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Hmm, traditionally marauders are designed to be the anti-mages of the game. Most marauders have the ability to totally destroy mages using various anti-mage cards or guild cards that can counter spells :
Zil : [card]Dark Stone Heart[/card]/ [card]Nehantic Stone[/card],[card] Difference of opinion[/card]
Nomads (Eclipse) : [card]Harshness[/card]
Kotoba (Trackers) : [card]Transmission of Knowledge[/card], [card]Tracker's Emblem[/card]
Nehantist ( Demons) : [card]Dark Stone Heart[/card]/ [card]Nehantic Stone[/card], [card]Eliminehantation[/card]
Noz (Witchblades) : [card]Neutralization[/card], [card]Mental prison[/card], [card]Reborn[/card]
.
.
.
Pirate : [card]Analyze[/card] -_-
are u kidding me?
While I agree that pirate marauders don't suffer much against pure mages, i find that against Demon Hunters and to a lesser extent Witchblades, they are somewhat at a disadvantage since they cant do much against spells. Analyze is a joke and i find it insulting that other marauder decks have STRICTLY better answers against mage/ spells compared to pirates.
Based on the new runic card '[card]protection of the pantheon[/card]' i think something like this would be appropriate:
Spell-Sniper
Marauder
Item- One-Handed Powder
The next spell played by the opposing character is ignored and is placed in his hand.
Deals 2 direct damage to an opposing character, this card discards at the end of the fight.
Dual wield
Chain: Item
At first glance the card may seem a bit OP, but considering the recent power-creep , i think its fair to give pirates some love. ( especially after the 'meh' flammara update)
Opinions are welcomed
Dernière modification par elmariachi17 (09-05-2012 06:51:54)
Hors ligne
Hmm, traditionally marauders are designed to be the anti-mages of the game. Most marauders have the ability to totally destroy mages using various anti-mage cards or guild cards that can counter spells :
Zil : [card]Dark Stone Heart[/card]/ [card]Nehantic Stone[/card],[card] Difference of opinion[/card]
Nomads (Eclipse) : [card]Harshness[/card]
Kotoba (Trackers) : [card]Transmission of Knowledge[/card], [card]Tracker's Emblem[/card]
Nehantist ( Demons) : [card]Dark Stone Heart[/card]/ [card]Nehantic Stone[/card], [card]Eliminehantation[/card]
Noz (Witchblades) : [card]Neutralization[/card], [card]Mental prison[/card], [card]Reborn[/card]
.
.
.
Pirate : [card]Analyze[/card] -_-are u kidding me?
While I agree that pirate marauders don't suffer much against pure mages, i find that against Demon Hunters and to a lesser extent Witchblades, they are somewhat at a disadvantage since they cant do much against spells. Analyze is a joke and i find it insulting that other marauder decks have STRICTLY better answers against mage/ spells compared to pirates.
Based on the new runic card '[card]protection of the pantheon[/card]' i think something like this would be appropriate:
Spell-Sniper
Marauder
Item- One-Handed Powder
The next spell played by the opposing character is ignored and is placed in his hand.
Deals 2 direct damage to an opposing character, this card discards at the end of the fight.
Dual wield
Chain: ItemAt first glance the card may seem a bit OP, but considering the recent power-creep , i think its fair to give pirates some love. ( especially after the 'meh' flammara update)
Opinions are welcomed
+1
+1
+1
The game should be fair and square..
create a card that can fill in the flaws of a guild...
Aho'y matey..
Cap't Persot - "Avast, m'harty"
Me hab' 4 P'irate fle'ts... Ahoy, Matey
Plund'r dem!!
Hors ligne
Put +3 +1, i think that [card]Analise[/card] should be buffed, to 2 battles not 2 turns!!!This game is a shame, so much [card]Ecstasy[/card] is getting me mad and feerik does what?Nothing
Hors ligne
I simply think [card]Analyze[/card] should be redone.
It should be:
All the characters gain Spirit = X and all the opposing characters gain Defense = X where X equals 2 minus 1 per "Analyze" in play.
Duration: 3 Turns.
Dernière modification par Nurvus (09-05-2012 22:00:16)
Hors ligne
Put +3 +1, i think that [card]Analise[/card] should be buffed, to 2 battles not 2 turns!!!This game is a shame, so much [card]Ecstasy[/card] is getting me mad and feerik does what?Nothing
yeah...
[card]Ecstacy[/card] in one of the card that trample the Pirates.....
Aho'y matey..
Cap't Persot - "Avast, m'harty"
Me hab' 4 P'irate fle'ts... Ahoy, Matey
Plund'r dem!!
Hors ligne
I simply think [card]Analyze[/card] should be redone.
It should be:
All the characters gain Spirit = X and all the opposing characters gain Defense = X where X equals 2 minus 1 per "Analyze" in play.
Duration: 3 Turns.
If gOD the player approves on the Zil side...
Craftsman Persot.. approves ^_^
Aho'y matey..
Cap't Persot - "Avast, m'harty"
Me hab' 4 P'irate fle'ts... Ahoy, Matey
Plund'r dem!!
Hors ligne
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