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#1 |
Senior Member
Aug 2007
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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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#2 | |
Blu-ray Ninja
![]() Jul 2007
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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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#3 | |
Special Member
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#4 |
Senior Member
Aug 2007
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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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#6 | |
Blu-ray Guru
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What the hell does fixed mean? And the game limits how many rares/uncommons you can use in your deck? |
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#7 |
Senior Member
Aug 2007
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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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#8 | ||
Blu-ray Ninja
![]() Jul 2007
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#9 |
Senior Member
Aug 2007
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soo any one found any wining decks?
or have any cards to trade? |
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#10 |
Blu-ray Ninja
![]() Jul 2007
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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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#11 |
Senior Member
Aug 2007
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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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#12 | ||
Blu-ray Ninja
![]() Jul 2007
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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:
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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#13 | |
Senior Member
Aug 2007
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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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#14 | |
Blu-ray Ninja
![]() Jul 2007
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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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#15 |
Senior Member
Aug 2007
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only one i use is the white do to the dodge
the othere ones whoud ONLY be good in a moster cost deck that was only one color |
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#16 |
Active Member
Aug 2007
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I've found that getting high HP characters summoned all over the map, and keeping their HP up has been winning me almost every game. Most of these games my opponent ends up with like 8 mana, but can't summon anything major because he only has weakling cards. People that do beat me is by a very thin margin, and it's usually because I screwed up a couple times. Man it's so easy to screw up.
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#17 | |
Blu-ray Ninja
![]() Jul 2007
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#18 |
Blu-ray Ninja
![]() Jul 2007
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The colored ones are actually marginally better than the White Cubic IMO. You can play a colored cubic on its native element to give it a 2HP boost and make it harder to kill, I guess. White Cubics are always vulnerable to magic attacks from Flame Magus or Aluhja Priestess...
Last edited by Icemage; 10-31-2007 at 09:25 PM. |
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#19 |
Blu-ray Ninja
![]() Jul 2007
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Okay, now that I've ragged on a number of seemingly popular cards, let's talk about cards I think are really great.
![]() Elven Berserker Maiden (wood) 2(2)MP/3HP/1AT. If at exactly 1HP, gains +2AT and a Dodge attempt. What's not to like about this card? If played on an Earth square(-2HP), it's a 3 damage for 2MP and can potentially dodge anything that might otherwise kill it. If played on a Wood square, it gains 2HP and becomes a solid square defender that can well take care of itself. On top of that, the Mana cost is reasonable. Flame Ascetic (fire) 3(3)MP/3HP/2AT. Add +2AT half the time when attacking. Activation to attack is at -2MP. This guy is the best deal in the game as far as cost of damage-to-MP when attacking. He hits for an average of 3 damage per 1MP spent. He's also pretty durable. Juno Tree Haunt (wood) 3MP(1)/1HP/2AT. Perfect Dodge. Destroyed if not on a Wood square. Juno Tree Haunt is a nightmare for decks that don't pack magic or fieldquaking abilities. He's immune to normal attacks, and he can attack at long range to the tune of 2 damage per 1MP spent. This guy is a steal at 3MP. Just remember he can only be played on Wood squares! Novogus Catapult (earth) 3(1)MP/4HP/2AT. If destroyed, gain MP equal to the number of Earth fields in play. Since you get 1 on a normal recharge, and normally gain 2 when it dies, this guy almost plays for "free", and if you play him an on Earth square, he gets 6HP. Extra bonus if you can place him somewhere that he can actually hit something (2 squares way), since he can deal 2 damage for 1MP as well, so you get even more bang for your buck. Tritonan Harpoonsman (water) 2(1)MP/2HP/1AT. Gains a Dodge when on a Water square. This guy has a really nice long range attack, and is hard to kill when on a Water square. Amazing card if your deck isn't Water-focused, as he does a fantastic job of anchoring down Water squares you aren't using. Last edited by Icemage; 10-31-2007 at 09:24 PM. |
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#20 |
Active Member
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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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