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I haven't been playing long and don't understand why I can't play Area Control or Dragon's courage.
It will let me place Area Control in the deck but not use it, and it won't even let me place Dragon's courage in the deck.
"There are no bugs, only features we haven't documented yet."
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I haven't been playing long and don't understand why I can't play Area Control or Dragon's courage.
It will let me place Area Control in the deck but not use it, and it won't even let me place Dragon's courage in the deck.
Hi, Area Control and Dragon's Courage is both caste specific cards. You can view 'caste' as societies within a specific Guild.
Area Control although does not belong to any guild, it belongs to a Tempus caste within a Mercenary Guild. So therefore, even though you can place it in your deck, you cannot actually 'use' it.
Similarly, Dragon's Courage belongs to Dragon Knight caste. Only a Dragon Knight in Noz Guild is able to use the card.
Hope that helps
Magius [FH] FullHouse Clan
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It does, and thanks, although I'm starting to think that I should've chose something other then Noz as my first deck.
"There are no bugs, only features we haven't documented yet."
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i started with the noz deck, worst decision i ever made, lost almost every fight. zil would have been the better choice, those beginner characters are tough
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Noz is a rough start, but I think it's easier to go places with their start. Zil is just spam attack and hope that is enough before you fall. Kotoba is slow and steady... might win the race. Noz you can go either way really.
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Noz is a rough start, but I think it's easier to go places with their start. Zil is just spam attack and hope that is enough before you fall. Kotoba is slow and steady... might win the race. Noz you can go either way really.
ok i also chose Noz and do regret it, its hard to build off of, exspecialy if you want to switch guilds, as i started to do from game 1 (once i relized how alsome the Sap were) but i belive as long as you keep putting cards back in it and work with it its a decent deck, altho az is kinda useless
as for your question...what they said --^--
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Dracatis a écrit :Noz is a rough start, but I think it's easier to go places with their start. Zil is just spam attack and hope that is enough before you fall. Kotoba is slow and steady... might win the race. Noz you can go either way really.
ok i also chose Noz and do regret it, its hard to build off of, exspecialy if you want to switch guilds, as i started to do from game 1 (once i relized how alsome the Sap were) but i belive as long as you keep putting cards back in it and work with it its a decent deck, altho az is kinda useless
as for your question...what they said --^--
Noz is the most technical, as it said to begin with. They have a bit lower def and attack since they typically use magic and/or physical attacks. Since they dont have anyone who is strong right off the bat, it is hard to make wins.
Zil are all (Ok mostly) marauders to they all get +1 attack against different people, such as Warriors, Marauders, Mages, which encompass everyone. They are made to hit strong and fast, and hope you die before they do. They are not survivors (Not until you can fuse the cards to get better ones in any case), and were only made to last 1-3 attacks against them.
Kotoba are fairly strong, with equips to make themselves stronger. They are the survivors. Their starting attack is not as strong as the Zil, but with the equips and turn bonus they are typically stronger in attack and def, as well as health.
So:
Noz use both Magic and Physical attacks, having a wider range of what they can do.
Zil have high starting attack and +1 attack against nearly everyone, with action cards that help to 1 hit kill, or 2 hit kill people.
Kotoba have high def, a bit higher health, and equips to give them more attack and def.
The Zil, unless you have the watchmaker of destiny or the apostle of destiny, the better end cards are going sadly be out of your reach. Each card leveling up will get a bit better, but until you can fuse them, their health and defense will be lacking. Once fused though, they are quite strong, such as [card]Abomination[/card] or [card]The Shadow[/card]
The Kotoba focus more and more on gaining attack and def, little at a time per upgrade, but their turn bonus, and ally bonus (Such as [card]Xin the Ironbringer[/card] giving 1 defense to all allies or [card]Asajiro[/card] giving 1 attack and 1 defense to each warrior)
The Noz focus on strong physical attacks and defense (Using the Dragon Knight caste deck, making use of [card]Dragon Armor[/card] and [card]Draconian Sword[/card] ), OR strong magical attacks (Using Mage caste spells like [card]Rain of Death[/card], [card]Lightning Bolts[/card] lvl 3 ), OR a mixture of both of them (Using Witchblade caste cards like [card]Blade of the Witch[/card] or [card]Sword of Light[/card] )
Now that only encompasses the 3 starter decks. The Desert Nomads, Sap Heart, Pirates, and Mercenary guilds also are very competitive. Just depends on how much time and gems you put into the cards
EDIT: I myself started with the Noz deck, and while I lost more often then I won in the beginning, I now win more then I lose
Dernière modification par Erryth (02-03-2011 05:51:45)
Would love to see a new Dragon Knight character (Whether he be a Mage, Warrior, Marauder, or a combo)
Would also love to see a Mage/Priest character (Aside from Ateb lvl 3 who's the only one I know of)
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Noz are tough to master. but those who have are some of the toughest players to beat. their spells do massive damage and once you learn the right card combinations you'll even learn ways to chain AoE (area of effect) spells. i started with kotoba, but win/lose ratio aside i sometimes wish i had started with noz...
Dernière modification par MikeyB (02-03-2011 08:33:23)
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