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Oh dear, I've gone and gotten hooked on a CCG. This will be a shitty OP for a bit while I get it written up properly.Duel of whatnow?
If you've played Magic, you know how it works, pretty much. What's interesting in DoC is that you have lanes for your cards. That's right, they got a bit of MOBA in my CCG!
You have four lanes, with two slots in each lane, for a total of eight slots you can play cards in, and the same for the enemy. The lanes have two ranks: front and rear rank. You can play different kinds of cards in different ranks:
* Melee card:
these can only be played in the front rank. They can only attack what's in front of them, so if the enemy half of the lane has a melee card and a shooter card, you'll have to punch your way through the opposing melee card first before you can get to the creamy shooter card.
* Shooter card:
these can only be played in the rear rank, and they can attack both the front and rear rank in the lane - thus shooters
. So far all shooters I've seen are also immune to Retaliation. (More on that later.)
* Flyer card:
these can go in both front and rear ranks, but like melee cards can only attack the front-most enemy card in a lane.Funbucks?
Yeah, they have an internet funbucks currency. However! You get a decent chunk of their funbucks by playing the single-player campaign and leveling up - finishing the campaign and getting to level 5 should net you 1200 funbucks, which is enough to buy the 120-card booster box
. So do that! The Void Rising box gives you lots of Sanctuary cards (they're new in the expansion), so if you don't want to play Sanctuary you might want to get the base set box instead. Up to you.Free stuff!
Here are a bunch of promo codes you can use that will give you some neat starting bonuses.
PA also has this promo
that gives you 275 funbucks and three booster packs.Factions
You have a bunch of factions. They kinda-sorta correspond to a mix of colors from Magic. With exceptions, of course.Haven:
think "white" from Magic. Healing, shielding, preventing damage, that kind of stuff.Necropolis:
think "black" from Magic. Necromancy, dealing damage over time, draining life.Stronghold:
think "red" from Magic. All about combat, typically with emphasis on melee cards too. Spells are for wimps. Lots of cheap, weak creatures.Sanctuary:
think "blue" from Magic. Control, manipulation of the board, preventing the enemy from doing stuff.Inferno:
also a bit towards red, like Stronghold, but with more spells and ranged combat. Also heavier creatures than Stronghold.Neutral:
pretty much everything.The Hero!
That's right, you have a hero for your deck - this is the foundation you build your deck around. You pick a hero of a faction, and you are then limited to creatures of that faction and the neutral faction; and spells of the schools the hero can cast.Magic schools
Your hero for your deck knows a bunch of magic schools, which limits the spells you can have in your deck - can't have them if you can't cast them!
Some of the typical stuff from the schools:Water:
control, debuffing, manipulating, preventing combat.Earth:
regeneration, buffing, preventing damage.Primal:
debuffing. (...well, I only have two cards here yet...)Fire:
shielding, debuffining, damage, manipulating, preventing combat. Kind of the jack of all trades.Light:
Healing, buffing, smiting the heathen with bolts of lightning.Dark:
necromancy stuff. Life steal, picking through the graveyard late at night for corpses to return to your hand...
Well, that'll do for a shitty OP for the moment. Work in progress.
Here's a video of the finals in some championship.http://www.youtube.com/watch?v=TBmZyyl37Jk
And here's one with commentary.http://www.youtube.com/watch?v=D6UdgPAFK2s