Recent posts by Manaco on Kongregate

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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: Unnatural
Stones (4):
1x Evolution Stone
1x Magictron
1x Dracotron
1x Mystic Stone

Monsters (16):
Mystic
1x Wichin
2x Mimi
2x Sartzar
2x Mistah
Dragon
2x Drah
2x Minigon
Mech
1x R.A.I.
2x Ufix
2x RO-1

Gameplay: Use Attack-Reducing cards to maintain field control. Do not worry about your opponent’s evolution, as you will be attack-reducing them anyway. Evolve RO-1 and combine it with Sartzar to unleash devastating damage. Use Drah, Wichin, and RAI to get rid of high attacking monsters if your attack-reducing cards are not strong enough. Upgrade all of your attack-reducing cards when you can maintain field control for a full turn, as it allows you to keep your opponent’s evolved monsters in check.

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: Weather
Stones (6):
1x Evolution Stone
1x Magnet Stone
1x Rain Stone
1x Sand Stone
1x Voltaic Stone
1x Sky Stone

Monsters (14):
Thunder
2x Zug
2x Mamvolt
Earth
1x Shellu
2x Stroc
2x Duppy
Wind
1x Zephyr
2x Owly
2x Vultor

Gameplay: Use Direct Damage cards to maintain field control. Use Mamvolts in combination with a DD card to take down even the biggest creatures without losing a monster. Use Vultors to increase player health when needed. Try to play the field and keep a wind or thunder card that can be evolved alive. That way, you can get 3 AP (or even 4 AP) if you draw an epic stone. Three wind (or thunder) monsters that can be evolved on the field and you use the epic stone is the ultimate tactic you’re trying for with this deck.

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: Nature
Stones (4):
1x Evolution Stone
1x Vapor Stone
1x Burning Stone
1x Life Stone

Monsters (16):
Fire
1x Bushi
2x Skuff
2x Pinschi
Water
1x Raino
2x Anchie
2x Seally
1x Moebi
Grass
1x Zat
2x Pigly
1x Thornmaze
1x Toady

Gameplay: Use Direct Damage cards to maintain field control. Resort to Zat or evolved Moebi/Toady if you’re losing field control. Combine Seally with a high-attacking fire card for a free hit (and free blocker that potentially opens up a lane next turn).

 
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Topic: Monster Battles: TCG / Affinity, Applied Before or After Combat?

Is Affinity damage considered part of combat? Is it factored in before, during, or after combat? Cards are reacting differently to Affinity damage and it doesn’t make sense to me. There are few examples, but I’ll just share two;

1) Stuky (at five attack) will only do two damage to a thunder card. This implies the affinity is factored in before (or during) combat.
2) However, this is not the case with Rokuon. His ability allows excess damage be transferred to the player’s health but when you attack with Rokuon against a mech-type unit, the Affinity damage is not factored in Rokuon’s ability. A rokuon with 12 attack hits a mech-type with 12 hp, and does zero excess to player health.

This doesn’t make sense. If Stuky’s attack is ’affinity’ed’ before its skill is activated, then should not Rokuon’s be too? Or vica versa, Rokuon activates its skill before affinity is applied, then should Stuky’s skill not activate before affinity is considered? A Stuky with 5 attack should deal 6 damage, instead of 2, against a thunder type. Those two cards are conflicting the principle of Affinity.

 
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Topic: Monster Battles: TCG / How to Win at Hard Tourneys

Brazenly Urging Motorized Patents

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Originally posted by giulio34:

seems pretty useless, i think it should evolve (your card)

use rochesire to up its health to 11, use sandophorus to make it immune so you get another round of heal. combine with thunder/grass buffers (for +defense). i dont want it to be game-breaking like monwid.

but i’m not against it having evo’s.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Earth
rarity: Rare

> Evolution 1
name: Gibber
size: Small
att/def: 0 / 5
ability: Healing Earth: Every turn, heal the player by X. X equals the monster’s current health.

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: MonoEarth
Stones (3):
1x Evolution Stone
2x Hard Stone
Monsters (17):
Earth
1x Shellu
2x Stroc
2x Skully
2x Rochesire
2x Pebbly
2x Castory
2x Sandophorus
2x Duppy
2x Turtu

Gameplay: You may be relying heavily on immunity and rochesire during early game. try to evolve cards that will still benefit from rochesire during mid game play (like duppy and turtu) then go after shellu or castory. (unless you have a free lane and a castory/shellu with a stone card, of course)

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: Sleepy
Stones (4):
1x Evolution Stone
1x Crystal Stone
1x Static Stone
1x Wood Stone
Monsters (16):
Fire
2x Flamb
Thunder
2x Hypnoad
Earth
1x Shellu
2x Pebbly
2x Sandophorus
Plant
1x Zat
2x Pigly
2x Giraplant
2x Monwid

Gameplay: Use sleep cards every turn if possible. Try to play cards that will survive one attack, but not two and use Sleep on the opposing monsters. This way, your attacking monster survives until the next turn (unless opponent discards the sleeping card) and you have a chance to evolve it, allowing you to put stronger enemy monsters to sleep and still survive one attack.

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: StallHeal
Stones (5):
1x Evolution Stone
2x Gem Stone
2x Wood Stone

Monsters (15):
Mystic
1x Paby
1x Wichin
2x Mimi
Earth
1x Shellu
2x Skully
2x Pebbly
2x Sandophorus
Plant
1x Zat
1x Pigly
2x Monwid

Note: Stall, spam monwids. Force opponent to surrender.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Mystic
rarity: Epic

> Evolution 1
name: Rouly
size: Small
att/def: 6 / 6
ability: Roulette: Target monster (friendly or foe) will have its element changed, randomly.

> Evolution 2
name: Ettey
size: Large
att/def: 12 / 12
ability: Roulette: Target monster (friendly or foe) will have its element changed, randomly.

Note: This also affects evolution, meaning the target must now use the new element’s corresponding stones.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Thunder
rarity: Rare

> Evolution 1
name: Younogo
size: Small
att/def: 9 / 6
ability: Static Shock: An enemy monster cannot be removed (discarded) from the field for one turn.

> Evolution 2
name: Younogogo
size: Medium
att/def: 14 / 13
ability: Static Shock: An enemy monster cannot be removed (discarded) from the field for one turn.

Note: Effects such as Bushi will still remove ‘shocked’ monsters from the field.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Wind
rarity: Rare

> Evolution 1
name: Flappy
size: small
att/def: 6 / 9
ability: Tornado: Push an enemy monster onto a different lane

> Evolution 2
name: Flappard
size: Medium
att/def: 12 / 18
ability: Tornado: Push an enemy monster onto a different lane

 
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Topic: Monster Battles: TCG / Bug Report Thread

Glitch that causes two monsters to appear in a single lane;

1) Summon a monster in Lane A.
2) Discard your monster currently sitting in Lane B.
3) Move your summoned monster from Lane A to Lane B.

Glitched.

 
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Topic: Monster Battles: TCG / How to Win at Hard Tourneys

I would suggest attempting Lake Hard first, as it is less unpredictable and easier to control and does have a better return value (in gold). Grind Lake Hard until you have 2x of all rare cards, then upgrade yourself to Ruby Hard to start collecting 2x epic cards. Tempest is the hardest of all three, but has exclusive cards you can obtain only through Tempest.

Lake:
Run #1: https://www.youtube.com/watch?v=fN-k2GqmW5E
Run #2: https://www.youtube.com/watch?v=ODrj-DjieWk
Run #3: https://www.youtube.com/watch?v=ViovIxpXPRY
General Idea: Use Wichin and Mistah to drain opponents to one/zero attack, then keep them alive.

Ruby:
Run #1: https://www.youtube.com/watch?v=1bKBfNpaGjQ
Run #2: https://www.youtube.com/watch?v=aM779vha4og
Run #3: https://www.youtube.com/watch?v=PRunTZZiO7Q
The second run is a better example
General Idea: Rely on minigon to drain opponents to zero (then keeping them alive through the entire match), use Shen and Sleep effects to stall until you get minigon.

Tempest:
No videos because this is very difficult and extremely random. Good luck.

 
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Topic: Monster Battles: TCG / GYMS are Live!

Also, while it’s not a big issue right now, but my Gym (Cats) is approaching that point where every one of 15 members are active and collecting points. This means I am not interested in new applications, AT ALL. Can you add a third option to prevent anyone from applying to my gym?
“Anyone can Join”
“Join on Request only”
“Nobody can Join”

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: HealEarth
Stones (3):
1x Evolution Stone
1x Gem Stone
1x Wood Stone

Monsters (17):
Mystic
2x Paby
Plant
2x Monwid
Wind
2x Vultor
Earth
1x Shellu
2x Skully
2x Rochesire
2x Pebbly
2x Sandophorus
2x Castory

Gameplay: This is a mono-earth deck with full healers. Rochesire will be your best friend in this deck. Expect to rely heavily on the card. Use immunity to stall as much as possible. Combine Shellu with Sandophorus to keep Shellu alive and evolve it to 32/32 (keep it immune every turn, if possible!) Use Sandophorus with Skully for free evolutions. Use Vultor, Monwid, or Paby when you draw them and don’t have a better option. The goal is to stall the game long enough to max-evo your healers and Shellu for devastating results.

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: NoAttack
Stones (4):
1x Evolution Stone
1x Life Stone
1x Lake Stone
1x Solar Stone

Monsters (16):
Mystic
1x Wichin
2x Mimi
2x Sartzar
Water
2x Wally
2x Spinny
2x Octy
Plant
1x Zat
2x Pan
2x Bulbraid

Gameplay: The primary purpose of this deck is to reduce your opponent’s attacks and keeping your own monsters alive as long as possible. Use Spinny/Octy to ignore opponent monsters and directly attack player. Use Bulbraids to deal poison on player health. Mystic’s purpose is to keep opponent monsters’ attacks as low as possible and keeping the other elements alive. Use Zat/Pan if your opponent is taking over field control.

 
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Topic: Monster Battles: TCG / Deck Suggestions

Deck Name: Rainstorm
Stones (4):
1x Evolution Stone
1x Rain Stone
1x Storm Stone
1x Ice Stone

Monsters (16):
Water
1x Raino
2x Anchie
2x Gladi
Thunder
2x Zug
2x Voltdril
2x Quinxie
Wind
1x Zephyr
2x Garadion
2x Owly

Gameplay: I chose Gladi over Crocky because (ignoring personal preference) it has a much higher health than a Crocky, and the lower attack is easily fixed with the thunder buffers. Wind cards are all double damage cards, which makes the thunder buffs twice as effective. Water is primarily Direct Damage cards, clearing lanes for Double Damage with Buffs.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

Originally posted by momoiva:

Manaco you really like healing dont you ? xD

more like thunder sucks so much it needs fifty new cards.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Thunder
rarity: Rare

> Evolution 1
name: Widmon
size: Small
att/def: 8 / 4
ability: Heals player for 1-10 health

> Evolution 2
name: Zip
size: Medium
att/def: 14 / 10
ability: Heals player for 2-20 health

> Evolution 3
name: Antsham
size: Large
att/def: 23 / 19
ability: Heals player for 3-30 health

 
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Topic: Monster Battles: TCG / GYMS are Live!

When a player applies to a Gym, you can see the applicant’s level. However, as soon as he is approved and joins the Gym, you cannot see his level anymore. Can you please change this?

Also, someone made an interesting point earlier in the chat. Is a Super pack necessarily better than a Mystery pack? While a Super pack promises you an epic rarity, there is zero chance for a legendary. A Mystery pack won’t promise you an epic rarity, but it does have a chance at legendary rarity. One could argue that a Mystery Pack might be the more favored reward. What if the #1 Gym got both Super and Mystery Packs?
Like;
3rd Place: Mystery Egg
2nd Place: Mystery Egg and Mystery Pack
1st Place: Mystery Egg, Mystery Pack, and Super Pack.

 
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Topic: Monster Battles: TCG / Deck Suggestions

I thought about making a guide for building decks, but I couldn’t be bothered to explain everything, so instead I’ll just throw all of my decks I’m currently using. I’ll like to see other people’s decks and their reasoning behind them. This should be a good way for newer people to get a better idea of what to do.

I have all five deck slots unlocked, so come back often to see my new updates.



Deck Name: DirectDamage
Stones (4):
1x Evolution Stone
1x Life Stone
1x Ice Stone
1x Seed Stone

Monsters (16):
Mystic
2x Sartzur
Water
1x Raino
2x Anchie
2x Moebi
Plant
1x Zat
2x Pigly
2x Pan
1x Thornmaze
Wind
1x Zephyr
2x Owly

Gameplay: It’s all about field control here. With this deck, if your opponent has a monster on the field at the end of your turn, you’re doing it wrong.



Deck: ImmuneMage
Stones (3):
1x Evolution Stone
2x Gem Stone

Monsters (17):
Mystic
1x Paby (would be two if I had two)
2x Mimi
Water
1x Raino
Earth
1x Shellu
2x Skully
2x Rochesire
2x Pebbly
2x Sandophrous
1x Duppy
Wind
1x Zephyr
Dragon
2x Minigon

Gameplay: It’s all about preventing damage. Use Pebbly to deal 12 free damage at no cost, great for clearing lanes for your next turn. Use Sandophrous on Skully for free evolutions or on Shellu to give yourself more time to evolve it. Use it during 32/32 for devastating results. Rochesire is a great counter to Mimi and other attack reducing skills.




Deck Name: DiveDragon
Stones (4):
1x Evolution Stone
1x Lake Stone
1x Zaphire Stone
1x Emerald Stone

Monsters (16):
Mystic
2x Mimi
Water
1x Raino
2x Spinny
2x Octy
Plant
2x Bulbraid
Wind
1x Zephyr
Dragon
2x Rokuon
2x Mawy
2x Minigon

Gameplay: With this deck, you can completely ignore your opponent’s field and just go directly for player health. Use divers to block a lane and get free hits on player health. Use Mimi and Minigon to keep divers alive and keep discarding bulbraids to keep poison going.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Water
rarity: Rare

> Evolution 1
name: Abeoma
size: Small
att/def: 4/8
ability: None at basic form.

> Evolution 2
name: Retsyo
size: Medium
att/def: 8/12
ability: Upon death caused by PHYSICAL damage, instead of removing from field, this card de-evolves into Abeoma.

> Evolution 3
name: Gnikbarc
size: Large
att/def: 12/16
ability: Upon death caused by PHYSICAL damage, instead of removing from field, this card de-evolves into Retyso.

Note: Skill damage will not trigger this card’s ability. Only actual physical damage caused by a creature’s attack will trigger the skill.

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

card type: Creature
element: Fire
rarity: Epic

> Evolution 1
name: Glowrm
size: Small
att/def: 8/11
ability: Fragility: Choose a target to receive an extra two damage every time it receives physical damage.

> Evolution 2
name: Gloccon
size: Medium
att/def: * 8/17*
ability: Fragility: Choose a target ro receive an extra five damage every time it receives physical damage.

> Evolution 3
name: Gloeetle
size: Large
att/def: 18/18
ability: Fragility: Choose a target to receive an extra eight damage every time it receives physical damage.

Notes: Useful against cards with high defense and has decent stats itself to hold its own. First form is a glowworm, then a cocoon, then a beetle.