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Old 10-25-2007, 06:12 PM   #1
oldmike oldmike is offline
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Aug 2007
Default The Eye of Judgment Cards (strategy & trading)

this if for talk of the cards and not for the game itself
so far i got 3 pack and all 3 rares were fixed in starters so looks like starters are only good IF you want the super rare
the SAD thing is 2 of my uncommons are fixed in the starter that comes with the game and there limit 1 per deck cards
sooo unless i find some one that wants to play has cards but not a copy of the game i am sol
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Old 10-25-2007, 06:16 PM   #2
Icemage Icemage is offline
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Originally Posted by oldmike View Post
this if for talk of the cards and not for the game itself
so far i got 3 pack and all 3 rares were fixed in starters so looks like starters are only good IF you want the super rare
the SAD thing is 2 of my uncommons are fixed in the starter that comes with the game and there limit 1 per deck cards
sooo unless i find some one that wants to play has cards but not a copy of the game i am sol
This sounds like typical Wizards of the Coast marketing. It's never a good idea to build your card collection by buying their pre-made decks, since all the cards, including the rares/ultrarares are fixed.

I'm planning on picking some packs up, but will never buy one of their premade decks for any of their games.
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Old 10-25-2007, 06:16 PM   #3
Casey Casey is offline
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Quote:
Originally Posted by oldmike View Post
this if for talk of the cards and not for the game itself
so far i got 3 pack and all 3 rares were fixed in starters so looks like starters are only good IF you want the super rare
the SAD thing is 2 of my uncommons are fixed in the starter that comes with the game and there limit 1 per deck cards
sooo unless i find some one that wants to play has cards but not a copy of the game i am sol
why not save em and try to make another deck so you can play 2player offline sometime
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Old 10-25-2007, 06:34 PM   #4
oldmike oldmike is offline
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do to the fact that the main draw to me of this game is do to not haveing some one to play all the othere CGC i got into with :P i dont think that will work
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Old 10-25-2007, 06:41 PM   #5
phranctoast phranctoast is offline
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this may need to be stickied.
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Old 10-25-2007, 06:58 PM   #6
Luis_A51 Luis_A51 is offline
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Quote:
Originally Posted by oldmike View Post
this if for talk of the cards and not for the game itself
so far i got 3 pack and all 3 rares were fixed in starters so looks like starters are only good IF you want the super rare
the SAD thing is 2 of my uncommons are fixed in the starter that comes with the game and there limit 1 per deck cards
sooo unless i find some one that wants to play has cards but not a copy of the game i am sol
I have no idea whats going on (havent played card games in 10+ years)
What the hell does fixed mean? And the game limits how many rares/uncommons you can use in your deck?
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Old 10-25-2007, 07:30 PM   #7
oldmike oldmike is offline
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there are e cards that always comes in starters they are called fixed
some cards do to being realy strong you can only have 1 copy in your deck
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Old 10-25-2007, 10:48 PM   #8
Icemage Icemage is offline
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Originally Posted by Luis_A51 View Post
I have no idea whats going on (havent played card games in 10+ years)

What the hell does fixed mean?
The "pre-made" theme decks always contain the exact same mix of cards, from the commons all the way up to the "ultra-rares" (which end up not being so ultra-rare since they're making extras of those particular ones specifically for those decks).

Quote:
And the game limits how many rares/uncommons you can use in your deck?
Not at all, though the game rules (now that I've had a chance to look at them) do sometimes limit how many of specific cards you can have in the deck. The limitation isn't categorized by rarity, though - just the cards themselves, such as Hero cards, which I believe you can only have one of in your deck.
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Old 10-26-2007, 10:42 PM   #9
oldmike oldmike is offline
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soo any one found any wining decks?
or have any cards to trade?
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Old 10-30-2007, 11:11 PM   #10
Icemage Icemage is offline
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Default The Eye of Judgment: Card and Strategy discussion

I think we need a separate thread to talk about specific strategies and cards that we like or dislike for the Eye of Judgment.

I'll start off by posting some of the observations I've made about the function of the game design, and how it relates to various cards, and give some opinions on various cards that I see in common use.

General notes:

Winning in TEoJ revolves around three resources. Cards, Mana, and Time. If you look at the rules, it's clear that the base design of the game seems to set a baseline of 1 card = 1 turn = 2 Mana. These are the amount of each resource you receive during your turn. I will notate this as:

1 mana = 1 point
1 turn = 2 points
1 card = 2 points

There's also an unwritten mandate in the game that bespeaks 1 mana = 1 damage. Look most attackers and you'll see that their activation cost generally equals their net damage.

So an additional corollary is this:
1 damage = 1 mana

Thus:

1 turn = 1 card = 2 mana = 2 damage

I've noticed that I tend to gain an advantage in a game when I do one of several things:

(A) Force my opponent to use more Mana to kill a card I put into play than I used to play it, above and beyond the 2 damage per turn "average"

(B) Force my opponent to use more than one card to kill off one of my cards, perhaps in tandem with the above.

(C) Force my opponent to waste time killing one of my cards even if they spend as much Mana or less than I do.

In this instance, the number of cards used, the amount of Mana spent, and the number of turns taken all figure into this.

The trick is to manage which of the three resources you want to have an advantage in, and PRESS that advantage.

This may seem somewhat obtuse, so I'll try to expound on it a bit.

There are two types of creatures for purposes of calculating net cost to play. 1 Summoning cost cards, and those that are more than 1. Why is that? Because 1 summoning cost cards, by and large, are "expendable". They show up, die in 1 combat round, and then vanish to the graveyard, returning your 1 point of Mana in the process from Mana Recharge.

There are a few exceptions to this, of course. Skeleton Warriors, for instance costs 2 Mana to play, but recharges 1 extra point, making it effectively a zero net mana cost creature (and thus a pretty good bargain considering it can attack to two directions). Novogus Catapult is a 4/2 Earth creature that summons for 3 Mana that returns extra equal to the number of Earth fields when it dies. This makes it an excellent bargain for anchoring down an earth square, since it'll have 6 HP on that earth square, deals 2 damage on a distant target (which generally won't counterattack) when it lands, costs only 1 to activate for 2 more damage each turn, and generally requires a pretty expensive card and/or many turns to kill.

This estimation of mana costs/damage/abilities should be the first consideration when looking at whether or not to include any given card in your deck. Creatures that cost a lot of mana, but don't do commensurate damage, or have low toughness/many blind spots, should be eyed warily.

The goal of the game is, of course, to get to 5 squares under your control, so let's talk briefly about persistence of creatures.

MAJOR HINT #1: Don't fill your deck full of nothing but lightweight creatures.
You need to solidly anchor at least three solid squares with creatures that can not easily be killed in one turn to achieve victory. Those Tritonan Ice Guards and Flame Magi seem pretty cool until you get to the end of a game and you realize that they're sitting ducks when you put your opponent in Check. A few is OK - on your "winning" turn, you definitely want a creature that can be cast for 1 or 2 points of Mana to make things simpler, but if you have three 1 HP creatures on the board, your Check is almost guaranteed to be broken by your opponent.

MAJOR HINT #2: Don't be fooled by high summoning cost creatures that have humongous Attack ratings (i.e. Dragons). Very rarely do enemies have enough HP to justify spending that kind of MP to destroy. It's not that you shouldn't consider these cards, but be aware of what you're getting yourself into when you toss that Undead Dragon that costs 7 and has 7 Attack into your deck.

MAJOR HINT #3: Some cards are deceptively good. Any creature that has 2 attack for 1 attack activation is a good bet. Any creature that has Dodge is an unreliable, but powerful force to be reckoned with, as your opponent will have to consider whether or not it's worth trying to attack something that might avoid the attack entirely (and waste the turn/Mana).

I'll detail some other cards that "seem" really good but really aren't, IMO.

Parmetic Holy Feast: Discard 1 creature from your hand to gain 2 Mana.
Sounds great on paper, but what it does is strip you of cards in exchange for 2 Mana. Looking at the above equation I posted, this is actually a very bad exchange rate, and this is borne out in my playtesting online. Every time I've drawn this card, I've been unhappy with it.

Tritonan Ice Guards: 1MP/1HP/1AT, Water. If summoned onto a non-Water square, draw a card.
This card is situationally useful, but playing it has some dangerous drawbacks. First, we get lightweight-itis, as I mentioned above. Second, it depletes your deck faster. Not a problem if you plan on dominating your opponent quick, but if the game goes to extra innings and comes down to the draw, guess who's going to draw their last card first?

Flame Magus:1MP/1HP/1AT, Fire. Magic Attack.
Similar lightweight-itis. The Magic Attack trait is very useful for killing off Dodging enemies at 1HP (particularly those extremely annoying Elven Berserker Maidens played on Earth squares), but the fact that they're Blind from every direction means that playing them even on a Fire square is a risky proposition since any 2 attack creature can wipe them out in one hit from any direction.

Stone Wing Dwarf/Giant Axe Dwarf: first is 1MP/1HP/1AT, +1 Protection per allied Giant Axe Dwarf on the board. Second is 2MP/3HP/1AT, +1 AT per allied Stone Wing Dwarf on the board.
I played around extensively with these guys when I first started playing, and they're extremely gimmicky. The real problem with them is that you have to draw one of each, and keep both alive and kicking, to see any real benefit, and the perks aren't often very usable.

Sciondar Fire God (and his elemental cousins): 9MP/9HP/3AT. Magic Attack to all non-Fire squares. Pretty cool, but horrendously expensive to summon and activate. He's a one-trick pony, and you'll find yourself doing nothing BUT activating him to wipe the board - good for your card count, bad for everything else, since he's typically pretty inefficient (5 Mana to activate).
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Old 10-30-2007, 11:40 PM   #11
oldmike oldmike is offline
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good post had one the week that the game came out but it died :P some fast things

Parmetic Holy Feast this card is BIG mana is a lot harder to get then cards the thing is 90% of the time you need to sack a cheep card to this dont do it on your samm hand full of big boys. after all there a cash that for 1 mana get you 2 cards that are not under the 1 per deck rule

Sciondar Fire God (and 7+ costers ) thes guys and other big hiters are big to wining if played well they do 2 thing one there hard to kill and take a LOT of work to do so two they hit realy hard the turn they are played killing almost any thing but one of the same type cards
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Old 10-31-2007, 12:54 AM   #12
Icemage Icemage is offline
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Originally Posted by oldmike View Post
Parmetic Holy Feast this card is BIG mana is a lot harder to get then cards the thing is 90% of the time you need to sack a cheep card to this dont do it on your samm hand full of big boys. after all there a cash that for 1 mana get you 2 cards that are not under the 1 per deck rule
If you must discard stuff, there are better cards to use to throw away than Parmetic Holy Feast IMO. Sciondar's Inferno/Fist of Verzak/etc. come to mind. 2+ damage to 3-4 squares for the cost of two creatures that you may not be able to play effectively due to board considerations is pretty big.

I'm not saying that Parmetic Holy Feast is a bad card - it's not. I just think you get shortchanged in the exchange, since there are easier ways to earn a 2 Mana advantage (that and it dilutes the number of creature cards in your deck - not that every card should be a creature, but I've found that 5-7 spell cards is the practical limit, and there are equally good candidates that compete for those slots (Fissures of Gohlie, Beguiling Fog, Summoner Mesmer's Lapse).

Quote:
Sciondar Fire God (and 7+ costers ) thes guys and other big hiters are big to wining if played well they do 2 thing one there hard to kill and take a LOT of work to do so two they hit realy hard the turn they are played killing almost any thing but one of the same type cards
All of the incarnations are great if you can find a way to summon them, but the MP cost is huge. Granted, you can replace one of your existing cards of that element with it to get them in play by paying the difference in cost, which is a nice perk, but you still have to be somewhat wary - and there's usually a couple of squares that your opponent can hide on. Generally speaking, you end up spending more Mana than you might otherwise spend killing the same creatures, but it just takes a little less time and fewer cards (which I agree is not a bad thing, but it's very situational).

Generally speaking, I find that games where I use these big Armageddon-loosing creatures tend to devolve into a game of who-draws-their-last-card-and-loses-first, since you just don't have the Mana to power their activation cost and put anything else on the board.
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Old 10-31-2007, 03:12 AM   #13
oldmike oldmike is offline
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Aug 2007
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Originally Posted by Icemage View Post
If you must discard stuff, there are better cards to use to throw away than Parmetic Holy Feast IMO. Sciondar's Inferno/Fist of Verzak/etc. come to mind. 2+ damage to 3-4 squares for the cost of two creatures that you may not be able to play effectively due to board considerations is pretty big.

I'm not saying that Parmetic Holy Feast is a bad card - it's not. I just think you get shortchanged in the exchange, since there are easier ways to earn a 2 Mana advantage (that and it dilutes the number of creature cards in your deck - not that every card should be a creature, but I've found that 5-7 spell cards is the practical limit, and there are equally good candidates that compete for those slots (Fissures of Gohlie, Beguiling Fog, Summoner Mesmer's Lapse).

All of the incarnations are great if you can find a way to summon them, but the MP cost is huge. Granted, you can replace one of your existing cards of that element with it to get them in play by paying the difference in cost, which is a nice perk, but you still have to be somewhat wary - and there's usually a couple of squares that your opponent can hide on. Generally speaking, you end up spending more Mana than you might otherwise spend killing the same creatures, but it just takes a little less time and fewer cards (which I agree is not a bad thing, but it's very situational).

Generally speaking, I find that games where I use these big Armageddon-loosing creatures tend to devolve into a game of who-draws-their-last-card-and-loses-first, since you just don't have the Mana to power their activation cost and put anything else on the board.
i dont like the trash 2 guy to dam all blank for many things
1 is its 3 cards in all and one must be a set type
2 most my game there realy rarely any more then 2 of any type of area

as for mana the only 2 cards i know are this one and goghlie altar and you can only have 1 per in a deck
(sad thing is i have 4 of these 2 cards and need so many cards_)

as for the big guys i have used them in 2 ways one is a comback card they can turn a game around the other is CUBEs
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Old 10-31-2007, 04:38 AM   #14
Icemage Icemage is offline
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Originally Posted by oldmike View Post
as for the big guys i have used them in 2 ways one is a comback card they can turn a game around the other is CUBEs
I really dislike cubics. They're weak, vulnerable, and will always get attacked by a smart opponent. Granted, you get the MP back when they die, but it's something of a wasted play IMO - you can gamble and hope your opponent ignores it in favor of a bigger threat (letting you drop your really big guns), but as I said, most everyone will home in on a cubic like a laser.

IF your opponent is stupid enough to leave it on the table, then yes, bringing in a big gun that way is very effective.
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Old 11-01-2007, 01:24 AM   #15
regdent regdent is offline
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i just opened a booster pack and i got a card with no numbers, name or anything just the weird hyro codes at the top and bottom and a background picture you can see a faint 51 in the background which if its the card number would be black hood dwarf. Do ultra rare cards have regular pictures?
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Old 11-01-2007, 04:24 AM   #16
oldmike oldmike is offline
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you got one of the phatoms there just cool looking card stats show up under the eye there in hiding as there broke from there groups
the wood one dose extra dam vs wood and so on
as for cards i like i am a fan of bioliths i just never have much mana
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Old 11-01-2007, 05:38 PM   #17
Icemage Icemage is offline
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Originally Posted by oldmike View Post
as for cards i like i am a fan of bioliths i just never have much mana
Have to be careful with Biolith cards, as they almost all have Summoning Locks on them (have to have 4 creatures on the board before you can summon one).

Ran into a couple of nasty cards last night in online matches.

Biolith Ninja
4(2)MP/4HP/2AT
Gains Perfect Dodge while on a Biolith square. Always attacks the back of a target.

This is important to note since the center square is always a Biolith square, and cannot be Fieldquaked to change it (as far as I can tell, the center square is a Biolith square on the flip side 100% of the time as well). He makes a great anchor for the center square since so few things can hurt him.

Novogus Golem
4(2)MP/3HP/2AT
+1 Protection for each empty field on the board.

This guy is very close to unkillable. Not a good attacker, as he's expensive and has a 2 activation fo 2 damage, but you really have to go out of your way to kill him unless your deck is just packed full of magic attacks.
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Old 11-01-2007, 06:41 PM   #18
WeApOn WeApOn is offline
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I've been posting my thoughts on how this game is in another forum..I have alot, but here is my latest:

Just had an interesting but frustrating situation.

I managed to pull my White Cubic out and keep him alive, and I also had the Scionian Fire God in my deck. So I put him in for the Cubic, and then went to my next turn. Now at this point I have 3 creatures on the board including the God. The CPU had 3 creatures, one with 5HP, and two with 3HP. On my next turn I could have spent the 5 on the fire behemoth guy or activating my Fire God.

Now this is what is frustrating. If I use my Fire God, I am guarenteed to kill 2 of the CPU creatures, but if I use the Behemoth I will have one more guy on the board, and I will greatly weaken one of his other creatures. It is frustrating because I SHOULD have put the Behemoth on the board, but it's sad to see that my Fire God will be a complete waste.

Anyway, I killed his 2 creatures with the Fire God, and that put his mana way up. He was able to come back and get 3 more powerful creatures on the board, but I was able to slip in a 1/1 creature for the win. It was a close one, but again it didn't feel very satisfying because every grid was taken up, and I only won because I happened to be able to go first on that turn.
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Old 11-06-2007, 08:19 PM   #19
WeApOn WeApOn is offline
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This has got to be the most un-informative game ever. There is SO much stuff that is left out of the instructions and tutorials, and nobody knows it. Look at this for example:

INCARNATIONS:

Incarnations are another special creature. Incarnations can be
summoned on top of another creature of the same element. When they are
summoned this way, the cost is the difference between the incarnation
and the creature it is replacing. For example, if a Hellfire Spitter
is in play, the Scionder Fire God may be summoned on top of it for a
cost of 8 instead of the usual 9. When summoned this way, the
incarnation does not get an automatic attack and your turn does not
end. Creatures that are summoned this way can not be activated on the
same turn. You may still summon another creature afterwards (provided
you have enough mana).
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Old 11-06-2007, 09:47 PM   #20
TauRus TauRus is offline
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Originally Posted by WeApOn View Post
This has got to be the most un-informative game ever. There is SO much stuff that is left out of the instructions and tutorials, and nobody knows it. Look at this for example:

INCARNATIONS:

Incarnations are another special creature. Incarnations can be
summoned on top of another creature of the same element. When they are
summoned this way, the cost is the difference between the incarnation
and the creature it is replacing. For example, if a Hellfire Spitter
is in play, the Scionder Fire God may be summoned on top of it for a
cost of 8 instead of the usual 9. When summoned this way, the
incarnation does not get an automatic attack and your turn does not
end. Creatures that are summoned this way can not be activated on the
same turn. You may still summon another creature afterwards (provided
you have enough mana).
I would not direct the criticism at the game itself though. The game is great, however I do agree with you on the supporting material - it is virtually useless. The is no manual whatsoever, that little booklet at best can serve as a quick start guide only. The video tutorials only cover the basics.
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