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If you create an account, do so by clicking one of the referral links at the bottom of the OP in the REFER A FRIEND section. It'll take you to a normal looking sign-up page, but it's actually a special page where if you sign up on it you'll get x5 free starter decks. Do not miss out on a bunch of free cards! Angry Joe Promo: https://www.youtube.com/watch?v=nn-d1M-xqyg Trump Promo Video Series: https://www.youtube.com/playlist?list=PLvEIxIeBRKSiy4NU00qMzbuE013DbZq2L // FREQUENTLY ASKED QUESTIONS I used to play this game, why should I come back? There have been a bunch of improvements to the game: If you have a huge old collection of cards gathering virtual dust, you can sacrifice them to gain a bunch of extra Wildcards which you can then use to buy choice cards from the latest expansions (check Tues/Fri for guaranteed Epic and Hero cards) - A new expansion just came out, so there's a fresh meta - There's a new Standard Format that cuts out cheese, where you can buy all the packs with gold (a F2P currency) - You can spectate live games - Watch replays - There's an improved deck builder and GUI - You can use the same card in multiple decks now - Improved F2P rewards and campaign rewards What's good about this game? - Enough people play it so ranked matchmaking usually takes less than a minute and tournaments fill up pretty quickly during primetime (but the player base is slowly dwindling) - Lots of features and play modes (e.g. campaign, swiss tournaments, jackpot tournaments, custom tournaments, ranked, unranked, changing weekly formats, custom duels, auto matchmaking, replays, spectating, twitch streaming, etc.) - More generous F2P rewards compared to its competition. If you want to spend money, the game is also relatively cheaper to get into (e.g. you can buy decks off Steam for pennies) - Nice card art, UEX, and respectable levels of polish - It's a well-designed card game. Probably the most tactical online card game on the market. Great resource system. Game design that empowers cumulative decision making over top-decking, where the best play isn't always obvious or discernible. Good balance - The development team focuses on increasing lateral power with each expansion as opposed to just releasing OP cards for quick cash grabs - Steam, Windows, Mac, and iPad client. Stable clients and in-game performance What sucks about this game? - Way way more people play Hearthstone - Player base is slowly dwindling (see below) - The eSports scene kinda sucks for this game - No draft mode like Hearthstone - No guilds or guildchat - Ubisoft marketing and promotion is hilariously bad. For example, although Twitch functionality is built into the client, they couldn't even manage to stream the 2013 DoC World Championships. Do people still play this game? Yes, but the player base is slowly dwindling. Peak primetime usage is probably about 2k players with Steam users making up about 50% of that: http://steamcharts.com/app/256410 Should I play this game? Yes, if you like card games you should try playing it. You also don't have to worry about being sucked into a money hole, as the game probably has the most generous F2P rewards in its genre and it's possible to build powerful decks (usually aggro-based) without a ton of grinding or spending money. If you want to spend money, ask in the thread before you buy anything. There's usually ways to expand your collection on the cheap (like buying entire decks for literal pennies off Steam). // GETTING STARTED GUIDE 1. Read the OP. 2. Use a goon's Refer a Friend link at the bottom of the OP to sign up for a new UPlay (Ubisoft) account. You'll get an extra set of unlocked free starter decks by doing this. 3. Download the game from Steam. Launch the game client from Steam and sign-in with your UPlay account to link it with Steam. 4. When you first log in, you'll have the option to choose a free starter deck. You can try the starter decks before you're forced to pick one and you can easily unlock all the starter decks. 5. Play through the Tutorial. It actually covers a lot and you'll get a bunch of XP and gold. 6. Optional: Buy the cheapo Steam Puzzle decks ($1 or less each). 7. Optional: Buy 1 or more of the Steam Packs ($25-$60 each). 8. Unlock all separate copies of the starter decks and try to beat the Campaign with each faction. You'll earn over a "hundred dollars" worth of cards by doing this. In-game currency - Seals aka "blue stuff" - Essentially represents real money. You buy seals with real money from the in-game Shop. Usually not worth buying. Some achievements will give you seals. - Wildcards (WC) - WC can be spent to buy any card you want from the Altar of Wishes (see below). WC are obtained through opening super packs (2 WC per pack). Some achievements (varies) and daily quests (3-5 WC) will also give you WC. - Box - Contains 10 super packs from a set/expansion. Also gives a 5 WC bonus. - Super Packs - Packs that cost seals are considered super packs. Super packs give you 2 WC each. For the first 2 weeks of an expansions release, its cards can only be obtained through super packs and not regular packs. If you want a bunch of cards from the latest expansion, just wait until you can buy regular pack versions of them with gold. - Regular Packs - Packs that cost gold are considered regular packs. Regular packs do not give WC. - Gold - Used to buy regular packs. You earn gold from just about everything. - Tournament tickets - Used to enter a Swiss tournament. Obtained through achievements and daily quests. You'll get a bunch, so don't pay real money for them. - Boosts - Can be used to earn more gold or XP. Obtained through achievements and special codes. Never pay real money for boosts. - Free packs - Sometimes these are super packs, sometimes regular packs. There are a bunch of achievements that will give you free packs. If you place in a Swiss tournament, you're awarded super packs. If you're good, you can farm Swiss and earn super packs (that contain WC) all day. Try to beat the Campaign Your initial focus should be beating the Campaign with all of the different factions because you'll gain a bunch of gold, packs and WC: - What you get: 5k gold per scenario win, 5-6 scenarios per set, 6+ sets, when you complete a set with a faction you also gain a pack of cards from a specific expansion. - Total: That's about 750k+ gold (enough to buy 50+ regular packs) plus at least 25 super packs from different expansions (that come with 2 WC each). - In terms of in-game Shop value, this is over a "hundred dollars" worth of product. So it's worth your time. To expedite this, earn the starter deck for each faction. You can unlock a starter by beating that faction in a ranked duel, e.g. if you beat a Necro player, you earn a free Necro starter deck. You'll also level-up a bunch through playing. When you level-up you get about 20k gold (packs cost 15k gold to buy). Most of the Campaign scenarios can be tough with an unmodified starter deck. If you have problems beating a scenario, post in this thread. We may know of a strategy to help. Worst case scenario, you may have to grind out some XP and gold through dueling to build a stronger card pool. What's the best starter deck? If you used a Refer a Friend link to create an account (see bottom of OP), you should start with a starter deck for each faction already unlocked. You also get to choose a starter deck when logging in for the first time. You can unlock all the starters again by beating each faction once in a ranked match. So that's 3x starter decks for one faction and 2x starter decks for all the others, which is a healthy card base to mash together and start tackling the campaign. Plan your Achievements Achievements are important in this game. You get gold, seals, WCs, packs, hero cards, special cards, etc. for achievements. So try to do stuff that will get you achievements. You can view possible achievements via Profile > Achievements buttons. Don't buy a hero card with WC if you think you can get that hero from an achievement. Codes to get free stuff If there's active codes to get free stuff, use the Redeem Code button in the Shop. Occasionally codes pop-up from one of the below sources. They usually don't last long. If you're aware of an active code, post it in this thread because it's the only thing I pay attention to! - Facebook - https://www.facebook.com/duelcodes - Reddit - http://www.reddit.com/r/duelofchampions/comments/1qmhw3/code_compilation_thread/ - Twitch Dev Stream - http://www.twitch.tv/duelofchampions Building a tournament deck It's very doable to build a deck with only cheapo cards that can win Swisses. In fact, my deck with the most win percentage is a cheapo deck. However, 1) it's a lot easier to do this with some factions compared to others, 2) such decks are usually rush-down aggro decks, 3) control decks usually contain rarer cards are more expensive (or time-consuming) to build. Only invest in Standard format cards Like MTG, there's a Standard and Open (aka Legacy) format. Cool people play Standard. Avoid spending real money on cards that are not part of those sets/expansions. I don't believe there's any plans to cycle out cards from Standard, so you shouldn't have to worry about losing your ability to use a card in Standard format any time soon. Sets/expansions that are part of Standard format, from newest to oldest: - Sins of Betrayal (SoB, newest) - Griffin Bane (GB) - Heart of Nightmares (HoN) - Base Set 2 (BS2), which is a collection of cards from several expansions and the original release set // DISPOSABLE INCOME - A POOR'S GUIDE There are some Steam Puzzle decks that you can buy for pennies. This will help you build decks more capable of beating some of the Campaign scenarios, climbing your way up ranked, and even winning Swisses. Instructions: 1. Make sure your Steam account is tied to your DoC UPlay account. Download DoC through Steam, launch it, and sign-in with your UPlay account. (If you're looking to create a new account, first make sure to create one based off a Refer a Friend link at the bottom of the OP.) 2. To buy the decks: Community > Market > In the Find Items search field, type "steam puzzle" and Search > Buy the decks you want 3. To open the decks: %Steam Username% > Inventory > All Steam Items > browse through your list and click on the puzzle decks and open them. Then log into the game client. // DISPOSABLE INCOME - ONE-PERCENTER'S GUIDE Buying stuff in the in-game Shop is usually a bad idea. The Steam packs are much better value: http://store.steampowered.com/app/256410/ 1. Buy the cheapo Steam Puzzle decks posted above because they're like 10 cents each. 2. Ask in this thread what you should buy. Waiting for Steam sales is also usually a good idea (yes, DoC Steam Packs go on sale a few times a year). 3. If you must buy cards now, then buying the Steam <Expansion Name> Pack for the latest expansion is usually the best course of action: http://store.steampowered.com/app/320190/ // REWARDS Daily Rewards You'll gain a reward the first time you log in every day. You can "save up" rewards. You can either cash in whatever you accumulated or wait all 7 days to get the most out of it. If you're willing to at worst log in for a minute to get your daily reward, it's much better to save up. The daily rewards timer resets at 7 PM EST, so log in after that time once a day. Daily Quests Daily quests (aka "dailies") are an objective you can complete for gold/tickets/WC once a day. They're usually something like "Win 3 matches in a tournament," "Deploy 30 creatures," or "Win a match as Haven." Mentor is a type of daily quest that requires you to win in a challenge vs someone on your friends list. Also, if you "end turn" for four turns and then have your opponent surrender, it counts for a win on mentor, so you can quickly grind out the wins if you want to just get it over with. There are 3 tiers of quests, with the 2nd and 3rd tier unlocking as your Match Making Rank (MMR) increases. The 3rd tier will unlock once you reach Champion I. Rewards for a quest are based on its tier -- tier 3 rewards are usually 3-5 WC, which is drat nice. // ALTAR OF WISHES You can use the Altar of Wishes to buy specific cards (aka "singles") by spending Widlcards (WC). In the Altar of Wishes' filter, always set it to only show Standard format cards. Cards that are part of BS2 will have their original release versions (more expensive) along with their BS2 versions (cheaper) for purchase. Always buy the cheaper version of a card. Wildcards Wildcards (WC) are in-game currency with the singular purpose to buy singles. Wildcards can be gained through achievements, quests, and opening super packs/boxes. When you open a super pack, you get 2 WC. When you open a super pack box, you get 5 extra WC. Do not spend wildcards until you have a plan you're sure about. Overall good investments would be meta rare/epic cards that can be used in multiple decks across factions, such as spells and neutral creatures. Feel free to ask questions in this thread before spending your wildcards. Warning: if a card is noted as Unique, you can only have one in your deck. Don't be an idiot like me, and use wildcards to buy 3 of the same Unique card. code:
You can use the Infernal Pit to "sacrifice" cards you don't want to gain gold. The Infernal Pit unlocks at level 5. Rewards for sacrificing Common/Uncommon/Rare/Epic cards (C/U/R/E) are 50/300/1000/2000 gold per card. Heroics count as Rares for this purpose. You can also take advantage of the Infernal Card Deal, which gives you a chance to win a randomly selected (but known) card. The Deal changes every eight hours -- a countdown timer is displayed -- and each Deal can only be taken advantage of once. To guarantee winning you must sacrifice 20 times the Deal card's sacrifice value in other cards, which comes to 1000/6000/20000/40000 for C/U/R/E respectively. Premium cards count twice their value towards this total. If you sacrifice less than 20 times the value, you have a percentage chance of winning equal to the percentage of the value that you sacrificed; for example, if the card is rare and you sacrifice 6000 gold worth of non-premium cards, you will have a (6000/20000)*100 = 30% chance of winning. Because you can only get one card from each Deal, to maximize return you should never sacrifice more than is required to get a 100% of winning. That way you will have more cards to sacrifice in future Deals. The Pit always has an Epic card on Tuesday and a Hero card on Friday now. So check those days if you're trying to expand your collection. With the release of the Sins of Betrayal expansion, in addition to all current rewards in the Infernal Pit, you gain 1 Wildcard for every 1000 Gold worth of sacrifices. This means that if you sacrifice enough cards to redeem a Common card, you’ll get 1000 Gold and 1 Wildcard. Sacrifice enough cards to get a Rare card, and you'll get 20000 gold (more than enough to buy a pack) and 20 WC (enough to buy one or more Epic singles). Warning: do not use the Pit until you've at least earned the achievement for having 1000 cards in your collection. If you have lots of self-control, the 5000 card achievement awards a great Necropolis Hero. What cards should I sacrifice? It's rare that you'll need more than four of a given card, so spare commons and uncommons can be thrown away at will. Premium cards (aka fancy foil cards) are technically more efficient sacrifices due to their doubled value in the Deal, but there may be achievements relating to premium cards that have good rewards. The Deal card is often premium version of a card from BS2. So if you need achievements relating to premium cards, keep an eye out for those and trade in junk commons to build your collection. Is there any site that keeps track of the Infernal Pit card and rotation? http://www.momcards.fr/ does. You need to make an account before you can use the My Infernal Pit feature. It's a French site with an English translation, which tracks the Pit and also lets you specify a list of cards where it will email you if they go up on the Pit. // TOURNAMENTS At any time of the day you can join a Swiss or Jackpot tournament, with automatic match making and prizes. The tournament formats alternate each day -- between Weekly (e.g. BS2-only), Standard, and Open. You must have a format-legal deck to enter a tournament. All tournaments are constructed. There is no sealed/draft. Entering a tournament is very convenient, and they fill up quickly at all hours of the day. You can earn a lot of lucrative achievements by entering tournaments. There are also Custom tournaments you can create and join. Tournament Format Daily Rotation Order: code:
You must use a tournament ticket to enter a Swiss tournament. If you have a pile of tickets and a decent deck, go and try it out. There's usually a few bad players every tournament, so you'll probably win at least one game, and if you place 2nd or 1st, you'll get a nice reward. Even if you're losing, stick out the entire tournament, as you'll have a chance (1 in 6) to win a pack. A huge factor in Swiss tournaments is that they're timed. You only get 14 minutes a game -- so that's 7 minutes for you. Playing well fast is more important than playing perfect. Focus on avoiding easy to catch mistakes and capitalize when people do. Swiss matchmaking is random within brackets (not MMR-based). The first round is completely random; thereafter you'll be paired against someone with the closest record within the tournament to you that you have not played before. You'll play 3 consecutive games. If you win all three games, you'll probably win the tournament. Jackpot Tournaments Jackpot (JP) tournaments are free, rolling, and don't use the fast Swiss timer. You play as many games as you want, getting lower than normal rewards per game. Two hours after the tournament closes, you'll automatically be rewarded based on how well you did--your TELO ranking. If you do above-average, it's slightly better rewards than playing duels, but if you do great, you'll get a bunch of gold. TELO / Rewards chart: https://docs.google.com/spreadsheet/ccc?key=0Apq8l27EMCCudFRGQjlXM0FKeExpTTE0NnRpTlNoRlE#gid=0 Custom Tournaments Anyone can create/join a free Custom tournament. We'll try to host some goon-only tournaments with sweet prizes! // DECK BUILDING Decks must include 1 hero card, 8 event cards, and at least 50 creatures/spells/fortune cards (59 total minimum). In most cases, it's a bad idea to build a deck with more than 59 cards. You can only include cards of your hero's faction, or neutral cards. You can only include spell cards for schools that your hero knows (listed on the hero card). You can include 4 of any one card in your deck, with the exception of cards noted as Unique. For an effective beginner deck, you're looking at including 30 creatures plus 20 combined spells, fortunes, and buildings. Unless your deck is specifically designed to stall and bring out huge creatures, avoid including more than several higher resource cost creatures. Due to how most games play out it's usually better to play two efficient 3-drops instead of a 6-drop. If you're new to deck building, it's best to create a deck with creature counts at resource costs breaking down as follows: 1-2 Resource Cost = Around 12 Creatures 3 Resource Cost = Around 6 Creatures 4 Resource Cost = Around 5 Creatures 5 Resource Cost = Around 4 Creatures 6+ Resource Cost = Around 3 Creatures If you graph the above out, it will appear as what's called a "resource curve" in CCG terminology. Please keep in mind that the creature resource curve I'm suggesting for new players is my personal opinion based off my experience with this game, and is not some truism. Once you become more advanced with the game, you can play around with different curves. What you should be aware of is the Might/Magic/Destiny requirements of the cards you're including. For example, if you built a deck with cards that require 6 Might, 6 Magic, and 4 Destiny to play (i.e. 6/6/4) all the cards in it, you're spending a lot of turns increasing your stats instead of drawing an extra card. Think about ways to make your deck a 6/4/2 or 6/4/0 or 6/0/4 as it will probably function better. You may miss out on some powerful end-game cards, but you're drawing more. When choosing event cards, remember that your opponent can benefit or be hindered by them. Try to include events that won't affect your deck but can possibly screw over your opponent. For example, if your deck doesn't utilize recursion (getting cards back from your graveyard), think about using 4x Rise of the Nethermancer. http://www.mmdoctools.com/decks http://www.mmdoctools.com/decks - This site has a decent deck builder. // FACTIONS There are 6 factions, based on the Heroes of Might & Magic games. Each faction has its own themes, which I think the designers have been pretty successful at developing. Inferno - Inferno troops have stupendous offensive capabilities (high damage, AoE attacks, attack anywhere, etc.), but on the whole their HP can be a little lacking. Common access to Fire magic. They have an optional discard theme. Haven - Not very hard hitting creatures. Lots of healing. Lots of efficient 2-3 drop creatures and "weenie tanks." Big plays usually involve using spells or fortunes to control the board. Common access to Light magic. They have an optional resource ramp theme. Stronghold - Efficient, beefy, hard hitting physical creatures. Some of their creatures Enrage, which means they get more powerful when other creatures die. Also, they have a few creatures with Quick Attack, which lets them attack the turn they're played. Common access to Earth magic. Academy - They can use their creatures to stall and ramp up their Magic stat, so they can start casting big spells to control the board sooner than most other factions. A decent amount of creatures with magic resistance. They have an optional mill theme. Access to the widest range of magic schools. If you like playing decks with lots of tricks, Academy may be for you! Necropolis - Did you always hate fighting ghosts in Heroes games? Well, get used to it. Lots of Incorporeal creatures (take half damage from physical), Life Drain, and creatures that Infect or Cripple (poison counters or debuff counters). Lots of ways to recur your creatures via "Raise Dead" theme. Sanctuary - Outmaneuver lets them move your creatures around the field and control attack lanes. Honor makes their creatures buff each other. If you can't remove their creatures with Ambush, they can lock down attack lanes. Common access to Air and Water magic. Neutral - Creatures, fortunes, and buildings that can be used in any deck. // MAGIC SCHOOLS What school(s) of magic a hero has access to is really important. Pay attention to it. Water - Geyser (R) is one of the best AoE damage spells in the game. The school also features offensive and defensive buff spells. Earth - Earth spells tend to focus on either protection/healing, or across-the-board damage, like Insect Swarm. Some of Earth's effects are over time, such as poison or regeneration. A weakness is that they lack many potent direct spells. Prime - Prime spells primarily revolve around manipulation of the battlefield. It has the ability to remove every type of permanent in the game, either through outright destruction or returning it to its owner's hand. Some notable spells include Teleport, Dispel Magic, and Town Portal. Fire - Fire spells tend to blow stuff up and buff your creatures offensively. Air - Air spells generally fall into two types: movement tricks and lightning damage. They have both single-target and AoE damage spells, and spells that move your creatures, move your opponents creatures, or give Swift or similar abilities. Light - Light spells give you ways to dispell, buff, heal and remove counters from your troops. Dark - Dark magic has powerful single target removal, as well as debuffs and mind control. // TIPS - Don't surrender. XP and gold are calculated based on how long the game is and how much stuff you killed. - Don't insta-surrender to tank your MMR. You get more XP and gold the higher rank you are. - Players at lower MMR tiers tend to be bad at moving their creatures around (probably because most CCGs don't incorporate such a mechanic). They just leave a creature to die when they could have moved it and forced a response. - Achievements are important in this game. You get seals, WCs, packs, hero cards, etc. for achievements. So try to do stuff that will get you achievements. You can view possible achievements via Profile > Achievements. - There is no penalty for taking a mulligan. If you choose to mulligan, it simply means you're stuck with the second hand -- for better or worse. - When choosing to mulligan, there's a quick visual way to determine if you're going first: If you don't have a Dragon Crystal card (essentially "The Coin" from Hearthstone) in your hand, then you're going first. - Remember to report douchey players that harass you: http://forums.ubi.com/showthread.php/769059-I-want-to-report-a-player-What-do-I-do - If you have account or harassment problems, you can contact Ubisoft support here: https://support.ubi.com/en-GB/AskQuestion.aspx. You'll want to "ask a question." Choose PC as the platform, then Might & Might: Duel of Champions as the game. Expect a response within a business day. // OTHER QUESTIONS Is there a way to trade cards with others? No. How does the Match Making Ranking (MMR) system work? It's a new system that's probably based on an ELO algorithm. Used for ranked duels, but not for tournaments or practice matches. Once I know more about it, I'll update this. If you find that you're getting matched against people that are always kicking your rear end, make sure you have the gameplay option checked Exact Matchmaking. Are there any issues/limitations with the iPad client? Are there any plans for iPhone or Android? I hear the iPad client is decent. I wouldn't expect an iPhone or Android client any time soon, if ever. Is there a goon guild or Steam group? No guild system, just an in-game friends list. If people want to voicechat/connect, I've set up a public Steam group MMDoC Goons: http://steamcommunity.com/groups/MMDoCGoons IRC: Network: synIRC Channel: #MMDoCGoons IRC URL: irc://irc.synirc.net/mmdocgoons Mibbit URL: https://mibbit.com/?channel=%23mmdocgoons&server=irc.synirc.net Goon LP: http://forums.somethingawful.com/showthread.php?threadid=3609476 Peer pressure inthesto into updating this more! // REFER A FRIEND You can refer your friends and earn stuff: 1% of their duel rewards in gold, 10% of their purchase in seals, and 2 Wildcards for every 10 levels they reach. So if you like the game, get your friends to start playing and make bank. There are several achievements revolving around your in-game friends list. So add goons to your friends list and challenge friends to duels. Creating a new account If you're creating a new account, it's very important to create your account through one of the Refer a Friend links below. The "referral codes" are "baked into" those pages. So click one of those links and create an account on that page. If you do, you'll get an extra set of 5 unlocked starter decks on top of any starters you may unlock. I would suggest using a goon's referral link if a) you like them, or b) find their contribution to this thread helpful. SA name Refer a Friend link = Uplay name Dahbadu* = seanbas matryx = dmatryx Spiderdrake = Larkhainan Griefor = Griefor N256 = HelioTeller / Number256 Epic Doctor Fetus = mboger1 dreylad = Puppymasher DonHomero = Abrictavus pixaal = pixaal Vote Sweeper 2000 = an_cow zeesik = zeesik Aston = AJRamz Noir89 = Noir_Reborn van fem = van_fem Fufo = Fufinskii ApplesandOranges = nickogav Bizarro Kale = Sailak *I have disposable income and don't need referrals, so don't worry about using my link. After you sign up, post about it and give us a referral link so I can add you to the OP above 1. After logging into the game client, on the landing page, click Refer a Friend. This will take you to a page where you can copy a Referral Link URL. Give this URL to your friends and have them sign up with it. (There's also an email option, but it may not work.) 2. Post the URL in the thread along with your UPlay name, and I'll add you below. Dahbadu fucked around with this message at 00:35 on Nov 9, 2014 |
# ? Nov 16, 2013 06:06 |
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# ? Apr 28, 2024 03:47 |
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RULES AND MECHANICS Abilities and Keywords Ambush: When enemy creature is deployed into this creature's row, this creature does [effect said on card]. Anchored: Cannot move, be moved by any effect, be returned to hand, or change controller. Area Blast X: When creature attacks, all adjacent units to the target take X damage. Friendly units can be affected. Will not take retaliation damage. Area Burst X: When this creature dies, all creatures in the same row take X damage. Also affects friendly creatures. Attack Anywhere: Creature can attack any valid enemy target. Still unable to attack enemy Hero unless its lane is free. Will still take retaliation damage unless immune. Berserk: Creature attacks the nearest valid target automatically at the start of its controller's turn. Bloodthirst X: When enemy creature dies, the creature gains an Enrage counter. Gets +X attack and +X retaliation for each Enrage counter. After the creature attacks, all Enrage counters are lost. Found on Stronghold units. Cannot Attack: Self-explanatory. Charge: When creature attacks, it attacks all enemy creatures of the same row. Will take retaliation from all creatures struck this way unless immune to retaliation. Crippling X: When creature attacks and does at least 1 point of damage, target gains X crippling counters. They get -1 attack and -1 retaliation for each crippling counter. Dark Ward: Creature is immune to dark spells and their effects and cannot be their target, including friendly ones. Enrage X: When friendly creature dies, the creature gains an Enrage counter. Gets +X attack and +X retaliation for each Enrage counter. After the creature attacks, all Enrage counters are lost. Found on Stronghold units. Enemy Spell Ward: Creature is immune to enemy spells and their effects and cannot be their target. Evade: When creature is attacked for the first time each round, they will move to a random valid adjacent space if available, and null all damage dealt to and by this creature. All effects will fail if creature cannot move. Fear X: Creature cannot be attacked by enemy creatures with a Might requirement of X or less. Can still incur retaliation damage from them. Focused Blast X: When creature attacks, all adjacent enemy units to the target take X damage. Will not take retaliation damage. Fortune Ward: Creature is immune to fortunes, including friendly ones. <Source> Guard: Reduces damage done by creatures of X variety for the creature and adjacent friendly creatures. Found on Haven units. Heal X: Creature heals adjacent friendly creatures for X health at the start of its controller's supply phase. Occurs before poison. Honor X: Adjacent friendly creatures gain +X attack and +X retaliation. Can stack. Found on Sanctuary units. Hypnotize: Enemy units in the same row cannot move. Found on Sanctuary units. Immobilized: Cannot move, but can still BE moved by other effects. Immune to Retaliation: Immune to retaliation. Income X: Controller has +X resources at the start of their supply phase. Incorporeal: Take half damage from all non-magic sources, rounded down. Also includes poison, fortunes and events. Infect X: When creature attacks and does at least 1 point of damage, target gains X poison counters. They take 1 damage for each poison counter at the start of their controller's supply phase. Lucky X: Controller has +X Destiny while this creature is in play. Magic Channel X: Controller has +X Magic while this creature is in play. Magic Resist: Take half damage from all magic sources, rounded down. Magic Shield: Creature does not take damage from magic creatures or spells. Outmaneuvere: When creature is deployed, can move one enemy creature to another valid position. Found on Sanctuary units. Phased: Creature cannot be the target of enemy creatures, but do not block enemy creatures from attacking their Hero. Can still take retaliation damage. Preemptive Strike: Creature retaliates before opponent attacks. Does not work against opponents immune to Retaliation. Quick Attack: Creature can attack on the same turn it is deployed. Ranged Reflect X: When creature is attacked by a shooter unit, they will reflect X of that damage to the attacker. Regenerate X: Creatures restores X health at the start of its controller's supply phase. Occurs before poison. <Source> Resist: Takes half damage, rounded down, from X. Retribution: Creature deals its retaliation damage even when dying. Does not work against opponents immune to Retaliation. Found on Haven units. <Source> Shield: Takes 0 damage from <Source, e.g. Fire or Magc>. In the case of Magic Ward, this applies to both Magic creatures and spells. Does not make the creature immune to non-damaging effects, so a creature with Magic Shield can still be targeted and destroyed with spells like Soul Reaver. Shockwave X: Creature can attack an empty battleground space in its row. Deal X damage to all adjacent enemy creatures to that space. Does not incur retaliation. Sweep Attack: When creature attacks, adjacent enemy units in the same line are also hit. Will still take retaliation damage unless immune. Swift: Creature can attack and move in the same turn, in either order. Towering: Friendly creatures in the same row cannot be attacked or dealt combat damage. <Source> Ward: Takes 0 damage from <Source, e.g. Dark> and also cannot be targeted by X and basically ignores X completely. In the case of Fortune Ward this means the creature can attack through a "cannot attack" fortune, would not be bounced to hand by a Throne, and so on. Dahbadu fucked around with this message at 03:29 on Apr 11, 2014 |
# ? Nov 16, 2013 06:06 |
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Thank you for this thread! I started with Necro, followed the Box-buying advice, and am trying to decide between Adar-Malik and Ariana, while also eyeing Inferno stuff. Spent my wildcards on Pao Deathseekers, Dark Assassins, and Banshees. Now saving up for a Forbidden Flame.
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# ? Nov 16, 2013 06:28 |
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I've been a long time player of magic, since the early 90s and gave it up for a good long time. I switched to pokemon and then to the VS system. I've been playing Solforge recently and enjoying that. So far, I'm enjoying Might and Magic too. You get a lot of stuff for playing the game and the daily rewards are good so far. I like it a bit more than Hearthstone right now actually.
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# ? Nov 16, 2013 06:29 |
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If I'm reading the pack descriptions correctly, the Premium Void packs are 1.4x Wildcard rate for 1.35x gold. I assume this means I should be picking up Premium void packs over regular to maximize long-term Wildcard gains? Looks like I have 1275 seals currently and the Champion's box is 2399. If I buy the 850 seal pack with 4 free somethings, that'll leave me 274 short, so... 2 levels and swapping 3/3 challenges with someone? Sound right? Also, what's the word on the daily rewards? What's my window for logging in? I assume it's better to save and redeem weekly for seals? Also, is there a proper usage pattern for boosts or do you just run them out as you get them?
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# ? Nov 16, 2013 06:33 |
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Ive just been burning mine as I get them. Im still in my first week of dailies so I ahvent cashed that in yet, don't know what the top level reward is.
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# ? Nov 16, 2013 06:37 |
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Toshimo posted:If I'm reading the pack descriptions correctly, the Premium Void packs are 1.4x Wildcard rate for 1.35x gold. I assume this means I should be picking up Premium void packs over regular to maximize long-term Wildcard gains? NO, do not ever buy premium. You buy strictly for the cards. The best way to accumulate Wildcards are buying the normal packs, buying boxes via Seals, and then the most efficient way is to play in Swiss tournies way down the road. quote:
The best and cheapest/efficient way via Seals in buying boxes is getting the Forgotten Wars box. It gives you 7 wildcards just for buying it, but 37 in total since each Forgotten Wars pack gives 3 wildcards (That's why you can't buy them via gold). quote:
You have to log in every day once a day to "Save up" the rewards. You can either cash in whatever you accumulated or wait all 7 days to get the most out of it. If you're willing to at worst log in for a minute to get your daily check-in, it's much better to save up. quote:Also, is there a proper usage pattern for boosts or do you just run them out as you get them? Never ever use boosts because those use up Seals. edit: The very best advice I can give you for wanting to get into tournament ready status quickly deck-wise is to choose one Hero and focus on that Hero. Going all over the place will severely lengthen the process, especially if you choose a top-tier Haven deck. Tae fucked around with this message at 06:47 on Nov 16, 2013 |
# ? Nov 16, 2013 06:45 |
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Tae posted:
You get some free. I would say don't BUY boosts but I thought spending the ones you had was safe.
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# ? Nov 16, 2013 06:48 |
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JoshTheStampede posted:You get some free. I would say don't BUY boosts but I thought spending the ones you had was safe. Well yeah you get free boosts from achievements and the tutorial. Just don't ever buy boosts because all they do is kinda save time but not really, unless you win all 5 games by a huge amount.
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# ? Nov 16, 2013 06:54 |
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Tae posted:NO, do not ever buy premium. You buy strictly for the cards. The best way to accumulate Wildcards are buying the normal packs, buying boxes via Seals, and then the most efficient way is to play in Swiss tournies way down the road. Tae posted:The best and cheapest/efficient way via Seals in buying boxes is getting the Forgotten Wars box. It gives you 7 wildcards just for buying it, but 37 in total since each Forgotten Wars pack gives 3 wildcards (That's why you can't buy them via gold). So, skip the Champion box and just pick up Forgotten Wars ASAP? Tae posted:Never ever use boosts because those use up Seals.
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# ? Nov 16, 2013 06:55 |
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Toshimo posted:So, you're saying the slightly increased wildcard/gold ratio isn't worth the loss of regular cards? It really isn't, because Wildcards are good but not worth it over the cards you need to actually have a collection. The more packs you get, the better the chances at actually getting the card you want from the Alter of Wishes. And if you don't get the rare or get a lovely epic, throw it in the Hell Pit for more gold and possibly a good card. Toshimo posted:Even the ones I'm getting from achievements? Those are fine, I'm talking about ones that aren't given. Here's a few tips on how gold and EXP is calculated. Gold is is about 50 for every life point damage done to an enemy Hero, and about 10 gold for every creature you kill. EXP is based on how long the game is. Do not surrender. Surrendering takes away about 250 EXP.
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# ? Nov 16, 2013 07:03 |
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Wild cards are great but so is a giant pile of cards, especially just starting out. I'm not sure how long the champion box will stay at 2399 (it's on sale from 3000).
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# ? Nov 16, 2013 07:04 |
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When I played this game it was super grindy, like if you weren't botting or playing at least 10 hours a day you weren't seeing new cards past the initial surge, ever. Also not being able to use the same card in multiple decks. gently caress that noise.
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# ? Nov 16, 2013 07:18 |
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goldjas posted:When I played this game it was super grindy... Honestly, it seems like the least grindy F2P CCG I've ever played. Maybe they've changed the rewards? In general, you don't get into a CCG game if you're looking to avoid spending money.
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# ? Nov 16, 2013 07:39 |
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I basically started playing this game yesterday, so I'm learning it like everyone else. If anyone has experience with a certain faction or deck type, and wants to post a blurb about it, I can add it to the OP. Below is the deck I'm having some success with. It's a Sanctuary deck. The development of the deck occurred pretty organically. I bought of a box of cards, got the hero in question randomly, and noticed that I had a decent Sanctuary card pool. I spent some wildcards to fill it out. Do you think I should suggest that method in the OP -- buy a box and see what you get, and then build a deck around that? How the deck works is that the honor creatures buff each other, and my hero gives them a slight edge. If left unchecked, it can really overrun the opponent, as I'll be attacking with guys that do 5-7 damage. I'm posting my deck, because I think it exemplifies rare/epic cards are not all auto-include in this game (as of yet). I actually own 2 epic and several rare Sanctuary cards I've excluded from my deck, and it works better because of it. Hero: Takana Osore, Champion of the Tides Creatures: 4 Shark Guard (C) 4 Spring Spirit (C) 3 Coral Priestess (C) 2 Kappa (C) 4 Wanizame (C) 1 Shanriya Priestess (C) 4 Kabuki Tei (UC) 4 Kenshi (UC) 4 Naga Tide Master (UC) 4 Naga Warrior (UC) 1 Sacred Kirin (R) Fortune: 3 Gold Mine (UC) 2 Altar of Wishes (R) 3 Underwater Fortress (UC) 2 Honored Lan (R) 3 The Frozen Maze (UC) 2 Battle Trance (R) Events: 4 Mana Storm (UC) 1 Path of Ancestors (R) 3 Blind Arbiters (R)
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# ? Nov 16, 2013 07:57 |
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Gold Mine is terrible, you should be running 4 Gold Piles and possibly 4 Campfires. Takana with those cards can put out a higher curve character a turn earlier which is a huge difference when you're busting out Wanizames on turn 3. Actually you're missing a lot of staple Sanctuary commons like Sayama Stalker. Takana works better as more of a 40+ creature deck with a few fortunes to accelerate and boost their atk.
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# ? Nov 16, 2013 08:02 |
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Yeah, I've been playing around with Gold Mine. I'll test out substituting Gold Pile. I don't even know what Campires and Sayama Stalkers do/are. I'll have to look them up. Thanks for the advice.
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# ? Nov 16, 2013 08:12 |
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loving. Log in every day for six days. Forget about it on the seventh. JACK loving poo poo to show for it. Burn in hell Ubi. I can understand not incrementing, and not renewing. But loving reneging on the entire ordeal? gently caress right the gently caress off.
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# ? Nov 16, 2013 09:24 |
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Started as Necro. Go through the tutorial. Start playing duels. Rack up 10 wins and the highest win streak cheevo in my first 10 games. People are so bad at moving their creatures around. They just leave them to die when they could have moved it and forced a response.
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# ? Nov 16, 2013 10:53 |
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A bit more info for the OP: Altar of Wishes: base set costs for C/U/R/E are 1/3/5/8 respectively, with basic Heroes costing 8 and specials costing 21. These costs are doubled for expansions and tripled for the most recent expansion, so currently a Void Rising rare costs 10 and a Forgotten Wars uncommon costs 9. You also need to own 200 cards from a set before it unlocks in the Altar. Infernal Pit: rewards for trashing C/U/R/E are 50/300/1000/2000 gold and roughly a 1%/5%/16.6%/33.3% cumulative chance of winning the Infernal Card Deal. The chance of winning the Deal is doubled for Premium cards. Again, basic Heroes count as Rares; I don't know what special Heroes count as, but it may be a fifth level of reward. You get access to the Pit at level 5; however, do not use it until you've at least earned the achievement for 1000 cards in your collection as it awards a Premium Heroic Pack. (The 5000 card achievement awards an extremely broken Necropolis Hero, but you can get her in a preconstructed deck for 125k gold.) How to spend resources: the Golden Rule is to never spend Seals on what can be bought for gold, because getting gold is much easier. Friends: It's not vital to make friends, but there are several achievements revolving around them that are worth getting. Challenging three friends to a duel and accepting three challenges from friends are worth 50 Seals each; winning 30 practice duels against friends is worth 9000 gold; winning a further 20 duels gives 150 Seals; and having 50 friends awards a Premium Heroic Pack. Jedit fucked around with this message at 11:35 on Nov 16, 2013 |
# ? Nov 16, 2013 11:27 |
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I like playing Inferno, because I get to throw demons at people until they fall over. That's literally all you need to know about playing Inferno.
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# ? Nov 16, 2013 13:02 |
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I'm playing Haven because I like Angels and all the goody two-shoes poo poo. I really wish I had a guide like this before starting as I've very much ruined my opening by buying crap with Wildcards, not buying the right packs, and generally flailing about with the deck I built. Still if I do have some advice to give when it comes to the deckbuilding aspect. In general, depending on the deck, Haven really only wants one One-Drop Creature, and that's Tithe Collector. Run 4 of him and then fill out your army with the rest, as Tithe will enable you to keep ahead of the curve (and two Tithes are better) with the downside of course being that he has no offensive power. But Haven is all about blocking, blasting with magic, and sneaking through enemy walls. My deck is currently Hero - Sandalphon, Lord of Power Sandy is great for when you've finally gotten all your resources in place, and are willing to burn cards to play more. What's not so great is losing access to all of Lights wonderful spells, even if in return you get Water. Events - Celebrations x4 Always a card that can refill your hand at the cost of filling in your opponents -Week of the Weaponsmith x2 It's a +1 to the creature you drop, by no means a great event but my aforementioned gently caress up left me like this. -Day of the Fallen Wolf The entire Wolf Kingdom subfamily of Haven is all about retaliation, and this card makes it so the next drop gets a +2 -Market of Wonders Ever played Yu-Gi-Oh? This is Graceful Charity. It has a pretty steep cost but it thins the deck nicely Creatures -Tithe Collector x4 Your opening move if you can make it. -Loyal Griffin x3 It's a 2-Drop which means on a turn 2 you can drop it and a second Tithe Collector, its 4 HP is very bulky too -Holy Praetorian x2 He makes everything protected against Melee by 2. Which can certainly help front row antics. However he's got very poor offensive power. -Expert Marksmen x2 Your 2-Drop Backrow shooters and very bread and butter. -Wild Griffin x2 A slightly worse Loyal Griffin, trading an extra resource for 1 less health and 1 more retaliation. Honestly just being run until I have a better replacement. -Pao Deathseeker x1 Only ran in 1 because I only have the one, Pao is incredibly useful for dealing a finishing blow or clearing an annoying monster, his one downside means you have to make the most of him though. -Radiant Glory x4 Better than Wild Griffin in every way, and fucks Incorporeal enemies as well, the only "Downside" is needing 1 extra magic to deploy along with the 3 Might. Which shouldn't actually bug you unless your using a specific hero. -Sun Rider x4 Piercing, avoids retaliation. Can combo with another card to go where he needs to be when he needs to be. Honestly wish I still had Light though. as his 2 Attack is the only thing hurting him. -Warrior Seraph x2 It's a Radiant Glory with Regenerate 2. Not the greatest monster but it can help. Being deployable in the front and back is always nice. -Chosen of Elrath x2 Mending is a weird skill, it's basically a full restore to health if you don't act. Which means it's very situationally useful. Chosen's bulk of 6 and his Magic subtype are the main reason to field him. -Crusader Treasurer x1 It's Tithe Collector at 2/2/6 who gives +2 resources a turn as a 4 Drop, but luckily he only requires 3 Might and 1 Fortune. So depending on the flow you may not need to invest much to get him out. Treasurer if at the right time, can let you pull off amazing plays, but at the same time, he can still serve as a nice body. -Burning Sand Elemental x1 He's honestly just here to serve as a body and then blow up. A 5 drop with only 2 attack is very disappointing. Can't wait to swap him out -Sahaar Skirmisher x2 This fucker right here, is a good card. Sahaar is a 2/2/5 5 Drop who can attack your opponents hero regardless of whats in his line. He has won games, stolen victories and at times even served as enough of a distraction to allow me to win in other areas. He's definitely worth bringing to the table. -Celestial x1 A 7 Drop, and, to be honest? Not that great, 4/4/8 with 3 Regen a turn is nice, but compared to Havens other cards (which I don't have) it's very disappointing. Spells -Wind Shield x2 Honestly mostly a crap card, but it can be nice to protect against shooters and it's only a 1-drop. -Refreshing Spring x1 This is worse than Wind Shield, it's +1 for a single turn, making me really miss light. -Cold Fear x2 This is pretty bad in Haven to be quite honest, with the majority of their monsters with low attack, it can really hurt. On the other hand it can help you control a lane with your few strong monsters, or protect a Tithe Collector, who doesn't care about fighting anyway. -Lightning Speed x1 I need more Lightning Speed. Period. It bestows Swift, which lets your Sun Rider or Sahaar Skirmisher attack and then move to where they are safe, or move to where they are most needed. -Storm Arrows x1 Sometimes it's nice for your backrow to fire at will, newly received so we'll see how this works. -Wind Gust x1 Rearranges the field and deals some minor damage, more useful that it would seem at first glance. -Chain Lightning x1 This is a wonderful card, hitting up to 3 monsters for 3 damage, combine with Wind Gust for best positioning. -Lightning Bolt x3 It does 6 damage for a cost of 4. Good for nuking single targets. -Cyclone x4 -Forked Lightning x1 Chain Lightning on Steroids. 5 Damage, 2 spots to target. Its cost is its only downside. But it can win games played right. And that's my deck. Every now and then I'm tempted to swap over to Jezzlel to get Prime and Light back, but my collection doesn't work with that either (Too much stupidity at the pit)
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# ? Nov 16, 2013 14:06 |
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I played this for awhile, it was fun until I got to a high level where the metagame was incredibly stagnant. It was completely dominated by a deck that stalled forever then finished you off in one turn. Maybe they've fixed it, I'm sure giving you a way to actually obtain specific singles has helped.
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# ? Nov 16, 2013 14:28 |
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OTK is just a thing. There are ways around it. Might & Magic: Duel of Champions - Hot Chicks vs Necrophiles
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# ? Nov 16, 2013 14:54 |
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Cryohazard posted:I like playing Inferno, because I get to throw demons at people until they fall over. I'll second this. I basically followed this guide to help me get started and to help build a good Inferno deck with what I could buy after completing the campaign: http://www.gamefaqs.com/iphone/683357-might-and-magic-duel-of-champions/faqs/67075 Since then, I haven't lost in like ten straight games with a slight variation on the deck below. It's focused on doing a lot of damage as quickly as possible, with the spells and fortunes designed to help me finish the game off once my opponent starts to stabilize. Inferno Deck (59 cards): 1 Garant, Seeker of Discord 4 Maniac 4 Succubus 4 Demented 2 Sea Elf Archer 2 Tormentor 2 Juggernaut 2 Cerberus 2 Pit Fiend 4 Lilim 2 Ravager 1 Hellfire Slave 4 Fire Bolt 1 Fire Trap 1 Dispel Magic 2 Teleport 2 Town Portal 2 Fireball 3 Gold Pile 4 Altar of Destruction 2 Chaos Rift 4 Celebrations 2 Day of Fortune 2 Week of the Weaponsmiths
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# ? Nov 16, 2013 15:07 |
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revengeanceful posted:I'll second this. I basically followed this guide to help me get started and to help build a good Inferno deck with what I could buy after completing the campaign: http://www.gamefaqs.com/iphone/683357-might-and-magic-duel-of-champions/faqs/67075 Since then, I haven't lost in like ten straight games with a slight variation on the deck below. It's focused on doing a lot of damage as quickly as possible, with the spells and fortunes designed to help me finish the game off once my opponent starts to stabilize. Pretty good, the only thing that worries me is the Fireballs. They're nice to pull out, but they take 4 magic to use, and that's costly when you only have two spells that use it- a better alternative is the Hellfire Bloater/Fire Bolt combo, which a lot of opponents don't see coming, and only requires 2 magic to pull off. If you really need the cross AoE, tormentors and lacerators can do that. Altar of Destruction's a personal taste thing, I find they clog up your hand until you're ready to use them, but some people like to take as many as they can reasonably carry. I'd also reconsider the sea elf archers, because neutrals as a rule are weak for their cost. I'd suggest grabbing some herald of the void packs and getting more Hellfire Slaves and especially getting some Ur-Khrag Enforcers. Those are brutal 5 might 5-cost cleave units that are utterly devastating while being considerably more durable than Ravagers. They're "common" rarity, so you'll get them pretty fast. I carry 4 of each! And a couple Reinforcements fortunes are great once you have a good stable of expensive mans to spray out.
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# ? Nov 16, 2013 15:28 |
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I'd like to thank everyone that's contributed to this thread. I've tried to update the OP with all feedback, advice, tips, etc. given. Important: Everyone should post their in-game name, so we can build out our friends lists (as apparently that's important to do, because ya know, free stuff!). I'll update the OP periodically with the names. As for the comments of this game being too grindy, I guess that's all about perspective. Let me reiterate, this game is the least grindy "F2P" CCG I've ever played. This game also has ways to buy single cards, which prevents some inherit grindiness. As for the decks I'm encountering at 600 ELO, they're all over the map, so there's some variance.
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# ? Nov 16, 2013 19:05 |
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Dahbadu posted:I'd like to thank everyone that's contributed to this thread. I've tried to update the OP with all feedback, advice, tips, etc. given. I'm HalcyonSeraph in-game, also hovering around 600 ELO.
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# ? Nov 16, 2013 19:19 |
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Picked this up last night because of this thread, it's fun as hell but I ran into a necro deck in my last game that made me feel like such a fool. I also bought a premium pack before seeing here that I shouldn't be doing that, but that's okay. Other than that Inferno has been a lot of fun with the small handful of changes I made to the initial deck! Now I just need to figure out what sets I need cards from to make something more efficient. In-game name is Bussamove, add me to some friend lists or something.
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# ? Nov 16, 2013 19:28 |
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A FAQ just came to my mind, which I've added to the OP. Does anyone know the answer to this?quote:Does Ubisoft ever have sales on buying seals, similar to SOE has with points? I want to wait to spend $50 until there's a sale!
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# ? Nov 16, 2013 19:31 |
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Bussamove posted:Picked this up last night because of this thread, it's fun as hell but I ran into a necro deck in my last game that made me feel like such a fool. This is exactly how I feel when I run into a Sanctuary deck as Necro.
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# ? Nov 16, 2013 19:34 |
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I'm thelastmantofly and I must be terrible because I've been playing since it launched on Steam and only broke 200 elo a couple times
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# ? Nov 16, 2013 19:37 |
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thylacine posted:I'm thelastmantofly and I must be terrible because I've been playing since it launched on Steam and only broke 200 elo a couple times Once you break 500 you can't drop below it again, it bottoms out at 501 from then on. Same once you break 1000, and possibly again at 1500.
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# ? Nov 16, 2013 19:46 |
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I'm in as drmaniac1. I stopped playing because I got into the hearthstone beta, so I guess I'll give it another try. [e] Where's the redeem code button?
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# ? Nov 16, 2013 20:42 |
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DrManiac posted:[e] Where's the redeem code button? I think it's disabled currently. When I have some time later tonight (have to drive for 8 hours today), I'll add some pictures to the OP where the button normally is on the in-game menu.
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# ? Nov 16, 2013 20:52 |
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Redeem code button is only on the PC client, it works for me there but isn't there on iPad.
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# ? Nov 16, 2013 20:53 |
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You can drop below a Elo rank by losing 10 times in a row. That's why you see insane expensive tier 1 decks floating around the 500+ Elo occasionally. Alright, I'll try to focus on one Hero at a time if they're one of the top-tiers mentioned here (Btw, tiers are based on the Jackpot tournament, which I'll explain if anyone wants that tackled). Sandalphon, standard rush version Sandolphon is a Haven hero known for being a rushdown deck, utilizing powerful small creatures with great effects. By plotting down these efficient every turn to outmatch your opponents creatures along with Haven resource acceleration, the lack of endgame on most decks hardly makes a difference. Key Creatures Wolf Captain is the main strength of Haven rush decks. Despite some weakness at inviting a Fireball, it's a 5 health 2 cost creature that can potentially be a 4/5. Retaliation also forces some unwanted trades if the situation arises. Tithe Collector is an amazing 1 drop that's actually gotten better as the game got new expansions. Resource acceleration is a trait of the Haven faction, allowing higher cost creatures to come out a turn early or flood the board with one or two extra creatures later in the game. Loyal Griffon is a standard faction 2/1/4, though having Flyer gives some extra benefits like avoiding cards that only target grounded creatures. Radiant Glory is a powerful 3/2/5 3 drop, having above average health, good retaliation, and good attack. Being a Magic creature does give it some weakness against the latest anti-Magic cards in Forgotten Wars, but still worth playing 4 of. Arguably the best creature in the game, Pao Deathseeker is generic, instant 3 damage to whatever you can target with a creature attack. Most often, it's used as a finisher to deal the last few life the opponent has. Watchman is a solid 2/1/5 shooter with a somewhat terrible drawback at first. Its drawback actually isn't that bad since it forces damage removal to reduce its attack, keeping your other creatures safe from harm. Its 0 attack once damaged also isn't that big a deal considering the Events run. Crusader is a deceptive 4 drop. This is one of those creatures that have lower Might than their cost, allowing them to be dropped a turn earlier if either Tithe is on the field by turn 3 or you went first and then use Sandalphon's effect on turn 3. Magic Peddler is a weak 2 drop, but has a very important role in digging up the two unique spells that are in every aggro Sandalphon deck. Key Spells Super efficient removal, removes a lot of early game stuff for barely any investment in Magic. Great AoE, essentially 1 cost less for 1 damage less than Fireball but speed is the name of the game and Geyser is better for that. Part 1 of the Wombo combo, Ice Splinters also prevents a Pao Deathseeker from invading that lane and possibly strength a lane you already control from any future enemy creatures dropped. Part 2 of the Wombo combo, this two-card interaction allows to wipe the board completely by constantly moving creatures until they die from the Ice Splinters. A powerful attack-boost across the board, its secondary effect is also important against Fortune-based decks like Stronghold or OTK decks. Nerfed to 4 cost, but still played because Sandalphon can easily ignore the cost. Key Events A great event that rarely helps your opponent while making cards like Wolf Captain, Watcher, and Tithe into constant sources of damage. The best Event for any aggressive deck, this gives a generic +1 atk across the board if you have a creature as your next draw. Most aggro Sandaolphon decks don't run Fortunes, so having an Event that doesn't hurt you is a pretty good thing, while slowing down opposing Fortunes and especially OTK decks.
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# ? Nov 16, 2013 21:17 |
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Add me to the player list as jeditojanen8.
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# ? Nov 16, 2013 21:19 |
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Apparently mmdoc.net is the site everyone uses to post decks, but it's been down since I started playing this game so I can't even look at decklists. I'd like to see a good Ariana deck.
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# ? Nov 16, 2013 21:50 |
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# ? Apr 28, 2024 03:47 |
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JoshTheStampede posted:Apparently mmdoc.net is the site everyone uses to post decks, but it's been down since I started playing this game so I can't even look at decklists. I'd like to see a good Ariana deck. It wasn't equipped for Steam. A good Ariana deck is just stuffed with Infect and Crippling creatures. Then she gets a Soulreaver every turn against almost anything she damages.
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# ? Nov 16, 2013 22:06 |