This right here, what does it mean? I've been seeing numbers like that in decklist descriptions but I have no idea what it stands for.
Oh, it's just your attribute distribution. Might/Magic/Fortune. The thing to understand is that raising an attribute comes with the tradeoff of not being able to draw an extra card. So it's not just that your 6 costed fatty comes out slow, it's that he's costing you card advantage. There is basically no "serious" deck that runs more than 4 might. Some factions can get away with 3 might, notably Haven. More than 4 magic/fortune is pretty rare, but some decks do it.
To translate what I said about the I-Rush deck, you can bump might to 4 to get your best creatures out but leave magic at 2 for most of the game. The reason is that from 2 magic you can bump it at the top of the turn for Town Portal if necessary, and you have a good chance of knowing a turn in advance when you're going to need Fireball so you can bump twice and cast on the second turn. Since those two spells are the only 3+ magic reqs in the deck, you can safely play the majority of most games at 4/2/1 which lets you start drawing cards earlier.
Where do these codes go? Not seeing anywhere to put them in on the iApp.
A bit miffed that I was forced to make my starter deck choice blind of any info beyond a picture and a name. I tapped Haven expecting to get a bit of further description and a choice confirmation. Nope. Best hope I like Haven then.
This right here, what does it mean? I've been seeing numbers like that in decklist descriptions but I have no idea what it stands for.
Oh, it's just your attribute distribution. Might/Magic/Fortune. The thing to understand is that raising an attribute comes with the tradeoff of not being able to draw an extra card. So it's not just that your 6 costed fatty comes out slow, it's that he's costing you card advantage. There is basically no "serious" deck that runs more than 4 might. Some factions can get away with 3 might, notably Haven. More than 4 magic/fortune is pretty rare, but some decks do it.
To translate what I said about the I-Rush deck, you can bump might to 4 to get your best creatures out but leave magic at 2 for most of the game. The reason is that from 2 magic you can bump it at the top of the turn for Town Portal if necessary, and you have a good chance of knowing a turn in advance when you're going to need Fireball so you can bump twice and cast on the second turn. Since those two spells are the only 3+ magic reqs in the deck, you can safely play the majority of most games at 4/2/1 which lets you start drawing cards earlier.
Ok that makes perfect sense, thank you. Also that deck is bad ass. I just built it, with the exception of a few cards that I haven't gotten yet and it is a blast to play. There are so many neat combat tricks and it's aggressive as hell. I usually play some kind of aggro deck in Magic, so this is right up my alley.
K, so fiddling with my Haven deck trying to make something that'd work for decent rush kinda thing. I currently have:
Cassandra 4/4/3 (so 7 turns max, I'd like to have better starting might but my other Haven is Sandalphon who doesn't even have the advantage of early fortune).
1x Week of Taxes
2x Week of Knowledge
3x Celebrations
2x Day of Fortune
4x Imperial Sentinel
2x Tithe collector
1x Dark assassin
4x Loyal Griffon
1x Expert Marksman
4x Wild Griffon
4x Sea Elf Archer
4x Radiant Glory
4x Sun Rider
4x Lesser Air elemental
2x Warrior Seraph (wish I had more of these, they seem really great)
1x Imperial Griffon
3x Stormwind
4x Sunburst
3x Torando
1x Fortified Outpost
3x Campfire
1x River of Gems
Will be putting it through some play tests to see how it performs in general. I feel I need to trim the creatures a bit in terms of variety. Plus I want some of those town portal things to give me easy early damage.
K, I'm just gonna spam premium heroics for a bit (gotta get dat foil). I think I saw a sabertooth on one of the handprint guys hero cards. So I want that one on the basis of sabertooth being equally as cool as griffon spam.
More constructively, I would suggest using Sandalphon instead of Cassandra and dropping the fortunes entirely if you're going for a rush deck. Campfire won't come out fast enough for the 1 mana to matter all that much and Sandalphon's ability (discard for 2 mana) is great for fast low cost decks. He also has access to better removal, like Geyser, etc.
Dark Assassin's good? I just kinda chucked it in there.
It's one of the best cards in the game, hands down the best 2-drop for almost any deck....and it can be used in ANY deck. It's also "epic" rarity...I've never found one in 60-70 packs.
You want to spend seals on the box and gold on Reinforcement Packs
is what I've been told
To start with, yes. Once your basic collection is fleshed out you can switch to heroic packs if you want, since they have the same amount of rares/epics as reinforcements, just fewer commons (which you'll already have too many of), and that will let you build more deck types.
mogonk on
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I've put a few hours into this and it is pretty fun, but am I correct in saying there's absolutely no way to get a specific card that you might need for a deck other than just grinding game after game for gold to open packs and hope for the best? That really puts a damper on the fun factor.
Enemy popped Death Seal on one of my 3/3/6 heavy hitters. I knew he'd kill it the next round (Death Seal = kill target creature as soon as it takes combat damage)
So I played Pao Deathseeker. It took out some cheap junk, and then sat there. First part of the plan.
Then I drop goddamn Blood Caller. I sacrifice Pao Deathseeker (that I would have lost at the end of the turn anyway) and my Death Seal'd guy.
I've put a few hours into this and it is pretty fun, but am I correct in saying there's absolutely no way to get a specific card that you might need for a deck other than just grinding game after game for gold to open packs and hope for the best? That really puts a damper on the fun factor.
Yeah, I'd consider throwing money at DoC, but with both Hearthstone and Hex being on the horizon, combined with the complete lack of trading in DoC and I think I'll just play DoC until I feel I've hit the paywall.
As for Duel of Champions, I can see the appeal, but it's pretty obvious if you want to play long term there's going to be a serious monetary investment to stay competitive.
Posts
I don't possess a demon hero that isn't Xorm though. Honestly the deck is just the cards that dropped in my box.
Oh, it's just your attribute distribution. Might/Magic/Fortune. The thing to understand is that raising an attribute comes with the tradeoff of not being able to draw an extra card. So it's not just that your 6 costed fatty comes out slow, it's that he's costing you card advantage. There is basically no "serious" deck that runs more than 4 might. Some factions can get away with 3 might, notably Haven. More than 4 magic/fortune is pretty rare, but some decks do it.
To translate what I said about the I-Rush deck, you can bump might to 4 to get your best creatures out but leave magic at 2 for most of the game. The reason is that from 2 magic you can bump it at the top of the turn for Town Portal if necessary, and you have a good chance of knowing a turn in advance when you're going to need Fireball so you can bump twice and cast on the second turn. Since those two spells are the only 3+ magic reqs in the deck, you can safely play the majority of most games at 4/2/1 which lets you start drawing cards earlier.
A bit miffed that I was forced to make my starter deck choice blind of any info beyond a picture and a name. I tapped Haven expecting to get a bit of further description and a choice confirmation. Nope. Best hope I like Haven then.
Buddy had problems with the iApp too. Worked instantly in the Windows version. There's a Redeem Code button in the card store.
Ok that makes perfect sense, thank you. Also that deck is bad ass. I just built it, with the exception of a few cards that I haven't gotten yet and it is a blast to play. There are so many neat combat tricks and it's aggressive as hell. I usually play some kind of aggro deck in Magic, so this is right up my alley.
PSN: Hellcore- Steam MWO: Hellcore
Cassandra 4/4/3 (so 7 turns max, I'd like to have better starting might but my other Haven is Sandalphon who doesn't even have the advantage of early fortune).
1x Week of Taxes
2x Week of Knowledge
3x Celebrations
2x Day of Fortune
4x Imperial Sentinel
2x Tithe collector
1x Dark assassin
4x Loyal Griffon
1x Expert Marksman
4x Wild Griffon
4x Sea Elf Archer
4x Radiant Glory
4x Sun Rider
4x Lesser Air elemental
2x Warrior Seraph (wish I had more of these, they seem really great)
1x Imperial Griffon
3x Stormwind
4x Sunburst
3x Torando
1x Fortified Outpost
3x Campfire
1x River of Gems
Will be putting it through some play tests to see how it performs in general. I feel I need to trim the creatures a bit in terms of variety. Plus I want some of those town portal things to give me easy early damage.
I hate you so much right now.
More constructively, I would suggest using Sandalphon instead of Cassandra and dropping the fortunes entirely if you're going for a rush deck. Campfire won't come out fast enough for the 1 mana to matter all that much and Sandalphon's ability (discard for 2 mana) is great for fast low cost decks. He also has access to better removal, like Geyser, etc.
But at least now I know why mogonk is jelly
The base game is alright but not madly grabbing me, and the cash grab of non tradable cards is too obvious.
On the plus side it has somewhat slapped my Hex boner down so will help me keep my expectations for that in check!
Do we have a hex thread? Someone should make that thread.
Steam ID: Obos Vent: Obos
The ai in this game beats me more often than other players seem to. I should work on another deck besides my starter.
Anyone know which card packs/boosters are the best ones to save for?
Worth noting if you put in the bonus codes in this thread you probably have enough seals to get a free box of cards.
That'll jump start your collection somewhat.
is what I've been told
Steam ID: Obos Vent: Obos
Keep playing. As your rating goes up the level of competition scales dramatically. Without a very solid deck and some skill you won't get past 800.
To start with, yes. Once your basic collection is fleshed out you can switch to heroic packs if you want, since they have the same amount of rares/epics as reinforcements, just fewer commons (which you'll already have too many of), and that will let you build more deck types.
This is actually one of the least draft-friendly online CCGs I've ever seen, so I doubt it'll be around soon.
Void Rising packs can't be bought with gold, only seals (currently), so if you need Void Rising cards that's the one to buy. If not, the regular box.
There's a list of cards from the VR expansion here.
PSN: Hellcore- Steam MWO: Hellcore
Neat.
Just saw this thread and thought, hey something to do while waiting for Hex, then I read this.
I prefer to keep my Hex boner! Also, add my vote for a Hex thread.
Steam Profile: miserium
Diablo 3 profile: miserium
PA Rocksmith League
He kept filling slots for another two turns and I had no cards out and he could just kill me at any time.
So I just went and made me some tea while he had his fun waiting for my timer.
So I played Pao Deathseeker. It took out some cheap junk, and then sat there. First part of the plan.
Then I drop goddamn Blood Caller. I sacrifice Pao Deathseeker (that I would have lost at the end of the turn anyway) and my Death Seal'd guy.
Result:
Correct on both counts.
As for Duel of Champions, I can see the appeal, but it's pretty obvious if you want to play long term there's going to be a serious monetary investment to stay competitive.
Currently playing: GW2 and TSW
glance at screen
mentally swap C and H
Echo's brain, ladies and gentlemen
Quality
Currently playing: GW2 and TSW