DestanyMan: Basically just that they produce a small amount of energy, where Relays do not, and that they're cheaper to build. While I've never actually tested it, I'm pretty sure an early game consisting of only Relays and Reactors would fail miserably, simply due to energy deficit.
rainlord: Dude. You do realize you just spent however long ranting ineffectually over the fact that one single card class's ability description isn't quite specific enough for you and one card doesn't do what you feel it should, right? :P People have tried to be helpful, but you aren't bothering to listen. You've insulted the game's developer and other players (who are trying to help explain things to you) who knows how many times over something that is in the end, utterly and completely trivial, both to the game, and life in general. You're being down-rated because you aren't being rational, and you're insulting others. If you feel that's unfair, deal with it.
@Rainlord: How does that make sense? If it can't touch you through your shield, how can it poison you? Not only that, but you would seriously unbalance the game if forest scorpions could hit though shields. It would make a Poison/Quintessence/Dim. Shield deck neigh on unbeatable. Anyone else remember the days of Momentumed Phase Dragons?
Usually there's a reason for cards to work the way they do. In the case of Emerald Shield, the card shields you specifically (like all shields), so there's no reason for it to reflect spells used on your creatures.
@whatimeanttosay: You might want to report that as a bug. The game is supposed to autosave after every battle. So long as you stay signed in to the same account, it should retain all of your stuff.
Foxfax: Um... donating to the game might net you a shard at best, and those cards are incredibly situational, and really not any better than what's found in the bazaar. If you play around a little longer, and figure out a decent strategy, it's really not that hard of a game. The only things that really pose a challenge to the average player are half-bloods, false gods, and other players.
@Putako: There are really only three status effects. Heal, from the Purify (Water element) card, Poison, from multiple different cards, and Neurotoxin, from Dune Scorpion (Time element). Each of these is shown as a number in a coloured circle just above your health. Purify is a blue +2, Poison is a purple -1, and Neurotoxin is a gold -1. There is one other status, from the rare Shard of Death spell (replaces damage with healing at the cost of fourty health), that is represented by inverting the colour of your health bar. All other statuses can only be applied to creatures.
I seem to remember this game being longer the last time I played it... There was a knight and some mages and stuff, but this time it won't let me go past the the monastery.
I clicked on this expecting a pretty normal oldschool RPG and ended up with a minute-long-and-vaguely-disturbing game about a child sociopath. 5/5 just for being different.
With a Bard/Paladin team this game is a breeze, the overpoweredness of Bard's offensive buffs combined with Paladin's extreme healing factor make the final fight laughable, and if you're properly prepared you should never have to lose any winnable fight.
The game as is I'd only give a 2/5 with the energy system forcing you to play for about 10 min and then wait for a 2 hours before playing again, but knowing the energy system is going to be removed I'd give it a 4.5/5 The only thing I could say is that the cost of the items can be a bit high compared to the amount of gold you get from doing quests, but once the energy system is removed gold farming will be easier, so it doesn't really matter.