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i guess there'll be a new adventure mode event soon to keep us buisy buying additional boosters/ energy, but that's not what this thread is about.
i managed to complete all the challenges and got the 3 throphy cards... thou i wonder how to utilize them now o.O
i mean sure [card]Coleone[/card] and [card]Olbat[/card] work together in a typical Scragh deck since Obalt got a huge atk boost and is capable of healing himself while Coleone is a superb physical tank with a somewhat limited chaining ability, but what of [card]The Phoenix[/card]?
i dont know where i should place him yet. he is a fire gumelite after all, but RoDs seem kinda wasted on him since any mage deck can do better and he only got 2 spirit and his stats arent that impressive...
so yeah. any ideas if he was realy worth the effort to get him?
[card]ShadowBlade[/card] probably does the job of [card]Sentence[/card] if you fit it in a capable deck.
i havent played with the blade yet, nor did i see anyone use it, but from what is written on it i woulndt work anyways, since it only triggers once, and that's when your character deals damage... however your opponent heals up after the fight not before hand. correct me if i'm wrong here
i'd go old school on the cards since i used to play TttS myself
3 TttS
3 Never lonely
3 The Black hand
3 Cloneing
3 Than the sword
2 Illusionary reflection
1 Deliverance
1 Reborn
1 Freeze
worked out pretty good and when i think of beeing able to chain shadow spells with your 3rd (Alyce) as well, i guess it'll go even better^^
edit: of course, if you can afford it, ANS and Mastery will turn this deck complete
shes beautiful!, but her eyes scare me a little...
yeah^^
but poor The Shadow will be useless now, since she's only good for Abomb dagger decks with the new release D:
alright didnt take that long go get some gameplay.
Black Fang Skin, The Alpha and Annoyance are best suited to an setup with Fenrath, Faceless and Bloodsword (warrior ver.).
the build-in chaining of Twohanded Weapons iE Bestial from Faceless and Fenrath makes chaining into either of those, real monsters out of your characters.
hell, the best start i've had was an opposing 1st turn attack on Faceless where i played Bestial and Black Fang Skin, turning him into a 14/14 without Fenraths steroids. Also Annoyance usualy boosted for 4-5 and got a generic chain which is always nice.
next up i'll go into an marauder setting with Wild, Dark and Bloodsword (marauder ver.). to see how OP [card]Time to Die[/card]-> [card]The Survival of the Fittest[/card] works out. Wild also has access to The Alpha so i'll include that as well and go straight glass cannon with [card]Blood ties[/card].
the only pain in the level rooms right now are the mass of kotoba warriors who are trying to get [card]Defend your Territory[/card] for their fraction (as if they'd need another def boost...).
what i dont get is why i havent seen any TttS decks with the [card]Alyce[/card] o.O cant take that long to level her to 3, as she's perfect for the deck since she's a mage/priest/ shadow gumelite with 3 spirit that can play shadowspells without restriction and chains em iE Shadowmaster xD

hi there,
some of you might (or might not) know that i REALY like The Pack as a caste. lately i've got less and less motivation to play em, since they lack in variaty. however with the new additions i really think of going back to The Pack (get it? i know it's lame)
[card]The Survival of the Fittest[/card]
in my opinion by far the best card when it comes to playing a marauder version of this caste
[card]Black Fang Skin[/card]
it realy does look nice, but it's just another attempt to make ppl believe that The Howls are playable, which they are NOT. but it sure can be used for the as a generic atk boost item which (rarely) will reduce the def of opposing beasts.
[card]Annoyance[/card]
this card sure looks nice, but to be effective you must have a weapon equipped, so this eliminate the thought of playing it more then twice in a deck. the nice part is that it gives a max of +5 atk thou and that's based on your bonus atk and not the bonus gained from said weapon (Lunation, Bloodsword and Fenrath bonus included).
[card]The Alpha[/card]
the rare card release is a bit dissapointing since it has only limited uses due to it's warrior restriction. also here's a quick summary of max atks from the packs chars:
Bloodsword: 9 both versions
Dark: 10
Faceless: 8
Fenrath: 11
Wild: 10
that being said; if you play fenrath, only HE alone will get this card, Faceless will most likely never see it, and Wild can play it. however all of those can play it BUT wont have to get it since the only restriction is that one of your characters with the highest max atk get's it attached, which would mean that even Bloodsword might get it, if she's wielding a Bestial iE.
the +1 def realy helps out and the "chain:the pack card." lets you play Lunations, Bestial and even Dances with Volk with more expertice! (double survival of the fittest for the overkill? YES PLS xD)
i realy like the realses and also must laugh while also also checking out the marketplace; The Howls for 6-7k xD
in terms of playability i'd rate em Annoyance> The Alpha> Survival of the Fittest> Black Fang Skin. as soon as i get my hand on some playsets i'll give em a try and keep you posted on personal deck updates and possible new ideas.
And keep in mind kids [card]The Howls[/card] IS BAD if anyone tells you different, they havent experienced a higher ELO than 1,5k
and here the link to my 1st post in the forums and the origin of my all time fav deck: http://forum.eredan.com/viewtopic.php?id=31286
lol... after playing a shitload of adventure mode for a while now, i got a lot of crappy commons to the point of no return...
never the less in terms of cheap decks, i got 2 [card]Treacherous[/card], 1 [card]Blackmail[/card], 1 Phych, 1 [card]Illumination[/card], 2 [card]Fog Snake[/card]s, and 1 [card]Theft[/card] to go along. i was laughing since i already have a working discard with fog hydra, but also thinking how "easy" it can get for newer players to build up something if they are just lucky or persistent enough.
also for the record the only rare i've got from this mode is [card]Master-Mage Marzhin[/card] who by himself is one of crappiest rares ever D:
but back to topic; there are decks under 20k... but they are poor (in both senses) and need a lot of upgrading. when i just started playing the game a couple of months ago i still got a good first deck working, by buying the Pack deck and just upgrading it constantly with all the crystals you get at early levels. right now i still own the verysame deck (even thou i dont play it that often) and it got 294 wins, 74 losses, and2 draws which is a quite decent rating and also usefull for most of the adventure mode parts.
if you want to know how it went down just ask and i'll give you the direct link to my very 1st thread here, when i stated playing The Pack
the card itself doesnt do much besides randomly damaging chars in exchange for powder tokens. but since it counts as fire dmg, it will trigger powder kegs... so yeah^^
you forgot the one card that makes arkalon (or whoever you want) so hard to kill...
Chimera ?!
edit; also kick a Dragons Champion for [card]The Last Action[/card] if you want to do some real dmg^^
i missed out to get my shulong D:
i still dont get the hype o.O
i mean i'd rather have the turnamet playabe version since every time i face one in the level rooms i just laugh and beat him... except once where he managed to mill me to death with 3 doubled Thefts while he was using Skyward Boots (no attacks, but AoE and double action every turn). since i've milled as well i can roughly get what he was playing, but i coulnd keep up against it.
Hi , i currenty have djamena and ahlem , and thought maybe build up a temple guardian deck , currently i have 140k don't know if im going to be able to do it ;x
i'll make it easier for you: http://forum.eredan.com/viewtopic.php?id=33499
only thing i'd change is kick a Dragon's Champion for a The best defennse... since they pretty much buff each others def and you can get crazy high results without even trying. other than that it seems pretty solid... maybe Azure is one of the weaker links thou since it wont activate every time and if it does you end up losing 2spirit and 2def since it reshuffels itself.
got the same prob right now... just log in the oldschool way and use your login name and pw^^
i run out of energy after 15 fights D:
@Bmyarne i pretty much used the same, but i just stacked up Nut... it's easier once galene and klemmentine are dead and you start one (or two) hitting everything
all i used was a generic Nut/ Mechanist deck. stack him up to be "near" unbeatable and laughed after i didnt have to play any cards to 1hit anything^^
Meister Galene, Nut, Klemmentine
3 Ica-Rusty's Mechanical Arm
2 Firon
1 Crown of the Border
3 The Pirates Code
3 Hot Noodles
1 Portable Heater
3 Grog Pirate
3 Recycling
1 Wallop
it's pretty cheap aside the mechanical arms and easy to manage. even without multitasking, ANS or other powercards ![]()
Most of the problem I encounter with this deck:
1) Sakina being OS (losing chain on Litany), hence Team Spirit/Misantrophy/Disembodiment for alternate Chain and survivability.2) Lack of damage on early rounds. Hence the Swarm of Scarabs.
3) It is always annoying to find Solar Plastron with nothing to chain to. Thus I increased my Theurgies.
4) Too much healing at the beginning is also a problem. I found that 3 Solaris is just too much... perhaps 1 is a good number.
My playstyle has always been discarding to get at least 1 Litany (not sure about other playstyles). But I think Team Spirit/Misantrophy quite sub-par.
Any ideas on improvement?
1) true... but misantrohy will only work against mages since you shouldnt be damaged when she's just attacked o.O
2) i see your point... but it opens up a jar of pain when playing against noz -.-
3) or just play other cards that chain into it iE Basking in the sun
4) yup
my opinions to this; Swarm of Scarabs sure boosts your dmg output early on, but in that case i'd rather play Ahlem instead of Shrikan. he boosts the health of your chars and got an "almost" guaranteed turn order heal. also the warrior trait is not needed here due to a lack of Lamentations of Sol'ra and he has a larger healthpool and +1 spirit when it comes to wriggle your opponent down with swarms.
other than that i've found that 2 Solar Palastrons are enough, since 3 is a bit overkill and will most likely be discarded if they show up on my starting hand. also kick the random Misantrophy and you have room for 2 more cards iE Basking in the Sun, since it's playin good with sakina and chains into anything. i tried playing with misantrohy as well, but given that most characters have only around 3 health i got back to disembodiment since it's plainly better (after the 1st forced march ofc).
short:
-Shrikan
+Ahlem
- 1 Solar Palastron
- Misantrophy
+ 2 Basking in the Sun
i tried human trackers for around 50 matches and got to admit that this pure glass cannon style is better suited to pirate marauders. so i started to switch over to the gumelite version but even after 30+ matches i still think i'm doing something wrong... sp please help me out here^^
3 [card]Art of the Iron Fist[/card]
2 [card]Disarmament[/card]
2 [card]Substitution[/card]
3 [card]Katamaru[/card]
3 [card]Return to Sender[/card]
1 [card]Lucky Charm[/card]
2 [card]Shuriken[/card]
1 [card]Strength of Kotoba[/card]
3 [card]Tracker's Emblem[/card]
*well... next to none of the links seem to work D:
the first cards that came to mind for replacement where Substitution. also i think i'll rather play Percise Chaotic Shot instead of Art of the Iron Fist just because it's guild generic. the random lucky charm helps out with the big min/max gaps of Hime and Malyss and "can" stay multiple turns.
my main problem is that even thou i focus so much on high def and spirit, they still get one hitted when i dont have at least 2 defensive cards in my hand/ attached, and the other big issue i've had where ice elfes with 2-3 Icy Aura attached which at some point, i just coulnd kill -.-
cards i'm not fond off after playing both tracker versions; [card]Lurking in the Shadows [/card](too limited in uses), [card]To Track Down [/card](limited chaining options make this card next to useless in the 1st turn, where i have to keep my tracker alive), [card]Kunai [/card](again very limited uses due to no effect whatsoever when i play it and only triggering once per game at max...)
also i tried to include dissidence and other toolbox cards but that doesnt increase my main problem; either too squishy or not enough damage. that beeing said no i dont want to play another guild guild/ caste, i just want to figure out what i'm missing or overlooking?
other trophy cards to consider:
[card]Festivities[/card]
[card]Beyond Fear...[/card] [card]...and beyond reproach[/card]
[card]Exordium[/card]
[card]Danger in Delay[/card]
[card]Penance[/card]
where's the Tadaa! You're a bunny? given that you cant always Wit into a Vanish...
btw... Pirate/Eclipse Marauders and TG will give you a hard time
Love your suggestions! Makes me think. As I said, I'mk running Wild, Dark and Bloodsword as well. Does Dark really have advantaged over Fenrath?!
the only advantage you'll get is that all 3 of your characters are marauders, which make playing cards less of a hassle when it comes to class types. also you get the full benefit of the marauder version of bloodsword which makes The best defense... even better (pair it with a 1st turn wild and time to die for a +10 atk boost).
thou you'll lose out on the min atk boost from fenrath on turn 4+ i think it's still more viable in a constant run where you dont have to feel screwed when you face mages who simply 1 shot him in the first turn. also his 4/11 stats make him a pure luck cannon since 4 min is DAMN low. i even run with wild, (warrior) bloodsword and faceless for a while just to see that there is next to difference in terms of playstyle, while faceless got the way more solid stats this way if you compare him to fenrath.
bah thank you! lol howls are already out the window lol thank christ they are cheap lol would probaly only work out if they release another the pack beast, but by the looks of things why would they help out "weaker decks like the pack" when they can buff the over-powered ones!..........
you cant realy call The Pack "weak" since it's one of the staple ELO decks (thou it's tier isnt very high). and no, even with another beast char, the howls would still be borderline useless. right now the pack need either any counter to magic or a viable new character that would mix in a party spirit or damage boost. the toolset of the pack might get a boost given the fact that they only got 11 cards to play with, where 6 are (or at least should be) never used; [card]The Howls[/card], [card]Menagerie[/card], [card]Backstab[/card], [card]Dirty Trick[/card], [card]Heads or Tails[/card] and [card]Taming the Beast[/card].
the other castes with even fewer cards got access to theurogies, spells or got cards that interact with them even thou they dont have their caste iE Cut and Trust! or Return to Sender. Zil in general is a somewhat weak guild in my opinion since there are so few cards that make decks even playable. abomination and the shadow are a must for dagger decks and without TttS mages would be super weak. the only "OP" deck they've got on their side is discard, but even that has it's flaws and can be beaten.
so yeah.. either like The Pack's current playstyle; steady but predictable, or give it time till they get their own buff release.
Fenrath,
bloodsword,
wild.3-bestial
1-assassination
1-...and war
1-capturing the enemy
2-dances with volk
3-fly off the handle
3-lunation
3-the howls
1-nehantic stone
1-time to die
1-offensivethis has got to be close to 1 of the best pack builds right?
why am i still getting rinsed by next to everything in ELO?
the prob with this deck is that you're playing [card]The Howls[/card] and 3 random other cards ([card]Assassination[/card], [card]Time to Die[/card] and [card]...and War[/card]). The Howls only look good on paper but do next to nothing against most decks. the random single Assassination and ...and War wont help since they don't chain in your deck and hence only got limited use. The Time to die is only limited usefull since only 2 characters can play it, you have to save up and attack boost for those (poor fenrath).
Instead try playing [card]The best defense...[/card], [card]Dissidence[/card], [card]Clumsiness[/card] and [card]Favor of the Dawn[/card]. Clumsiness is almost a must against most decks and Favor of the Dawn has unlimited use if you know when to play it. Dissidence is one of the most used and powerfull cards in ELO for a reason.
other usefull cards would be [card]Storm[/card] (in the first and second turn you can ensure the atk bonus of fenrath while also damaging the enemy), [card]Nehant Shield[/card] (thins out the deck and make The best defense... hit for one more), [card]Danger in Delay[/card] (plain and good), [card]Strenght of Zil[/card] , [card]Stone-Heart[/card] (keeps your characters somewhat alive and trigger Fenraths boost for the next turn) and [card]Hit the Road[/card] (for more control over the turn orders)
that beeing said, yeah i play The Pack, and yes i tried out The Howls but the benefits of that card where dimishing when i could have also just played a +2 to +3 atk instead (the first pet gives you only an extra atk with 3 strenght. so 3 armor chars just laugh at that. it only finds limited use against normads). the 2 big weak points of The Pack are that they are predictable and that they stuggle hard against any kind of mage decks. preemtive shutdown might also be something you might want to look into. for a while i run with Litmus Test, Dissidence, Peace Treaty and Suspicion of Treason (Wild is a gumelite you know^^), then again i missed the damage output i was used to.
also you could run a glass cannon build where you utilise Blood Ties three times together with Storm and Time to Die. it works. but stuggles somewhat against pirate marauders and eclipse.
the thing i'm trying right now is Pack marauders with Wild, Dark and Bloodsword. but i feel like something's missing to max it's utility right now (thou Dark works pretty good against mages, avalonians and ice elfes due to her high spirit and merc debuff)
Valentines is near again... so here's my lil`special for my fav eredan girl^^
"Special" Giveaways!
Pirate Action. Human. Unique.At the beginning of the fight your character gains 6 Powder Token.
At the end of the fight the opposing characters gain 6 Powder Token.
Duration: 3 Fights
Chain
Armada loves to give her "Presents" to anybody when it's that time in a mon... err year again. Valentines Day is near so prepare yourselfs!
Armada's Surprice Box
Pirate Item - Other
Spirit +1, Attack +1, Defense +1.
At the start of the fight all living characters gain 2 Powder Token.
At the end of the fight this Item is discarded and has a one out of two chance to be attached to one of your other characters determined at random.
It's kind of mandatory to share the good stuff right?
That`s not Chocolate!
Pirate Item - Other. Human. Unique
The opposing character has -2 Defense.
Armada: The opposing player may choose to discard 3 cards from his hand. If he doesn't, your character gains +5 Attack and all oppsing characters gain 5 Powder Token.
Permanent.
NEVER make the misstake to forget Valentines Day again!
edit: somehow i cant get the FB linking to work so i couldnt post pictures to those cards D:
i try focus now on adventure mode
i've found out that Ice Elves work against most of the decks and are basicly for free (if you participated in the advent events on a daily base). other than that nehant corruptions with demonic portal and zil discard are common choices against the rest.
eclipse work too, but are also the most expensive to build...
important neutral toolbox cards are [card]dissidence[/card], [card]sentence[/card], [card]extinction[/card], and possibly [card]the prestige[/card] (since most bosses build up on 3 times any power card... even 3 living natures or 3 offensive are common for those cheaters)
to be more specific, it seems to delete the chain part of reshuffled [card]Frostbite[/card]s... so it no longer chains into Amethyst Blizzard when affected by [card]Ode to War[/card]
i'm leveling a new mechanist deck right now and am glad that those losses doesnt count for real...
the problem; 1 out of 10 times when i got the turn order (i play the first card) and play [card]Creative Inventions[/card] and chain any other card, it seems that the game is crashed and instead of letting me pick which card i want, the timer just runs out and i lose the game due to an timeout -.-
dont know if this was reported already but pls look into this
for now i'll skip that card if it randomly screws this game D: