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No matter how many devices I disconnect from my internet, this game always loses connection with the server and never saves my data.
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I think the Mark should give you at least 10 quanta every turn, not just 1... How are we supposed to play powerful cards with 1 quanta? by waiting 10 turns? That makes no sense, this is poorly designed.
I also believe False God should be called Full-Blood and not be impossible, it's no coincidence that no one has ever beaten a False God before. Please either fix this or remove that battle from the game.
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@Zhoom
1. It's borderline impossible to actually lose to the lv0 AI as it is. Any one of the starter decks can do it with practically any draw.
2. 6 Electrum is nothing. Upgrading cards costs 1500.
@Sasquatch300
Bronze Arena gets you there in less than an hour.
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Games like this should be honored. No matter what your deck is, multi elemental, dual elemental, syrengy, balance or rush one, it always gets beaten. Deck size is also depedent on your strategy. I love this approach.
this comment is SUPER LEGIT origanal
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Level 0 AI should have 25HP instead of 50HP, that way it'd be a little more fair for the people who is starting, also, how come a Pillar costs 6 electrum in the Bazaar? It should be at most 4 electrum.
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Incredibly difficult to obtain the badges in this game, Level 1 AI keeps destroying me with its overpowered decks and on top of that, you need to achieve not 300, not 400, but 500 score? A disgrace indeed, they should all be impossible badges in my opinion.
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Lol. For one, you can make a 99% winrate deck vs Level 3 ai within like 30 minutes of play. For 2, getting 500 score takes a few minutes in arena.
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Absolutely impossible to get the Deck Wrecking badge, because no one is ever in PVP. You can sit in queue for hours and never meet an opponent. The Only the Beginning badge also takes way more effort than any other Medium badge on the site. Getting 500 score takes endless hours of grinding T2 bot opponents, because you won't be able to kill T3s with their pay-to-win weapon cards that aren't sold in the Bazaar. 1/5 - This game might have been fun, when people played it, but now it's abandoned and the badges are nearly impossible to grab.
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To touch on ayala123's comment, 150 score isn't really any. The next quest is for 500 anyway. Considering you can play arena and get many thousands in a day, and I as a pretty casual player have 121000 score. People I know have 2 million.
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Elements is super fun! I enjoy the strategy but the initial grind to Platinum was exhausting. But when you get to the stage when grind False Gods the game gets even more fun.
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sorry to say that its a bit much needing 150 score. it may be fair for the game but when its a badge i find it a bit much when im not the best at this game and your score is tanked from one loss
still, one of the better ccg's 3/5
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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.