage gets to attack an undefended melee character while the melee character now has to attack a defended mage.

Also there is a serious lack of worth while anti magic cards in melee decks. In a melee deck the only purpose they have is to go against mages. So if you come across another melee deck, the card/s sit there and collect dust. While with mages a card that helps them against melee characters will still be at least some what useful when they go against another mage deck.

So basically mages get to put all the cards they want into their decks to help make their strategy work as often as possible. While you tell people who play melee decks to sacrifice cards to the help their strategy in order to defend against the mage decks they run into here and there....yes that's balance for ya.

To bring this back to topic, in order to counter mages, just cross your fingers and pray that they don't get their cards and that you get the perfect draw every time and that all your characters hit for max damage every hit. Other then that just sit there and take the beating.

#17 Deck and Strategy » caster decks » 14-03-2012 05:36:42

5venoms
Réponses : 8

Ok really, i have no idea how to beat any heavy caster decks that have a player with at least half a brain behind their construction. 

All of them can cast spells which rolls face on any warrior deck unless they get lucky on anti magic draws. The card [card]The Dragon's Breath[/card] spell really? in any caster noz deck its an at least 10+ damage except against other mages who actually have spirit. Not to mention there are several cards in Noz who can chain spells. There is an abundance of cards like [card]Astral Projection[/card] or [card]Living Nature[/card] or even [card]Mirage[/card] (legit just copies the opposing warriors defense) that can raise a casters Def as high as a warriors. How ever for some reason there is a shortage of warrior cards that allow them to remove spirit or boost their own, and even the ones that exist are questionable to put in your deck since they only work against caster decks so its a wasted slot if you come across other warriors. Oh and lets not forget spells like [card]Magic Attack[/card] that reduce Def to 0 for them just in case the barrage of spells didn't kill the warrior some how now their little 4/8 attack can easily finish the job. Oh almost for got the spell damage effects act immediately not after all the cards buff and debuff's have been put in place either like a warriors attack does.

It seems like if you run any kinda of warrior deck you might as well just sit there and give a caster deck the free win, or cross your fingers for the perfect draws. I Think im about to cash in all my cards and start a caster deck if i have any hopes of actually being competitive.

Ok end rant, sorry for that, so far i just get this incredibly unbalanced feeling in this game when it comes to casters vs. warriors, heavily in favor of casters.

#18 Re : Deck and Strategy » Sap Multi Race » 13-03-2012 00:16:08

Thanks Steelie Appreciate the feedback.

I also find it funny in a way that you say you come short a few defenses, but like Red-mark over Rargnor, as Rargnor gives that 1/2 extra attack you say your deck needs.

Yea Rargnor would add a little more damage to the deck, but with the current trend of one shooting go around a lot, i prefer Red-marks survival. If i don't get the right cards Rargnor can go down almost to easily and leave the opponent still standing. I feel you get the most use from Rargnor when you play the life idols or what ever they are called  that add defense and heal.

I did run through the tutorial and picked up the living dagger. I leveled it all the way and it actually can work semi nicely on Silikat, especially since after turn 4 she will general do more damage and can gain those 2 HP.

#19 Deck and Strategy » Sap Multi Race » 12-03-2012 22:18:24

5venoms
Réponses : 2

OK so second post on this deck since now i have more of a feel for what I'm going for. Really want to just work out what to go for and what to replace.

The Meat:

hcTXg4Xu.png

UE2wCwYA.png

KCHHegy4.png

The potatoes:
[card]Butterfly Collar[/card] x2
[card]Brothers in Arms[/card] x2
[card]Distracted[/card] x1
[card]The Grand Hunt[/card] x2
[card]Brutality[/card] x2
[card]Hit for Hit[/card] x3
[card]Asrow[/card] x2
[card]Keep the Customs[/card] x2
[card]Mask of Quercus[/card] x2
[card]Perforator [/card] x1
[card]Strength of the Sap of Hearts[/card] x1

People Will probably say swap out Red-Mark, i have to disagree i played a mirror deck where my opponent had [card]Rargnor[/card] and i won handily. Rargnor has higher damage but worthless defense, and both have horrible spirit, Rargnor is very much a glass canon. I like Red-Mark because he can easily get up to 10 def in this deck and laugh at most attacks.

Silikat can go toe to toe with Melissandre with the right draws and come out on top.

The decks that give me problems are Immortals, Dragon Knights who chain all the healing armor, weapons and spells and Kotoba High High def warriors. Most of these decks kill me mainly because i cant eek out that much needed 2 more points of damage so that they cant heal from me leaving them at 0 to -1. I have no Chain damaging attacks except [card]Keep the Customs[/card] and that only counts if someone is already dead so it is not really reliable.

Overall i get the feeling that the Sap Heart multi race deck theme is there but there really are not enough key cards in the game yet to really make it flow. The only card that plays off the factor of having three races and chains is the [card]Butterfly Collar[/card].

#20 Re : Deck and Strategy » Noobie Questions » 11-03-2012 02:55:08

Thanks for all the help everyone, really appreciate it.

As for your deck since its low cost at a glance I'd take out at least 1 asrow and hit the road and replace with keep the customs and I dunno maybe net traps or some other generic chain.

Yea I have been looking at [card]Keep the Costoms[/card] once i get enough crystals I'm going to grab one and try it out. [card]Net Traps[/card] though is worthless though, I had 2 of them in my deck for a while and they just are not that good. Also the [card]Hit the Road[/card]'s that i have in here are really key. I managed to take out an entire Sap hearts mage deck with Silikat alone thanks to them (semi mage had one ydiane).

Is there any way to pick up a a Trophy that has already past at all, I noticed that they all had the "Had to be completed between x and y date and most are over a year ago. So I'm assuming that there isn't other then buying them. The one Trophy card [card]Mix Up[/card] looks like it could fit in here nicely. The thing this deck feels it needs most is just to squeeze out 2-3 more damage on an attack here and there. There are several times when an enemy can escape with 1-2 health left or it can have them at 0 but thanks to effects/ items they heal back up to 1 or 2. I need a way to stop that lol.

I also have been look at [card]Fierceness[/card] a lot since most enemies escape with only a few health points left, might be a good way to snag them before then can come back and bite me.

*Edit* realized i had costumes not customs for some reason lol

#21 Re : Deck and Strategy » Noobie Questions » 10-03-2012 22:25:13

Thanks again for the info Drac. Ok so here is another update on the deck after tweaking more and more, It's actually becoming more and more fun to play with.

Characters:
Silikat
Red-Mark
Pilferess

Key Cards:
[card]Cohesion[/card] x2
[card]Distracted[/card] x1
[card]The grand Hunt [/card] x1
[card]Butterfly Collar[/card] x1 (really needs at least one more)
[card]Asrow[/card] x3
[card]Mask of Quercus[/card] x2
[card]Hit for Hit[/card] x2
[card]Hit the Road[/card] x2

Fillers:
[card]Armed and Ready[/card] x1
[card]Brothers in Arms[/card] x2
[card]Technique of the Cactus[/card] x1
[card]Weapon Dance[/card] x1
[card]Guardian's Spear[/card] x1 (saving up for a perforater)

So basically since the characters of this deck tend to lean more towards a build up that is kind of how im running it, though it has good opening potential if i get the right draws.

Hit the Road is great if i get to pick first, it can allow me to block out an enemy who i don't want to activate at all. While at the same time allowing me to pummel on a character i already hurt once before, so by turn three often resulting in a KO. Vice Versa, since i have some survivability, if I can hold out to turn 4 i can repeat the same process helping me in the late game.

Asrow, Cohesion and Hit for Hit are all there to help me survive to round 4 plus.

Grand hunt and Distracted help me reduce the Def so i can rely on my un-altered attacks and double attacks to finish off the enemy, part of why i really need at least one more butterfly collar. A Few qucik draws could help here as well.

Mask of Quercus is just to help Silikat and Pilf survive mages and all the nasty spells out there.

That's it so far not to bad can get some nice wins in level rooms, also plowing through adventure mod except for the bosses. I do feel im lacking in the damage department just a bit, but im really not sure what to take out or put in to help that area.

#22 Re : Deck and Strategy » Noobie Questions » 09-03-2012 11:33:30

Thanks for that Drac, nice to know crystals are not crazy hard to obtain in large quantities.

I have 2 random questions to ask one is kind of on topic the other is way off but maybe you all can help.

I noticed people can gain a slew of cards from defeating certain adventure bosses, cards like [card]Quick Draw[/card] which would help me out immensely and save me some crystals. So what i want to ask is how hard are the bosses of the factions to take down and how heavy specialized do the decks need to be to take them out?

2 random question and this one is really really random. I started playing this game through a site called Kongregate, that's how i found it. However after actually going to the games real site i noticed fees are actually cheaper, at least for right now. I tried logging in with my name and password from Kongregate but it does not work. Is there a way to transfer or link the account at all so i can get the cheaper fees from here if i buy any?

#23 Re : Deck and Strategy » Noobie Questions » 09-03-2012 08:11:55

this is slightly depressing, but i just did the math on how many crystals i would need in order to complete this deck with out buying any boosters. The total is 167,130 crystals, at least at the current prices for cards haha, I didn't pick a good idea for a starters deck. Gah that is so ridiculous. Looks like if I want to complete this ill need to buy the occasional Sap heart booster and hope for the best. Wish it didnt cost close to 10 dollars for just 12 cards, can go and grab any actually printed card booster for around 5 and get the same if not more.

#24 Re : Deck and Strategy » Noobie Questions » 08-03-2012 22:59:40

Pilf can't put on a tribal mask, it's elfine/hom'chi.  Mask of Quercus is the good alternative since you'll be pretty weak to magic.

haha dont know how I missed that one. Ok so tribals are out and back to Quercus, should i run 2? Also im not actually dead set on Rargnor , right now all i have actually is Red-mark  and im fine with that, want to flesh out the 20 additional cards first.

Ill look into Item's have a soul as well. Thanks for all the feed back everyone really appreciate it.

#25 Re : Deck and Strategy » Noobie Questions » 08-03-2012 21:43:34

Hah im no where near close to making the second deck i posted, i have almost none of the cards i listed in the second deck, that deck is more my ideal deck that im aiming for.Though i may never achieve it a lot of those cards are 10k plus on the market, gah. Also i only have one butterfly collar that i got lucky with in a pack since they are crazy expensive on the market right now.

Ok so "ideal version 2.0"

[card]Silikat[/card]
[card]Pilferess[/card]
[card]Rargnor[/card] (Will probably be the last card to be replaced since i want to focus on the body of the deck)


3 [card]Butterfly Collar[/card]
2 [card]Hit for Hit[/card]
2 [card]Tribal Mask[/card] Keeping these because both silk and pilf can chain off them and adds nice def
2 [card]Quick Draw[/card]
2 [card]Hypnotic Melody[/card]
2 [card]Cohesion[/card]
1 [card]Shouldn't Have[/card]
1 [card]Distracted[/card]
1 [card]The Grand Hunt[/card]
1 [card]Guardian's Spear[/card]
1 [card]Naginata[/card]

ok so 2 more slots then are left, thinking maybe a [card]Fierceness[/card] for one them if not both or maybe a [card]Keep the Customs[/card] the later does chain but is depends on a card being dead. Both are actually very situational. Ok so thoughts on this haha.

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