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nvm i take it back, the ai isnt even smart enough not to kill itself... how hard ould it have been to say if hp t use a -10 hp move lol
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i like it, but here's a thought, how about speeding up the slow as hell "combat animation" and slowing down the text that says what your opponent did. If i'm not watching like a hawk I don't catch it, and even then it's like a split second and if it's something i've never heard of or have memorized i won't know what happened.
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The all-red 35-damage-per-turn deck that wins every challenge within 2 min: 2 Commander J'Ardan, 3 Scythian Elite, 3 Battle Cry, 5 Veteran Mercenary (13 Total). Could drop 1-3 Mercenaries. Raise energy to 3, Pump out your units (preferably 2 J'Ardins and 3 Elites among them), use battle cry and win.
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This was a pretty fun game. Some of the opponents could be beaten just by decking them (with prismatic springs/land of plenty and other stall), but overall it was fun making decks and using them. Not being able to change the deck around in the mission mode was a letdown though.
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I beat final challenge (winding road) with a 25-card black/purple deck:
5 Contamination, 5 Drain Life, 5 Blackguard Veteran, 5 Markov's Tax, 5 Markov's Library.====================
Get to 4 black power first, then 3 purple power. If you have no cards, then draw, if you still have usuable cards, increase power again. This deck reduces enemy's life considerably that ignores fortresses completely. This means you don't, and shouldn't, attack at all - and 25 cards with Martov's Library means you get to your cards ASAP.
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woot, I had 73 life when I beat the final challenge! =D
Deck used: (worked for every challenge save the 1-life thing and the one where you get prismatic spring, as it is used in this deck.)
4 prismatic Spring
5 Royal Guard
4 Ward of Light
5 Solarian Fortress
5 Disintegrate
3 Azure Minion
3 Scythian Footsoldier
Usage: upgrade white to 3 or4 then black to 1 (or 2 if you need disintegrate) then red to 1, then draw every turn. Play Prismatic Springs ASAP.
For the last match, I'd replace two of the solarian fotress with archers or walkers. Archers are nice cause then you only need 4 white mana, but walkers have good stats.
Blue is also good, but I find white (modified version of the above deck) to work better for the next to last challenge.
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good game.... but... it keeps freezing at the part where you either win/lose the challenge/mission and the screens suppose to take you back to the menu.... its happened about 5 times now in a period of 7 games... keeps taking me to that background screen and musics playing but nothing else...please fix. thx ^^
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very eady game... Blue deck is the best.. i only put snipers, walls, sentris, hive mind , etc... and y win all the chalenges with out problem
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Pretty fun, really easy though. I started experimenting with multicolor decks for the challenges, I'm glad that worked pretty well at least. The game has some bugs, and it should have had some qualities to differentiate it from MTG (like more colors or new card types, etc) But not bad.
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^- - ^ this game is not as chalenging as I remember it being. It can't be that I've gotten any smarter so I guess that it has been made easier. Perhaps adding the option to play versus decks made by other players would help. Or a stronger AI.
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Moderately amusing, but the colors weren't very well defined. Every type was basically a creature-battling fest.
I threw together a pure white deck with the limited amount of things available and only had to adjust it once for the 1 hp challenge.
Not exactly a whole lot of depth to it, but its moderately amusing.
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Lots of bugs. Enforced silence never dies when it should expire at end of turn. Land of plenty doesn't always work. The lame AI and errors make this a lame game.