Recent posts by whade on Kongregate

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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Poison can kill anything in this game?

Yes, that is correct.

There are actually three types of damage in this game: physical damage (sword), magic damage (drop), and DIRECT HEALTH REDUCTION. The third type can be seen, for example, on some Undead spells too.

So, if a card says that it is immune to damage/absorbs damage (this is not only true for creatures, but for spells and gears that target/protect a hero too), that only refers to the first two types (physical and spell damage). Poison’s effect also falls under the direct health reduction type.

So a spell like Soul Funnel bypasses most types of shield gears, and posion or an Inner Fire can kill cards tat would be normally immune to damage such as Eternal Protector.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] simple explanation of why qdc is overpowered.

Gregar x Harpov is my OTP

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] CCG's

BloodRealm is pretty nice. It is worth trying if only so see what it does differently from Kingdoms- (IMHO they got a better handle on how they can add variety to Elemental kingdom-like rish decks that Kingdoms could adopt too, for example).

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] gear mill deck too strong?

Other than tht Steel Crusher actually removes only 1 gear now (2 gears was a previous version before the anti gear tweaks), those are good ones, too.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] gear mill deck too strong?

That’d be Glue Gun, and yes, it can be a very powerful gear – if one side has 3 out then it is practically impossible to win with just creatures (unless they are all Hasted) because creatures in all 3 of your rows get Slowed as soon as they’d attack.

There isn’t really much you can do once that has happened to you, except maybe kill your creatures, then put a Haste one in the free slot (it can then attack once, before it gets Slowed too), but there are a couple of things you can do in preparation:

- Bring gear removal. CORE has Shatter, Smelt and Return To The Elements for the poor player. The hands-down best anti-gear spell at the moment is Puncture Blast, which is in RISE (Common). Blunderbluss, in EVE (Rare) is also excellent (and pretty much the only card that can remove massive amounts of gears).
- Bring your own weapon gear. Because Slowed creatures still work as blockers, Glue Gun deck have to rely on alternate techniques like gears or Milling to win. Jus be faster than them. Even a Longsword may do the trick, although a richer player has a lot of other options to pick from.
- ‘Slow’ is a status effect. So any status effect removing card I listed in the Pacify thread
http://www.kongregate.com/forums/167-kingdoms-ccg/topics/338564-overpowered-card-pacify?page=1#posts-7422801
works against it, too. In most cases this will only work once for you, giving you one chance to attack (except for maybe Field Medic which helps continously), but at least it’ll be an attack your opponent won’t see coming.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] overpowered card; pacify

^ I can help you with that.

Wandering Cleric (CORE Common, 3 mana)
Meh…At 3 mana this is one of your worse options (the creature is only worth perhaps 2). The only thing that speaks for it is that it is in the CORE set and so it should be avaliable to everyone.

Field Medic (Guild set Uncommon, 2 mana)
Not a fan of this card honestly. The problem is that it only does its work at the beginning of your turn, and with just 2 health it may well die before it can even do that. Even if it lives, that’s still a full turn for your Pacified creature while it is unable to attack, or your Poisoned creature to keep taking damage. Continous status effect givers like Glue Glun or Poison Dart Dagger which this would be stronger against are too niché to make a real difference. Frankly, I’d pick Wandering Cleric before I pick THIS.

Hexlifter Cleric (RISE Uncommon, 2 mana)
A decent card if you think you’re going to go against negative status effects a lot. It only drawback is that an 1/2 creature isn’t going to much work for you other than that so you definitely can not afford this once you move up into the Standard arena.

Cleanse (EVE Common, 1 mana)
Spell. Removes one status effect and heals 1. Not very good but maybe if you don’t have anything else this may do too…

Virtuous Light (RISE Uncommon, 2 mana)
THIS is the card I like the most and the one that I recommend for everyone else to use, too. It removes every status effect (although having more than 1 at once is VERY rare, at least you’ll never be mad because it removed the Weaken and not the Poison) and heals 2 damage, a neat package. Nothing trolls the enemy like when you have had a Pacified creature in play for the entire game, it sat there innocently receiving some of the buffs and the damage, and then you suddenly bring it back for the endgame with this at full power.

Purifying Light (Reward set Uncommon, 2 mana)
The group version of Virtuous Light. It only heals 1 and only removes 1 status effect, but it affects every ally, and because of that it is more useful than VL in some circumstances. (Such as against a Weaken spell or a Mass Polymorph, or a persistent Wilirus hero player.) Like Wandering Cleric it is avaliable to any player very early on, you only need to unlock it with the campaign and be willing to play 5000 gold for it.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] dirty fuel overpowered?

“Dirty fuel gives you 3 mana not 2.”
You may have missed the “1” at the top of the card. The bit that marks how much the card costs.

3 minus 1 is…Well, how much?

Now compare that to Mana Flask.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] dirty fuel overpowered?

What @kagrunz said, it’s ridiculous that you’d even open a thread, there is really no need to speak about this. :p

Any card can be discarded for 1 mana, so you only get +1 mana with this card, and you become weaker against Mill decks.
But there’s a ton of mana speeding cards,
what you need to make up for and educate yourself about is looking at these cards too:

MANA FLASK (Common)
0 mana; gives 1 or 2 mana.
(→that’s only 0.5 mana worse than DF and there is no drawback)

ABUNDANCE (Uncommon)
2 mana; you gain 1 mana for each creature in play, +1 if one of them is Ancient.
(→that’s up to 7 mana for 2 mana, if you time it right…more than double of DF’s gain)

RELINQUISH (Uncommon)
0 mana; you lose 1 charge in each ability then gain 1 mana for each
(→I actually prefer this over DF with most heroes, it gives you +3 not just +2 and if an ability is already loaded more charges would only go to waste so this is essentially free)

Gift Of The Mystics, Spell Bridge, Rejuve Potion, Ancient Ritual, Channel…There is no lack of mana-boosting cards, DF isn’t all that special.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Weird...

Pretty sure it’s a bug.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] For those of you who use Diryam..

No it’s not. All of the Legendaries are a bit crazy, so “it’s a Legendary” is the ONLY good justification.

No matter how many circles you’re hopping, it won’t change it that hero abilities make up one half of the game and cards/mana make up the other half, and completely shutting that down is just a bit too much.

I don’t think you know what the word “strawmanning” means. You’re the one trying to compare Frostbark, as if they were on the same level in the first place. (You may as well bring up Rock Golem, after all that is a 3/4 or something, too.)

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] For those of you who use Diryam..

Oh c’mon Greg, quit the BSing. :D You’re really just graspign at straws and arguing for arguing’s sake.

Your using Frostbark as an example (3/4 is NORMAL for a 6 mana, see Rock Elemental – this was always about the SPECIAL ability, and Frostbark’s is sh#t in comparison), or bringing up the same old destory-anything cards, is what I’m calling bullshit.

Just say “It’s a Legendary, problem? trollface” and be done with it. :D That’s a more acceptable argument.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] For those of you who use Diryam..

What’s with you and Frostbark, seriously…

Can it be that you do not how to conserve cards and mana so that you have 0 mana at the end of each turn? I can’t imagine someone like you not knowing how to do that.

While your abilities are locked and loaded, the charges you are receiving go to waste. So, yes, it is a matter of 3x charge loss, too.

“I’d rather fight a Diryam turn two than a Frost Bark turn two”

That’s pointless to say, that’s like saying “I’d rather fight a Vul’Grath that was placed without an opposing creature”.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] For those of you who use Diryam..

Those are all horrible justifications you brought up, people.

@Blobbles:
You forgot to mention Abysmal Dragon, too.
Yeah, your list tells everything. When the only good counter cards are the ones that can destroy another card in one go, that card has serious problems.
That’s what people used to say about 2-Intimidate Skybreaker Giant too: “oh, but it can be countered by Golemnify…”

@GregarFalzar
Yeah. Frostbark Ent. Because losing 1 mana a turn which you may not even have is comparable to losing 3 charges each turn and no access to abilities. Yeah.

Gob Hog gives you a 1 turn breather between revivals, Diryam doesn’t. Frost Bark Ent – why is this even on the list? Do you SERIOUSLY suggest this is its equal? Abysmal Dragon – what about it, it is a fine card? Buffed Dryad – I love how to try to bring COMBOS instead of cards just to make some sort of sense. Why not buffed Diryam, then? Shouldn’t we compare the two cards in a buffed state if we’re gonna do that, then? I could list for you the abilities and cards that give Diryam more health and defense and suddenly your argument looks pointless.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

VVV I like Blood Bloated a lot…I certainly like it better than the Spiteful Demon & Corpse Eater cards.

Maybe one could even sell it for 1 mana?


Amplify
Spell

Target card receives +1 in 1-3 random abilities that it already possessed.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Ghost Rider
Phantom knight
3 mana Uncommon
3/3
On attack: deal your Attack to both the enemy hero and the opposing enemy creatue, then destroy this creature.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Nuke Tower
4 mana
On your turn: destroy a random creature (enemy or ally) with a cost of 4 or less. If no target is found, destroy this gear.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Hero’s Tomb
2 mana Uncommon, Ancient spell

Create the corpse of a 4/4, 4 mana “Ancient Warrior” in target slot.

→ to be comboed with Divine Res/Cursed Reani to get a large creature.
→ Jorma can get a 4 mana corpse with this in a pinch.
→ Govenhold can Recall this card for mana and a good creature card.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

To The Skies! (Rune Word)

All creatures have Flying.

Rampage Rune Word)
4 mana Epic

All creatures enter with Haste.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

More rune words.

Time Rift (Mysical)
Instant spells do not take effect as soon as they are cast, but instead on the beginning of the enemy player’s turn.
(Ie. they do not take effect yet during the enemy’s attack phase.)

Fire Storm (Elemental)
At the beginning of each player’s turn: one of their creatures or the hero takes 1 spell damage.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] Grinding Money?

Get a Tier 2 hero and play Limited. I know a lot of players prefer just skipping ahead to T3s and Standard, but like you experienced, it’s difficult to stay competitive there with a starting deck.

Arenas give you a lot more gold than playing Campaign, so it’s definitely a good idea to try to spend time there.

The last thing you can do is simply trying to build better decks. When I got my first Tier 3 hero, I suffered a lot of losses and it took me some time to figure out what combinations actually worked best. Ask other players for tips, copy builds from forum threads, anything you can do.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Mantle Of Channeling
5 mana Rare gear

When you wouldgain any mana from a source, you gain 1 additional mana.

(Example:
beginning of the turn, you gain 2 mana – you gain 1 additional mana.
you use a Mana Flask – regardless of whether it gives 1 or 2 mana, you gain 1 additional mana.)

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Mad Hermit
3 mana Mystical creature
2 health, 1 attack Resist 1
Every time damage is dealt to this creature, its hero draws a card.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Catapult
3 mana Uncommon creature (Alchemy)

4 health, 1 attack, Timid

On your turn: deals 1 damage to the enemy hero.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

Rethought card:

Horde Of Tinies
2 mana spell
1 mana creatures are free until the end of your turn and gain +1 attack on enter.

 
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Topic: Kongregate Multiplayer Games / [Kingdoms CCG] [Creative] Make a Card

^Divine Omen is lovely :D I’ve been thinking long how you could keep a “destroy creature” spell fair too, I think you found the perfect balaance by making it foreseeable by the enemy. The onyl change I’d make is to make it a gear. (That also fits with gear fighting style: slowly establishing control over the game.)

And a creature that draws removal spells onto itself is great, too.


Poison Spitter
4 mana
2/2
On your turn: Spitter deals 1 damage to a random enemy creature or enemy hero.

Horde of Tinies
0 mana
1 mana creatures are free until the end of your turn.