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#1 Re : FAQs » Urakia vs Ice shield » 30-11-2011 00:11:20

... and this was turn 1 - neither of the other 2 characters had cards in play.

#2 FAQs » Urakia vs Ice shield » 30-11-2011 00:09:44

ebi2
Réponses : 2

Would anyone be able to tell me why Urakia heals for 2 hp upon damage triggered from combat via Ice Shield?

She was unarmed, and was in the party with the other 2 immortals.

Thanks.

#4 Bugs » Ice Coffin + Alchemical Golem? » 28-11-2011 18:51:33

ebi2
Réponses : 2

I understand that the mechanics of the golem is at the start and end of turn, but shouldn't its' effects be able to stack if re-triggered by Ice Coffin?

So, at the very least, when:

Golem already attached - 2 x Ice Coffin = heals 2 (end turn ability) + 2 (stacked by first Ice Coffin) + 2 (stacked by second Ice Coffin) at end of turn before it returns to the deck?

#5 Re : Bugs » The Flawseeker's Calling, working as intended? » 08-07-2011 20:15:58

Thanks for your reply.

... And well yes and no, after further testing, the Flawseeker cards must be CURRENTLY activated AND in play!

I am pretty confident of this, especially as I just finished this match, where on turn 10 (a 1v1 scenario versus a gear whoring Kotota warrior, thank goodness for disarms):

Ayako (attached with FS's Meditation):
chains Calling with Harmony (my desk was at 0, graveyard at 15 - activated more than 6-7 other FS cards)

Bonus received: Attack +5

This means it was the Meditation in play (+2) + Calling itself (+2) + Ayako bonus (+1 permanent).

I really think they should rework the text on FSCalling because the way it reads right now, it would imply that ALL previously activated FS cards in the game would qualify for the +2 per, which is sadly, not the case.

I did win this match, which puts me into the 1600+ bracket (if only I can pull overpowered combos like The Last Word + Banner + LV3 Chain LOL), but still, I would've loved to see a +19 attack, and be all op for once tongue

#6 Bugs » The Flawseeker's Calling, working as intended? » 07-07-2011 20:19:48

ebi2
Réponses : 2

Hi there,

Just wanted to get a quick clarification on The Flawseeker's Calling (TFC):

Is it atk +2 for EACH Flawseeker's card activated + itself?
Meaning: At turn 1: If I chain 2 TFC on Ayako it should give +2 and then +4?

OR is it the total NUMBER of Flawseeker cards activated + itself?
Meaning: At turn 1: If I chain 2 TFC on Ayako it should give +2 and then +3?
(*This seems to be the case as it sometimes give odd numbered bonuses, otherwise not possible if it goes up only in +2s)

And does it count the number of Flawseekers CURRENTLY activated in play, or, ALL Flawseekers activated including those in the graveyard?

I ask this because the outcome is very random and I can never really predict what will happen.

Thanks.

#7 Bugs » To lay bare » 25-03-2011 19:40:42

ebi2
Réponses : 1

In the last round (round 7) of me (Akutsai - no equipment) vs opponent (Anazra - armor/witchblade/1 ice shield), with me being first, the rotation was:

<round 7 opens, series of bonus procs>

Me: The Flawseeker's Harmony (TFH)
Opponent: Ice coffin
Me: To lay bare (TLB)
Opponent: Ice shield

It seems that the TLB did not come into effect:

Akutsai's defense was 2 (base) + 4 (turn 7 +1 spirit bonus, +1 spirit by TFH, therefore +4)
Anazra attack should have been 6/9 + 1 (only from turn 7 bonus)

Ice Coffin re-activates Witchblade, but as Akutsai's spirit was already 4, he takes no damage.

At combat, Anazra dealt 5 damage by melee, which means it was 5+6 = 11, which is more than 7/10, which is not possible if TLB worked.

... and yes I lost, as Akutsai was at 7/9 +2 atk (turn bonus + vs maurader bonus) but only managed to deal 4 damage (i.e. I rolled a 9 vs armor 5: 2 + turn bonus 1 + armor 1 + ice coffin 1; again, b/c TLB failed).

#8 Re : Bugs » St. Patrick's Day Trophy » 24-03-2011 15:13:11

Thank you very much for you quick response, much appreciated!

#9 Bugs » St. Patrick's Day Trophy » 24-03-2011 15:01:46

ebi2
Réponses : 3

March 24th 2011

Dear Sir/Madam,

(I am leaving this message here as I failed to see any links that leads me customer servicing when I took a look just now - please feel free to move this message to the appropriate location.)

Due to paypal issues, I was unable to start this trophy until yesterday.

Everything went very smoothly, until I had completed 2 of the 3 trophies and was 19 out of 20 for the last one (the feather pint one).

To my dismay, the game stopped registering the last feather pint required to complete this holiday trophy so I had decided to try at a different time - as there was still 8+ hours remaining on the display.

When I returned this morning (about 6-7 hours later) to complete this trophy, to my huge disappointment, the event trophies have been taken off - the event was over.

My question is, based on my positive customer history and for customer satisfaction reasons, will it be possible to grant me that last 1/20th of the progression required to complete this entire holiday trophy?

Sincerely,
Ebi2

#11 Re : Deck and Strategy » How do you counter a discard deck? » 07-01-2011 21:55:14

There should ALWAYS be a drawback to every strategy, unfortunately, there is currently nothing that can be done vs discard decks.

There should at least be a card or a class ability that does something in the lines of:

"Each time a spell or effect by your opponent causes to discard a card from your hand or your deck, opposing character loses 1 health. This lost of health cannot be prevented or redirected."

#12 Re : Card Ideas/ Fan Art » Witchblades » 07-01-2011 21:34:35

Of course, I understand that they are very versatile but you cannot deny that regardless of how good ice coffin combos are, in the first 3 turns they won't be there (where you try to set up gear) and in the later turns (e.g. turn 6+) they are no where as good as most other late game cards (like stats stacking item decks, or high end spirit nuke/melee, or items have soul decks - yes I know ice coffin is an uncommon so not really compariable but since they are the butter and bread of witchblades we will have to make do).

Further, on top of having an average melee, spirit/def is not enough for them to be early mage nukers or end game tankers.

So yes, they are versatile indeed - that really came at the price of being jack of all trades but master of none.

They should be at least slightly buffed so that they can be semi-competitive during special events/tournaments, or so I hope.

#13 Bugs » hypnotic melody » 07-01-2011 21:10:58

ebi2
Réponses : 1

hi,

during the 2nd attack by sap heart characters witht the special ability of a 2nd atk at the lower print score, the attack value remains to be at the original value, prior to the attack debuff as a result of this action card - is this supposed to be this way? (ie is the 2nd atk unaffected by this debuff?)

thanks

#14 Card Ideas/ Fan Art » Witchblades » 06-01-2011 21:12:18

ebi2
Réponses : 6

While being a mage/melee hybrid sounds pertty awesome, sadly, the current caste underperforms in general and can't really be classified as a caster/melee/tank. The suggestion is thus to bring something unique to the class in one of the following forms:

Card name: Determination of the Witch
Card type: Magic, Permanent, Witchblade
Rarity: Uncommon
Card text: All physical damage your character receives beyond 5 becomes magic damage.
Chain: Witchcraft

Card name: Witchcraft
Card type: Magic, Permanent, Witchblade
Rarity: Rare
Card text: When this character receives magic damage, the first X magic damage are redirected to another character that you control in random - where X equals to this character's spirit.
If Blade of the Witch is equipped on this character, redirect the first X+1 magic damage to a target of your choice instead.

Card name: Witch's Pact
Card type: Magic, Permanent, Witchblade
Rarity: Rare
Card Text: When a spell or effect played by the opponent causes you to discard a card from your hand or your library directly to your graveyard, for each card discarded this way, all of your witchblade characters gain +1 attack +1 spirit. 
Witch's Revenge is destroyed at any time when your opponent have more cards in their gravegard than your's.
When Witch's Revenge goes into your graveyard, return target water spell to your hand.
Chain: any water spell

Card name: Spell Breaker
Card type: Magic, Witchblade
Rarity: Uncommon
Card text: Destroy target non-item permanent. Your character loses 2 health points.
Chain: any water spell

Card name: Water Lance
Card type: Magic, Witchblade, Water Spell
Rarity: Uncommon
Card text: Deals 3 magic damage to the opposing character. If Ice Shield is attached, deal an additional 2 magic damage. If Blade of the Witch is equipped, Attack +1.

Card name: Rehydrate
Card type: Magic, Witchblade, Water Spell
Rarity: Uncommon
Card text: Return X target water spells from your graveyard to your deck, where X equals to your spirit.

#15 Suggestions » Witchblades » 06-01-2011 19:24:48

ebi2
Réponses : 2

This caste is very weak currently:

1) Stats are poor - current stats disables usage of high end spirit-based caster spells and inadaquent to be strong melee/tank.

2) Slow start up: blades cannot be duelwield, weak initially and require ice coffins to boost at later turns. The 4 magic damage is very situational and barely compensates for the weak melee attacks for one turn.

3) Heavy interdependence: in order to yield the full benefits of the blades (and have 3 witchblades to reach 3/3 bonus as it cannot be duelwield), going 2 lv2 sisters + lv3 Anazra looks good on paper but infact they are very weak individually. The other option is to go lv3 merged sisters (imho this is worst than the 2 sisters separately) and then go dragon wit + other cards with Anazra, which should probably be Helena, and build a more offensive maurader based line up. The alternative, is to go mage on the third slot. However, once again, sadly, both options are difficult as the base stats are relatively weak at the witchblades final evolutions versus other castes.

Can we therefore please:

1) Get a 3rd decent witchblade so we don't need to be stuck with two lv2s, an underperforming lv3 or run a hybrid deck for characters that really can't be good casters/melee/tanks?

2) Add in more non-spirit based caster spells, like Implosion/Burn in Hell/Arcadium, for them to use?

3) Add in a special ability for them? (e.g. make them anti-discarding or ability to redirect/redistribute magic damage or steal magic buffs, since they ARE witchblades which implies they can manipulate magic somewhat, making them more like spell breakers)

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