You can easily get more than 150G from Manna. Manna is free, which makes it good in any situation. Also, Triumph can be overwritten with another spell before you get any use with it. Triumph has its uses, but I don't think it's better than Manna.
Post by quikdraw77 on Aug 10, 2007 21:17:55 GMT -5
Manna vs. Triumph.....hmmmm
I've always persoanlly liked Triumph, as it shows to have multiple uses in the heat of battle. Its most standout feature is the fact that it will award the user with an extra chunk of G & Magic when the holy grounds of the castle have been reached.
Being that its a cepter-effecting spell, it can also act as a "remedy" of some sorts; nasty cepter-harsh spells such as Waste, Backward, Blackout etc. will be counteracted.
In a team battle, Triumph can also be utilized to draw heat off of an ally. You see, AI opponents prioritize removing positive statuses before anything else - if they notice someone with triumph active, they will almost immediately use a spell to negate its effect (a spell which could've been more effective somewhere else).
Manna does have its perks though; Not only is it free, it takes effect instantly, crossing off any chance of someone robbing you of your glory.
Manna is also VERY effective on shrot maps, as they allow for faster laps, which in turn greatly increases the amount of Magic obtained.
I dont know, i guess its all about preferecne & your style of play.
For cards I find useful and possiblly seen as underrated they would be: Wall of Ice: It has a high hp to begin with and then adds 30 hp when its attacked. Makes it almost impossible to drop the damn thing if ya level the land. Gremlin: It destroys an opponents equip card if they use one which basically lets ya boost gremlin and give it effects to help it while keeping yer opponent from taking an advantage. Cerberus: If its two hits per turn were'nt enough if ya throw wing on it, which gives the monster first attack, you can pretty much get 2 pre-emptive attacks. Throw a weapon on him and his 20 str and you can do some nasty damage.
I am guessing that most people adore Wall of Ice. It is insanely inexpensive and has one of the strongest defenses in the game. The minor problems of not being able to place it on a red land, and having 40 HP naturally, aren't bad at all. A staple in any Blue Focused book.
I've been back and forth on Gremlin. I used it early on, and it is annoying to play against, but the high cost and bad stats is usually enough to keep me away from it. He is almost unstoppable if you have a defensive item with him. There have simple been too many times where he is a 20/40 and I can't use an item to save him, either because my G is depleted or I simply don't have an item. That being said, a Gremlin on a lvl 5 land is insanely powerful even without an item. In all, he's a bit polar for me. Either a waste of G or a powerhouse, given the situation.
Lastly, Cerberus is one of those cards that I simply never had when I was building decks early on. One of the last cards for me to gain, I can clearly see his power, especially when he is used against you. Requiring you to have a Green Land already is a steaper cost than I originally gave the game credit for, and I don't think he holds his own without an item for support (much like Gremlin, ironically enough). He can create some nice turns though, and doesn't make it too hard to take a lvl 5 land near the end. Even still, I already have cards I prefer over Cerberus for that job. Seems solid, but I am still not sold, even though I haven't used the card very much.
Good suggestions though. Even if we only get a few posts a month, it's still nice to see people commenting on the original Culdcept.