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Great virtual CCG
#11
RE: Great virtual CCG
So, assuming I know nothing about any LCG, are there any with extensive, beautiful, super anal rules sets which can be played by 2-infinity people?  Are there any as good as MtG without the money sink that MtG has become, where you can pretty much be guaranteed to spend $4 on card you can resell for $1 or less?  I must admit, the idea intrigues me.
Have you ever noticed all the drug commercials on TV lately?  Why is it the side effects never include penile enlargement or super powers?
Side effects may include super powers or enlarged penis which may become permanent with continued use.  Stop taking Killatol immediately and consult your doctor if you experience penis enlargement of more than 3 inches, laser vision, superhuman strength, invulnerability, the ability to explode heads with your mind or time travel.  Killatoll is not for everyone, especially those who already have convertibles or vehicles of ridiculous size to supplement penis size.
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#12
RE: Great virtual CCG
Ooh! Another arena run win, and I got Flanking Cavalry! This might go in my deck. (10 mana, 10/10 stealth)
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#13
RE: Great virtual CCG
(December 20, 2016 at 7:08 am)robvalue Wrote: In case anyone is interested...

Just completed another Arena run, 12 wins 1 loss, and got a Weapon's Dealer! That's a seriously awesome card that will go in any deck.

Here is my current best deck. Each deck always has 30 cards, and a maximum of 2 of any particular card. You have cards just for the particular hero class, and neutral ones for any class. There are creature and spell cards (both can have subtypes). You also get Mercenary skills later on which let you use other class cards at +2 cost. I have one but I don't use it yet.

Hero: Knight Lord (2 attack, 30 health)
Passive Skill: Forced Enlistment (Humans you summon become knights) [This turns everything in my deck into a knight except for the Hunting Wolf)
Active Skill: Recruit (2 mana: Summon a 2/2 Rookie)
Defense Bonus: Praetorian (If you go second, start with a Rookie in play)

2 Shield Bearer (1 mana, 1/3 Block)
2 Alchemic Blast (2 mana, 1 damage to all enemy units)
1 Hunting Wolf (2 mana, 3/1, Haste)
2 Martyr (2 mana, 1/3, Friendly knights get +1 attack on death)
2 Sellsword (3 mana, 3/3, Block)
1 Vanguard's Sentinel (3 mana, 2/3, Draw a card on death)
1 Blind Librarian (4 mana, 2/4, Draw a card when receives damage)
2 Field Surgeon (4 mana, 2/4, Heal friendly units for 2 when played)
2 Polemarch (4 mana, 4/3, +1 Attack to friendly knights with 3 or less power when played)
1 Weapon's Dealer (4 mana, 4/3, Draw a card when played)
2 Firestone (5 mana, 4 damage and draw a card)
1 Sapper (5 mana, 3/4, When played, enemy creatures with block die at the end of opponent's next turn)
2 Veteran Soldier (5 mana, 4/6)
2 Emergency Draft (6 mana, Summon three 2/2 Rookies)
1 Field Hospital (6 mana, 1/7, Can't attack. Friendly knights go back to your hand instead of dying)
2 Melt (6 mana, Destroy an enemy creature and draw a card)
2 Mercenary Band (6 mana, 6/7)
1 Trenches (6 mana, 4/5, Can't attack. Block. Friendly knights get +1 attack)
1 Molten Gold (8 mana, 8 damage)

I found the deck was running a bit slow, and I often had several cards in hand I had no time to use. Particularly I found the Mercenary Bands were clashing with Emergency Draft. So I removed the Mercs, in favor of another Vanguard's Sentinel, and a Marble Knight (3, 2/4). I also found I often had a Field Surgeon too early, so I swapped one out for a second Blind Librarian which is always awesome.

It's running really well now as a rush deck. The only card I'm uncertain about is Sapper. It's great when a big wall slows my attack, but so often it sits idly in my hand or comes out as a sub-par attacker. I could exchange it for another Marble Knight or a Cavalier (4, 4/4).
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#14
RE: Great virtual CCG
I'm still playing this and very much enjoying it. I've switched to a Necromancer hero now. He (predictably) summons lots of undead. I have all sorts of ways of boosting them up, getting them out quickly and flooding the screen with them. I've got a nice build, and I'm climbing the leaderboards this season. It's extremely creature heavy, with just 4 kill spells, 3 speedy summon spells and 23 creatures.

I'm saving up for the last part of the Kruhh campaign (or however you spell it) since the final card is an absolute cracker for my deck. Still spent no actual money, of course.
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#15
RE: Great virtual CCG
So...

(He says talking to himself)

I've almost saved up enough gems to win the Kruhh cards to finish my deck. I'm definitely taking out the Hired Assassin, that was a stopgap for some hard removal. But I'm not sure whether to take out the Arms Dealer, which I've grown fond of, or the Skeleton Army spell. Since Kruhh costs 7, and the spell so often sits dormant in my hand, maybe I should drop that.

I'm up to rank 8, but the season is about to end! (It runs monthly.)

If anyone gets involved, my username is rva. (I started one with robvalue but changed my mind from orcs to Knights. Wish I'd picked vampires now as she is clearly the most powerful starter, if not the best overall. I've submitted some feedback about how Stasis is overpowered.)
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#16
RE: Great virtual CCG
(December 17, 2016 at 9:42 am)robvalue Wrote: Nice, I just finished another 12 wins in Arena! I win another legendary card. It's... a rubbish potion I'll never use. Doh.

Let me guess, Potion of Convert Atheist. Tongue
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#17
RE: Great virtual CCG
Hehe yeah Tongue

Wow, this Kruhh card I've been saving up for ages to get... they only went and buffed it, for some reason! They've made a series of changes to improve cards that don't often see play because they're too weak. Awesome developing! I think Kruhh was already badass, so I don't know why this got included. So my deck is going to rock serious bastards very soon!

Previously it was 8 resource, 6/8, with the ability 2: Steal a creature with 4 or less power. They went and removed the "4 or less" part! He can now steal any damn thing. The 8 resource cost is high, but one of my chosen hero skills reduces the cost of the first undead I cast each turn by 1, making him a much more manageable 7. It fits in perfectly as I currently have four cards for 6 resources and one for 8 as my big hitters, so this fills the gap and gives me more top-end threats which is what I'm missing.

I finished 9th in the season and won 100 gems and 6 boosters. This has put me almost over the top to buy the campaign and win him Big Grin

This game isn't much to look at, but it's so fucking good.
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#18
RE: Great virtual CCG
Hmm! As predicted, Kruhh kicks ass. If I get it out and they can't deal with it immediately, it's generally game over. Only stealth/covert creatures can hide from being stolen. He's generally big enough to kill any covert creature directly by just kicking its ass.

The only deck it isn't so great against is Orc aggro, where they don't plan to have creatures sitting around.

God damn I fucking hate vampire decks. Blood moon, 7: kill all creatures. I hate that card. I spend the whole time against them having to play around it, plan for it and worry about it. God damn.
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#19
RE: Great virtual CCG
Haha, well! A new season has started and I'm doing well out the gate. I'm at the top of the rankings now, currently about 120 ELO points clear. Whether I can stay there until the end of the month will remain to be seen. It will be a tall order. Almost every time I lose now, it takes me 2-3 wins just to reclaim the lost points.
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