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Considering the length of random PvP queues, it may make sense to lower the win count for the medium badge from 10 to 5 wins. Finding an opponent takes upwards of an hour for each match.
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started playing this game 7 years ago, and just a few days ago i finally got to grinding, made a good deck, upgraded half of it, and defeated a false god. what a great ccg.
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@Darches2: Ash costs 7 fire because that's exactly the cost of an unupped Phoenix. Not that it matters much, since Ash is an unobtainable card.
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There's so much time spent spinning coins, slots, and waiting for enemy turns that I'm able to play other games simultaneously...
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D347 & Darches: The amount of decision making you make in a game is dependent on what type of deck you play and the opponent you face. A simple graboid rush with some reverse times thrown in won't have much decision making besides choosing whether to burrow or not. A more complex rainbow deck with separate win conditions, like TBMBTC http://elementscommunity.org/forum/rainbow-decks/the-brave-malignant-ball-that-could-(otk)(fg)(plat)(gold)(63wr)(49em)/ has multiple WC options. Of course, the biggest factor if to predict/prevent your opponent's options, and if all you're doing is beating up the limited AI then a lot of things become no brainers as you exploit the AI's weaknesses. I imagine in MtG you play against human opponents a ton more than in here, and that adds a fair bit of complexity.
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Grolox: I disagree. 90+% of my mana decisions are automatic in ALL my decks. Very rarely is there ever any decision making other than in deck building, so it's a little boring. All hammer, no nail.
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Grolox: I see your point. While MtG does have the forced limit on mana, there are MANY options to get around that. Exploration for example lets you play two lands per turn, as do many creatures, and the Landfall mechanic only encourages this. Also, creatures like Kruphix, God of Horizons and Prophet of Kruphix literally eliminate the problem you bring up by eliminating mana emptying and allowing you to untap lands on all turns respectively. Not to mention that Prophet gives creatures flash, which encourages creature summoning, not only as a board population mechanic, but also in response to attackers, furthering the finesse involved in combat and otherwise, which is lacking in this game.
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D347: I disagree. I'm a veteran MTG player as well and I'm quite a fan of this. The difference is MTG was very combat decision focused with a mana management system that was fairly forced; being only allowed 1 land a turn and not being able to store mana over turns takes most of the thinking out of that part of the game. Elements has the opposite: fairly forced combat while focusing on mana management decisions. To parallel your quotes; Elements has "Should I play the 5 cost creature now or the 10 cost next turn?". MTG has "I have 2 lands, play the 2 cost. I have 3 lands now, play the 3 cost creature." I'm over simplifying, but you were as well :P
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I get the premise, and as a veteran of other card games (MtG, Pokemon, YuGiOh, etc), I can see where this game probably got some inspiration. Where I feel it really falls flat is in the damage exchange mechanics, though I will admit that I am biased after many years of playing Magic. This game appears to pretty much be "summon all your creatures and let them steamroll your opponent, and maybe throw in some damage spells" whereas in Magic, for example, combat is more "summon monsters, then decide whether or not it is profitable to attack, because your opponent could definitely block and kill your monsters." While the gameplay itself is pretty fluid and simple, I can't say I'm a big fan of the game as a whole.
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myIDID my favourite was after I killed or unsummoned all his creatures with a couple pandemoniums, he blew his blessings on the phoenix ashpile. Catholic humour ensued.
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Came for BotD. Stayed because the game has a nice learning curve. Arena feedback (thumbs up/down) grants you some of your currency back. That's a nice touch.
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@GenericUser003 One can make their own decks at the arena. Those decks will age and lose health in the process.
@StephenT82 Why should we help you, the one who hates the game?
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Strange bug when in arena mode. For some reason, there is a 50% chance that my enemy will have one health only for the fight.
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1/5 Very slow, Boring, Computer cheats, Pretty poor game. Not worth coming back for a second look, No daily log in reward. Basically it sucks!
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Aether has weak attacking creatures, and their shields are weak to PC. As for False Gods, there are plenty of decks to counter them.
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The game is way too grindy. Also, Aether is the best element because their effects are transcendent. They have invincible dragons, LONG lasting damage immunity, and a high damage sword that also removes abilities. Lastly, the array of 1-way matchups (showcased by the false gods--how else would you beat them?) show a lack of balance.
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Quick note for anyone who wants this for the best of 2009 quest: Don't start unless you have about three hours of free time. Completing all 7 in-game quests is by no means a short task.
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Who marks these comments as negative? Go Frakk yaself. I don't know how this got on the Best of 2009 list, but BULLSH*T
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Wow, what a trip down memory lane. I had completely forgot the mechanics, but picked it up again quick enough. If anyone is interested in dueling with my fully upped rainbow deck, PM me. Could be fun!
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I get to pull 5 cards, the other pvp combatant pulls 7. ???? How does that work? It's always all towers and buffs. (shields, attacks, etc.) I counted 9 pvp battles, same issue every time.