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So, I have a wonderful suicide temple guardian deck that does fairly well and makes good use of the "this tomb...will be your grave" combo. However, I've noticed (or I think I've noticed) that the damage I do to myself is added to the opponent's final score at the end of the fight.
For instance, let's say Ahmid lvl3 uses that combo on an odd turn. He gains +9 attack, but loses 6 health in the process, and what seems to be happening is that this -6 health is added to the opponent's score at the end of the fight.
Is it supposed to work this way? I was always under the impression that the opponent's score should be based on the damage HE does, not the damage you do to yourself.
This would also be relevant to The Pack decks and other cards which cause you to lose health in order to gain either attack, defense, or extra cards (hungry void).
Could someone clear this up for me? The point of running a suicide deck is to have higher points than the opponent at the end of the fight - I don't really want to help them get points in the process...
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You are right : damage you deals to yourself increase the opponent's count.
It works also that way with [card]Tempest[/card].
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That sucks. I guess I'll have to revamp my deck to make sure at least one of them survives then...
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you have to make sure one of them survives anyway. if it goes to score at the end nomads lose 9 out of 10 times(especially temple guardians). you killed their chars with 12-14 health. they killed your chars with 16-19 health. This means you almost always lost damage.
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you have to make sure one of them survives anyway. if it goes to score at the end nomads lose 9 out of 10 times(especially temple guardians). you killed their chars with 12-14 health. they killed your chars with 16-19 health. This means you almost always lost damage.
This is wrong disregard this person entirely, I'm not gonna bother to explain.
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you have to make sure one of them survives anyway. if it goes to score at the end nomads lose 9 out of 10 times(especially temple guardians). you killed their chars with 12-14 health. they killed your chars with 16-19 health. This means you almost always lost damage.
You must compensate this damage with Solaris and don't abuse the combo. Use it wisely and try to activate the turn order only 1 time with Amhid, and make sure that when you do that you kill someone.
If you equip your chars properly with Desert Scimitar/Temple Sword you'll need this combo only once per battle. Remember that Desert Scimitar heals your chars.
If you are using Amhid at the first round, try to take out the weakest char from the adversary, not the strongest. That way you can finish the round with Amhid alive and ready to repeat the combo in his next battle. Then you use Solaris combo with the others TG to weaken the rest of the opponent chars and keep your chars alive until the second round. Then you can choose Amhid +1 char to finish the game with the suicidal combo.
I made the Lord of War trophy with a TG deck and finished a lot of battles with all the chars dead. Plan your battle, dont use the strongest combo you have recklessly or you can take and Obesity as response. Switch between This Tomb combo and Obesisty+Solaris so you can be less predictable.
Dernière modification par Zorak (12-01-2011 09:42:06)
IGN Edinho - BODE TEAM
"A vei, esses cara não sabem nem onde caga."
-Filippe_Balbino
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I agree, [card]Solaris[/card] is a MUST in any Warrior/Marauder Nomad deck! Combined with [card]Under the sun[/card] I won 7 out 10 times, even with all characters dead...
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