Recent posts by joshn90 on Kongregate

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Topic: General Tyrant Discussion / Little help with a new deck

Thanks for all the suggestions guys. I originally had aquabot for siege (of course), and didn’t use cannon walker because siege 3 seemed alot nicer than siege 2. However, the 1 turn wait probably makes it reasonable, so I’ll take your advice. I’m not sure on vigil for salvo tank though. Although vigil is obviously better, salvo tank survives very well, and keeps my strike all cards alive really well. 2 supply and leech plus more health seems easier to keep alive over 1 heal all and armour with 4 health. Tough choice for me.

I’m still trying to decide on what to do with my gold though. Maik, why are sabre and hydra essential to missions? How do I unlock Lance Rider, Sundering Ogre and Support Carrier exactly? Lance = 70+ mission, Ogre 80+, Carrier 50+? A little confused there. Well I’m sure it’ll all make sense as I play.

Qwandri, thanks for all the help you’ve put in. Do you know if theres a way to search the database via name? Since looking for those cards means looking at each card as far as I’m aware. I don’t even know what Scimitar Exosuit, Enclave Siegeship or Aegis do.

 
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Topic: General Tyrant Discussion / Little help with a new deck

lol wasn’t sure since the creation message said not to give the link away. But what can anyone do with my profile anyway lol.

http://tyrant.40in.net/kg/profile.php?cc=1&sid=0edecd5D2YHF

There you go

 
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Topic: General Tyrant Discussion / Little help with a new deck

I have one. Got the card list from there. Want me to post a direct link to my profile then?

 
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Topic: General Tyrant Discussion / Little help with a new deck

I’m hoping this comes out alright :p Heres my deck

 
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Topic: General Tyrant Discussion / Little help with a new deck

Ok great. I have gotten 2 awakening and 1 terminus pack since when I started I had 30 shards and 200 WBs. Probably because I literally loaded tyrant and never played along time ago. I used the fansite to check the gold packs and couldn’t see any xeno or righteous packs which would work in my deck, but i am a new player, so its great to get advice on this :P Guess I should look for sabre and hydra from gold first?

Heres my cardlist:

Abomination(1)
Acid Spout(1)
Aquabat(1)
Arc Trooper(1)
Armory(1)
Asylum(1)
Barrage Tank(2)
Bazooka Marine(2)
Benediction(1)
Blitz(3)
Blitz Armor(2)
Bloody Mary(1)
Bombardment Tanks(1)
Bonestalker(2)
Boris(1)
Brood Walker(1)
Buzz Slasher(1)
Cannon Walker(1)
Cerberus(1)
Chaos Wave(1)
Chimera(1)
Chopper(1)
Cluster Ballista(1)
Communications Array(2)
Contaminant Scour(2)
Cybertron(2)
Cyclone(2)
Cyrus(2)
Daemon(1)
Death from Above(1)
Devastator(1)
Draconian Queen(1)
Dracorex(1)
Dread Panzer(2)
Drones(2)
Duncan(1)
Electromagnetic Pulse(1)
Enclave Parasite(1)
Flame Guard(2)
Fleet Reservoir(1)
Foundry(1)
Front Line Warrior(2)
Gore Crawler(1)
Grunt(1)
Gunjack(1)
Harbor Command(1)
Hatchet(1)
Hawkeye(2)
Heavy Infantry(2)
Holy Mercenary(1)
Hypastryx(1)
Hyperion Prototype(1)
Indebted Veteran(1)
Infantry(2)
Infected Grunt(1)
Infiltrator(2)
Isabelle(1)
Jet Trooper(1)
Joltrek Skiff(1)
Kezerus of Blades(1)
Knight(1)
Laird(1)
Locust Swarm(1)
Marauder(2)
Maul(1)
Medic(2)
Mite(1)
Monstrosity(1)
Orbital Cannon(2)
Peacekeeper(1)
Pelican(2)
Pinion(1)
Piranha(1)
Plasma Extractor(1)
Quad Walker(3)
Rally Infantry(3)
Rancor(1)
Ravager(1)
Reaper(2)
Revolver(1)
Rifter(1)
Rocket Infantry(2)
Salvo Skulk(1)
Sap(1)
Saw Tank(1)
Scorpion(2)
Scrap Wing(1)
Shock Grunt(1)
Sidoze(1)
Skin Carver(1)
Spectre(1)
Spine Crawler(4)
SwiftWing(1)
Tank Buster(3)
Tempest(1)
Terminator(1)
Thadius(1)
The Butcher(1)
Tremor Hunter(1)
Twinblade(2)
Vampire(2)
Vengar(1)
Vigil(1)
Warden(1)
Whisper(1)
Xaedan(1)
Xeno Forcefield(1)
Xeno Interceptor(1)
Xeno Mothership(2)

Not too long, but its got some nice cards, which are making missions autoable.

 
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Topic: General Tyrant Discussion / Little help with a new deck

Just to make it clear, i only want to know what to aim for really. Boring missions and a lack of target cards is getting to me.

 
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Topic: General Tyrant Discussion / Little help with a new deck

My current deck is dracorex, kezerus of blades, daemon, rifter, skin carver, electromagnetic pulse, and draconian queen. The rest of the cards that I would probably replace, are salvo skulk, xeno mothership, arc trooper, and aquabat. I’ll probably keep xeno mothership since I have alot of xeno, but its costly.

I used to use vigil and pinion, and have benediction in my card choices, plus I heard righteous is better than xeno, but atm my xeno cards are stronger.

From the card database I can’t see any cards in gold packs that will make my deck stronger. Idk for sure, so if any vets disagree please let me know :)

I started yesterday, so I’m only lvl9, but im at a bit of a loss as to what to do. Missions are easily autoable so its getting boring (only on 43 though). Any advice on what I should aim for would be appreciated :P

 
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Topic: Card Monsters / I need more coins! Here's my suggestion

I think thats a very good system you’ve thought of bmuell :P It allows for more experimentation, while giving people a reward for being very long term players. 50% would be a good cap. Although losing the 100+ consecutive logins would be very rough, so perhaps something like losing 10-20 logins for missing one day instead of them all? Sometimes you just can’t come on, and I don’t think its fair to lose months of logins over perhaps an internet connection, or just something plain and busy.

 
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Topic: Card Monsters / Reasons to Buff MC

Weshu, backstab won’t stop flame (doesn’t work on stealth), but yes, those other options are doable, but most won’t consider them viable. Personally I think demonic armour and grim reaper are brilliant for surprise attacks. Might seem like a waste of melee, but try sticking grim reaper on a demonis with its cleave. Stun won’t touch flame either. Strike isn’t really used. Basically options are the 2 fear equips I mentioned, entangle with strapping gloves could work as well, paint and chance are doable, but rarely used. Doom, no-one wants to waste judge on a support card. As for stopping RD, your fact is right. Enough on flame :P

 
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Topic: Card Monsters / Reasons to Buff MC

Bash, thank you for actually responding to some points in my original post. Even though its a wall of text.

MC is not an offensive blue creature. The only reason he has the highest melee is because he is the only epic blue tank. There are no melee blue cards to compare to besides murble. He is a defensive balance card, if you compare him to the 2nd highest defence blue card (snail), which completely focused on defense, ignoring all offense besides thorns (which is arguably defensive), MC has more defence. MC had more hp and fort then snail. Snail is rare, but it completely focused on defence, and had no offence, this still pretty clearly shows MC was not designed to be offensive. I do agree that RD is a defensive red card, and the only of its kind, but it should not have more defence then the most defensive colours most defensive card.

As for flame, hes a topic for another time. Not this thread at least, he was just for comparison.

RD users complain about flame and m80. There is no question that RD is stronger then MC right now. They were roughly equivalent, and the cost difference isn’t an issue at this point as its obvious that boosting MC will not even bring him close to 5 cost (considering he had 60 melee, 30 shield, and 40 fort for 4 cost at one point), so cost difference is not a reason for RD getting buffed more.

Saying someone has a chance at reaching the top 10 in dragon is completely different to the top 10 all having RDs. He might stand a chance, but thats saying a lvl5 deck abusing stun might stand a chance. Kind of ridiculous. Theres obviously a gap here if blue needs to rely on having a level advantage for most fights, and abusing stun.

I agree on Acolyte, it got screwed. But its a rare, and I don’t think they could do anything about it since its cost is right on the barrier. Even still, its just a rare, its not even close to the effort it takes to level an epic. I agree that MC is alot better then he was, but from the lvl5 RDs I have seen, and from obvious comparisons, MC doesn’t stand a chance, and honestly, taking down an RD without m80+feline is fair harder then taking down an MC. Ofc I can only judge this from MC vs MC and MC vs RD. But even maki is saying how much stronger RD is after swapping. RD should not be defensively stronger then MC. They should at least be roughly equal since people have spent just as much time on MC as RD. But buffing one forces people to switch if they want to be competitive.

My main issue is that MC can’t defend his place anymore. If RD was brought down to be more inline with the rest, as in it had +10hp, -10 shield. That would also reduce the problem I think, plus keep RD out of palabird’s instant kills. Although I can’t speak for all the people on my petition who are angered by the current situation.

 
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Topic: Card Monsters / Reasons to Buff MC

Konival, not everyone I have discussed is 1v1 Konival. Infact you mentioning deck synergy proves a point. RD is actually alot better at syncing with any deck. You look at any rainbow deck, any mixed red and other colour deck, even red and blue. RD is in there. It takes alot to make MC work. Firstly you need to get MC and a suitable equip to play. If you know your opponent is strong, you can’t play MC unarmoured. Unless you get a 2 cost armour with a lvl5 MC you can’t play him first turn, ever. RD can usually get away with it. Unless they have a palabird, but that the same for everyone. The reason MC is not usable in decks besides all blue, or a deck where the other colours have no equips is because you need to always have equips available to MC. If he is drawn, but drawn equips are another colour, you can’t even play him. He won’t tank at all.

The only thing I agree with you on this is that almost anything becomes m80 proof. Basically robes and varied are protected from m80. Which there are only 2 20 armour cards which are used at the top anyway. M80 should have a counter, fort is the only counter to m80 in the game, unless you don’t use flying cards, then flight can save you as well.

Also, 10 armour from fort is nice, but if they have the 10 shield they’ll lose 10 less armour a hit anyway. So in the situation you just mentioned, 3 monsters with melee/range attacking, and you have 10 armour thanks to fort, the 10 less per hit thanks to shield means you would have taken 30 less damage to the armour anyway. Now do you really think 10 fort is better then 10 shield? Don’t get me wrong, I’d love 10 more shield instead.

 
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Topic: Card Monsters / Reasons to Buff MC

Konival, im fairly certain most players would agree that RD is quite easily the strongest tank atm. As for 50 melee, its the hightest melee blue sees, even with equips. Red is the melee colour, but 50 melee is plenty strong. Also we just suggested RD gets 60 melee and 20 shield instead. Hes shouldn’t be that strong defensively. The only real weakness he has is feline+mith+m80.

As for 10 fort being OP, you’re obviously not using it. Fort is VERY nice, and all flying users see it as OP. However all grounded melee users see flight as worse. Plus from what I said earlier it won’t be that much of a difference. I’d much prefer +10 shield honestly. As I said before, the most common used armours are 3 cost, 50 armour. On 30 fort that makes 80 armour. On 40 fort its 90. In the case of MC, 20 shield means that it’ll take 50 melee 3 attacks to break regardless of if fort is 30 or 40. For 70 melee it takes 2 turns to break the armour regardless of if its 30 or 40 fort. The only difference is 60 melee. Which requires 1 attack more, which is easily negated with an eagle or something else doing 70 instead of 60 (like a musc).

Fort has its own weaknesses as well. You can’t play the monster without equipment, its too easy to kill something with no natural defences, even 20 shield is pretty useless if theres no equips. This also means MC is only really usable in an all blue deck, or decks where the other colours don’t require any equipment. Since if MC or snail has no access to the equipment since its in another colour, or buried, they’re weak.

 
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Topic: Card Monsters / Reasons to Buff MC

I’m pretty sure everyone can agree that RD is stronger then MC. Which is fine in some aspects, but not defensively. RD has many uses as well, MC is pretty much for mono blue deck since he relies on armour completely. If you have multiple colours in your deck you can find that your equips aren’t up, and you can’t play MC. Whereas RD is obviously not in such a bad situation.

Feline is strong, and its the only card which can do that to RD. It can also do the same to MC. MC’s advantage is surviving M80, but thats just 1 use card. As for judge, thats a bit of an exception to everything. Nothing is safe from it except revive. Which is pretty poor on anything but maybe a god mush, glowrilla or RD5.

I think one problem is RD users think he should be naturally STRONGER then MC. He shouldn’t. He wasn’t in the past, and he shouldn’t be stronger defensively as well. In that aspect they should at least be roughly even. If RD was brought down to 20 shield and 60 melee that would fit his position much more. But I think MC needs something besides 10hp. 10hp is nothing. Maybe 10 fort, or even on its own. Before you start crying about how OP fort is. 10 fort won’t change much if he still has 20 shield. When the average epic damage for tanks is 50-60, and has been for awhile, 30 fort gives 1 extra turn for the armour, and survives m80. It already survives m80, so no change there. It might survive an extra turn, but I doubt it. 30 fort brings 50 armours up to 80, which takes 3 turns to beat with 50 melee, if its 90 fort thats still 3 turns. 70 melee will do 50 damage, which is 2 turns against 80 or 90 armour. Its main advantage is when using shielded armours, but the counters are still there. No magic defence, MM and destroyers break them easily anyway as well. Not to mention cards like musc and other high meleers. RD will still be the top choice for any deck but an all blue deck, but he shouldn’t have 30 shield. Hes already ridiculously powerful at 20 shield, and with 10 more melee he’d be even stronger.

So if RD users can’t accept 10 shield, how about bringing RD more inline with his colour, 20 shield, 60 melee, and MC gets +10 fort, -10hp? Cause right now the balance between these 2 isn’t right. Course it needs to be in balance with everything else, but the 2 most people are using should be fixed first, otherwise customers disappear. Like quite a few of the top 10 alliance members.

 
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Topic: Card Monsters / Reasons to Buff MC

Thanks for your input WhatsAComputer. Could more people post comparisons of their level 5s if they have them? RD or MC.

 
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Topic: Card Monsters / Reasons to Buff MC

Molten Core and Red Dragon Marfimus :P

 
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Topic: Card Monsters / Reasons to Buff MC

MC vs RD (I tried to format this, but the bb code was removing my paragraphing, sorry guys :P)

*Red is the melee colour, why is it better defensively than MC?

*MC is protected well from m80, but RD is better when its armourless anyway. The only cards which can take advantage of an armlourless RD are other red cards with flight and magic, like feline or another RD, but as for magic it won’t kill an RD unless its already weakened, even with arch+robes, its not gamebreaking to have m80 break your armour. It does hurt though ofc :P

*Blue is the most versatile. However it is limited tank wise. If the tanks are too easy to kill, you need to tank with archmages and vapors once they’re dead. In red you generally have extra melee cards for reach, which can take the tank position. Considering in blue generally you will only have 2 tanks, and judge can wipe one straight off, the tanks need to be able to tank high melee. Which is becoming less and less doable.

*Stun can ground flying, but flying is the only ability besides high shield (which RD exceeds MC in anyway) which can stop stun. If the stun monster is in the melee position, flight is a complete counter. At range you can still put something in the backrow to stop it, or rely on the 25% chance to dodge with flight, and 25% chance to dodge with armour.

*A tank without fly is stuck until stun doesn’t activate, which at 75% can be very rarely.

*RD can be played with Crown successfully. On an MC its fairly pointless.

*A RD5+Awareness ring will lock all blue combos; except using destroyers or judge. Fly might even dodge destroyers. Even if you destroy the awareness ring, RD is still tough to kill unless you’ve brought out magic as well. Which is very costly for 1 turn, which means RD will most likely be re-armoured. Even the combo which alot of people consider the strongest (MC+BB) can’t do a thing to this.
-Before anyone says awareness ring is not used. It is, I know people who use it, just because you may not choose to use it does not mean its not being used. It is situational, but very useful.

*Flame locks down war reach decks, but theres many ways to stop it unless you choose not to use the cards in your deck. Demonic armour or Grim Reaper will deal with a flame, demonis is also an option. Eagle on a high melee card can make the difference (e.g. something with mithril blade) as well. This is only here for comparisons sake. Flame is more common as well due to the +1 crystal.

*You can get rid of fortified armour with destroyers or Mighty Mace. Only way to bring down an RD is entangle, or stun. Which are very uncommon.

*Most players would pick RD over MC. Hence the majority of top players using RD over MC.
-Furthermore, There are no top decks in dragon live which use blue. The highest is maki at 1266, and hes switching to RD.

*They have always been roughly equivalent. Buffing one above the other is unfair to MC users since they put the same amount of effort into leveling theirs. There are no RD users who have complained about RD, yet look at all the MC players completely dissatisfied.

*RD is clearly the strongest melee monster in the game. He doesn’t need an advantage over MC. MC can’t even stand up to glowrilla at lvl5, RD can dodge it. Fort won’t last.

Main advantages of MC:
~If he uses a 3 cost armour he is protected against M80. I love this, but its not that great considering if they weaken his armour or do break it, hes not strong without armour. Hes completely open, unlike an RD which can rely on flight. There will only be 1 m80 per deck, at worst smashing bombs as well, which isn’t great. MM or destroy can completely nullify fort.
~Armour lasts longer. With all the high melee around it doesn’t last long. RD can dodge melee almost constantly if you’re unlucky. Even missing him once in the multiple hits it takes to kill him can ruin you. Miss once and the advantage of fort is gone.
~Battle bracers are incredible on him. However this is currently the ONLY counter to RD. Verm is good, but it leaves you open to magic, and most people won’t use it. Also RD+Awareness ring will slaughter him. I’ve actually hit the turn limit trying to get through flight before.

I’m not saying MC is a horrible card, but I am saying RD is better then him when the only good counter is using BBs on him. He was always considered better, even before the hp buff, now MC has lost defensively in numbers as well.
There are definitely more RD users then MC users, but buffing MC does not nerf RD. People who use RD are not paying for the other player’s MCs, with so many disatisfied players why not keep the same pattern that was before and give MC -10hp +10shield.

If people think 10 more shield makes the fort too strong, look at flight and the extra hp; more turns to miss against flight.
Buffing MC doesn’t suddenly mean blue decks will slaughter every other deck, the fact that blue decks can’t even get in the top 10 should show this.

My main issue here is that buffing MC doesn’t actually hurt RD users, it makes it more tricky for them. Nerfing MC hurts all blue decks that use him. Right now we’re expected to spend 450k coins and grind 175kxp from lvl3 to 5 to gain 10hp and 1CC. Even the strongest combo of MC+BBs can be broken with different combos. Once its gone, MC isn’t really a threat to RDs. The extra armour doesn’t make up for the extra 1 or 2 turns per armour RD will usually gain from all the melee exchanged between them, as well as flight’s other various benefits.

I have a petition on the matter; requesting MC to match RD at lvl5 (-10hp +10 shield). I won’t post it publicly incase anyone doesn’t want it displayed for some reason, but its been shown to lama. If you want to be added to the list please post here or message me ingame.

If have somemore counter points, please post them ^^ however, don’t start an “I agree” list. We know there are more RD users then MC users. There is bias from all of us, me included :p Lets try to keep it as clean as we can :P
Lastly, please do not post points that I’ve already mentioned in here; unless theres something new to it. We could be at this all year :P

 
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Topic: Card Monsters / Crystal Cost BALANCE

We talked about this ingame before, as I said then. I support :P

+1

 
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Topic: Card Monsters / Judgement card

I sense a little sarcasm there gnostic :P

I know you worked hard to get your judgement, but it simply forces players to use the meta (low cost creatures) if they want to be competitive. That part of it should be changed. It should still have the same effect (since thats what people try to obtain it for), but it shouldn’t limit card usage to 4 or lower cost. What would you suggest for an improvement?

 
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Topic: Card Monsters / Judgement card

Perhaps bmuell. Its just a quick suggestion, but judgement shouldn’t be stopped from doing what it does as that would remove the whole point in going through the trouble of getting it. The main issue is it locks down high cost decks since it basically ruins them by simply deleting 9 crystals from their decks with no trouble at all, and then a 2nd card. Judgement should still be able to kill anything, but I think a good measure to allow expensive decks would be to give back some of the crystals (not all since judge costs alot in itself).

As for not having the cards in your deck, its the same for any deck. Whether you use it on a 3 cost palabird or 6 cost rd. Its still gone, the difference is the loss of a 6 cost card is game breaking for tank based decks (assuming with equips). So a 50-75% crystal regain would be a good balance for this. Judgement would maintain its ability to remove strong cards, but not completely destroy a deck as they could possibly have a 2nd.
However, if it was also an expensive card, you would still have the trials of re-gathering the crystals to play them.

@Bash, M80 has no counter besides fortify. Everything with fortify has its own weaknesses. Such as flight for HO, and caution/magic for snail. The most common weakness for them would be Mighty Mace or destroyers. Its not like M80 does nothing to them, it just means it has something it can’t outright break. Which is fair. It shouldn’t break every armour in the game (besides adamantium).

 
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Topic: Card Monsters / Judgement card

I don’t usually post on these topics, but I think I’ll leave my opinion on this (once again, this is only an opinion; which does include bias). I don’t think Judgement should be nerfed in a way that makes it completely useless (like only being able to attack support creatures) since blight could do the same for less on most creatures, and also wouldn’t be limited to support creatures. This would be a mockery to the players who went through the effort of obtaining Judgement. However, it does need some balancing. There is a reason why cheap cards are the meta right now, and 5/6 cost cards are considered unplayable. Any card can be killed instantly if it is unequipped, especially with cards like palabird around. This means that you actually need to spend roughly 9 crystals to play any heavy cost tank. Due to this, as Maki said, you won’t have any supporting creatures out (most likely), and you’ll lose a card due to defenceless.

Basically cheap cards can be played with epic equips and still be a very formidable force (e.g. Palabird + BBs), and anything that could beat it would cost more crystals. Which is fair, the higher crystal card wouldn’t be unscathed. However, right now, anything that gets in the way of these cheap cards (unless its another cheap card) simply gets Judged away, and because of the high cost of the creature+equip the user gains a crystal advantage and card advantage. I agree with superswifts idea on regaining crystals, but not fully. I think we should regain half to three quarters the crystals we lose from judgement. Since right now losing a high cost card is the end of the game. High cost epics shouldn’t be locked down by 1 card. With this suggestion Judgement would still have its uses, while being a dominating force, but it wouldn’t remove the option to use high cost creatures.

 
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Topic: Card Monsters / Edgeebee Comes through

Its nothing to abuse a player about :P Because of players spending on this game we don’t have to pay. Even if we choose to show support in our own way. I think Wolfcub also deserves a thanks for helping this game :)

 
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Topic: Off-topic / ♥ omg you guys this is so exciting

what difference does it make if she gets her nosed pierced? it doesnt change who she is. I think if you want one give it a go ^^

 
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Topic: General Gaming / [Run 1 and 2] falling through floor

i think its just the view since you can land a little before the beggining of the platforms