I was playing last night. Trying out the whole "play against yourself with two cepters and use the card capture option in the battle" thing.
I must have the concept wrong or not understand what 'card capture' is all about or maybe I just 'played' the match wrong but whatever...
What wound up happening is this: I have my main Cepter and I wanted to beef up his arsenal of of cards. I went into Versus mode, and began a battle with a newly created 'dummy' cepter.
I completed the match and my main cepter won. At the end, I did beef up his collection by getting 4 cards from the dummy cepter but this had the effect of diminishing the dummy cepter's deck down to 46 cards.
He's unplayable now. He doesn't have enuf cards in his deck to battle and if he can't battle, he can't replenish his card stock.
How is this supposed to work? In the big picture, all I want to do is get specific cards from other cepters decks into my main cepters collection.
If all you want to do is to get specific cards from other cepters collections in to your main collection, then just use the trade option in versus mode.
However, this won't work if you're trying to get 4 copies of a card, since you can't trade cards that the other cepter already has.
You might want to try the 2 cepters vs. 1 useless AI method to get cards, then start doing the card capture method. Although I don't see how the cepter would become unusable, since theoretically, the 2nd place winner should get more than 4 cards before he gives away the 4 capture cards. Try checking your dummy cepters book, and edit it to include 50 cards. What happened is that he probably lost some cards in his book, and as everyone knows, you can't play with a book that has less than 50 cards.
I don't really like card capture. It seems like an option for two human, highly competitive players who enjoy taking random cards from the loser. It is the only way to take a card that you already have a copy of from an opponent, but since it's random then it's not a reliable way to build up your deck. I prefer to have 3 allied dummy cepters versus me and then have the 3 victors trade me their acquired cards. It is kind of boring (be sure to ally the 3 others and set the G total as low as possible) but it seems to be the best way to generate new cards.
Actually, with a little bit of maintenance, I have found card capture to be increadibly useful in gaining cards that I do not yet have 4 of (More reliable than just using the cards I earn from winning, as the computer loves to keep giving me cards I already have 20+ of ).
Just look at your own cards and write down all the cards you have 4 or more of, then adjust the 3 other dummy players books so that they do not have any of those cards. Then you are guarenteed to get 4 cards you can use . If one or more of the dummy players don't have 50 cards that you need, playing a few rounds with card capture turned off or swapping cards between the dummy players usually fixes that pretty quickly.
Something my Girlfriend and I do to get more cards for both of our decks is pretty simple actually.
Each player makes an AI character. Fill their entire deck with cards that have a land requirement (110G +F) for example, if you don't have enough creature cards with requirements like that, then start adding in all the items you can.
Secondly, create your deck with the cheapest creature cards you have, 0 to 20g, regardless of how good the card is. the 1/1 comes to mind, can't remember the name, I'll explain later. Be sure to include Bogarts and the Gnome. And 10 spells, all holy words, mix 'em up.
My girlfriend and I ally with each other, and have the computer ally, so four players. Pick a small map that doesn't split up lands so it's easier to chain.
In about 15 rounds... sometimes 20 depending on luck, you have them beat. They have no choice but to discard each turn, you drop creatures for nearly nothing, and then put your Land Toll x2 (Bogart) or x1.5(Gnome) on the best chain, level it up, and use appropriate Holy Words to make the computer land on them.
The 1/1 that copies itself when moved is nice too because it's a free drop that boosts chains when you pass it.
I'll admit, it can get boring. But the games are quick when you set the Goal as low as possible, and you get 9 to 14 cards (Each player) each time depending which map you play.
Late in the game... I'll admit, this would be pretty useless, but when you're first trying to hit your Four Of's, or get a few new cards, it's pretty handy.
I prefer this method to the Capture Card. Never tweak your deck, just run with it till you get what you want.