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Post by Bob Smith on Jun 5, 2004 13:32:22 GMT -5
Well being a Newbie to this insanely awesome and deep game, I thought I start this thread to ask specifics of what certain cards do.
I found that many of the translations are poor at best which doesn't help either.
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Post by Bob Smith on Jun 5, 2004 13:33:07 GMT -5
Ok, would someone please explain this guy's special ability and how to use it?
Any useful combos with this guy?
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ShadowoftheLord
Peasant
Though I fear the shade i will fear no man.
Posts: 15
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Post by ShadowoftheLord on Jun 5, 2004 23:47:25 GMT -5
Well the sorcerers ability is simple enough to use. When ever he uses a scroll hi does critical damage. I.E. 1.5 times more then normal. To give an example. You use a nuclear fusion scroll ST=50, so 50 points of damage. Well when he uses it it will hit for 75 points of damage. Now I must say I do not play red enough to know any good combos but if you keep an eye open for the deck listings you might find some people who might have used him and maybe given an explanation why.
SotL
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s6
Baron
i know what i like
Posts: 88
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Post by s6 on Jun 6, 2004 15:16:47 GMT -5
I finally played my Sorcerer in Promsdale against Balberit and Ryvern on a rematch (I won two times in a row - but aren't they extra-nasty opponents, two-on-one?). Ryvern took him off fireland while I was devoid of magic power near the castle pass, before I got a chance to use him against creepy Balberit's BA=AI parked over on woodland. I had a Nuclear Fusion scroll in hand by then, so theoretically it would have worked really good had I been able to pass over him one more time after castle rewards. I'll test him out again in a minute - it just started to rain here, so I got a "free pass" on doing more yardwork today. Balberit plays both BA=AI and the Trapezoid=BA=AI card in Promsdale, but Sorcerer should be able to deal with both versions of BA=AI. It doesn't seem like Sorcerer will work right unless he's already parked on fireland, and he's hard to keep alive long enough with Ryvern and his Magic Bolts, etc (even though I had his land built up to +30MHP, the fire giant still got him because I had no power left right then to use a shield). I'll let you know how it plays out this time. Ok, would someone please explain this guy's special ability and how to use it? Any useful combos with this guy?
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Post by Bob Smith on Jun 10, 2004 15:16:38 GMT -5
What does the ARCHBISHOP's power do? How do you use it. I've heard about Astral Queen and what does she do and how do you combo her with the Archbishop? Thanks
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Archbishop Astral Queen
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Post by Archbishop Astral Queen on Jun 17, 2004 22:24:24 GMT -5
I've been using both Archbishop and Astral Queen lately. Archbishop has a Territory ability and can remove land spells such as Peace and Fog. The more non-elemental creatures you have on the board, the better Astral Queen's HP gets. I use Borgess to boost all non-elementals by +20MHP during attack. Also Mad Clown to boost all Ally creatures +10HP. The key to using Mad Clown effectively is to Growth Body him at least twice so Magic Bolt and Evil Blast don't wipe him out, then land Protect. Leoknight and Sanctum Guard are almost always in my book. Also, Little Grey is great but exchange him quickly or Growth Body and Land Protect. (He doesn't send the defense away if you use an item or weapon of any kind; otherwise, it works 100% of the time.) Anyway, about Astral Queen's territory ability, I'm not sure I understand what Camoflauge actually does. I did try it once but couldn't tell what happened. Same with the Phantasm spell (does it help your Cepter's creatures or harm?) Some of the card descriptions need work - on English translation - because they are unclear or misstated. As far as I know, you can combine Archbishop and Astral Queen because neither are Support Creatures. However, you can use a Support Creature with either one. I like combining Bandit with Gouda or another high-ST creature just to collect mana from the opponent while I'm at it ;D What does the ARCHBISHOP's power do? How do you use it. I've heard about Astral Queen and what does she do and how do you combo her with the Archbishop? Thanks
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s6
Baron
i know what i like
Posts: 88
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Post by s6 on Jun 17, 2004 22:30:23 GMT -5
I wrote the post above without logging in and now I can't edit it. It should say CANNOT combine Archbishop with Astral Queen because neither are Support Creatures but can use Support Creature with either one. Sorry 'bout that. I've been using both Archbishop and Astral Queen lately. Archbishop has a Territory ability and can remove land spells such as Peace and Fog. The more non-elemental creatures you have on the board, the better Astral Queen's HP gets. I use Borgess to boost all non-elementals by +20MHP during attack. Also Mad Clown to boost all Ally creatures +10HP. The key to using Mad Clown effectively is to Growth Body him at least twice so Magic Bolt and Evil Blast don't wipe him out, then land Protect. Leoknight and Sanctum Guard are almost always in my book. Also, Little Grey is great but exchange him quickly or Growth Body and Land Protect. (He doesn't send the defense away if you use an item or weapon of any kind; otherwise, it works 100% of the time.) Anyway, about Astral Queen's territory ability, I'm not sure I understand what Camoflauge actually does. I did try it once but couldn't tell what happened. Same with the Phantasm spell (does it help your Cepter's creatures or harm?) Some of the card descriptions need work - on English translation - because they are unclear or misstated. As far as I know, you can combine Archbishop and Astral Queen because neither are Support Creatures. However, you can use a Support Creature with either one. I like combining Bandit with Gouda or another high-ST creature just to collect mana from the opponent while I'm at it ;D
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Post by WhoseYerLilith on Jun 18, 2004 5:28:03 GMT -5
s6- 2 Things- 1- Not to sound absurdly silly, but the creature you were discussing in your posts is BA-AL, not BA-AI. It sounds so petty, but it was actually driving me a little nuts every time I read it. Also, your theories on the Mad Clown I have a comment or two on- 1. Why would you use 2 growth bodies, THEN use Land Protect to prevent magic bolt and evil blast? If you cast Land Protect, those spells can't be used against you either way. 2- While Mad Clown is definitely an asset and the fact that he is the only Boost creature to affect only allies, I always tend to use my growth bodies on my levelled up land creatures. Mad Clown's stats are pathetically low, so even 2-3 growth bodies and on a Level 3 land he can still be killed with relative ease. I frequently use him, and like the benefit, but to me, it's definitely not worth it to waste growth bodies and land protect.
The Astral Queen's territory ability is phenomenal if you play an all neutral deck in Morroc's lab and such- it gives all creatures the status of "Camouflage" which means that creatures will gain the land bonus despite not being on their respective colored property. For example, one of the negatives of playing an all Neutral deck is that levelling up lands for most N creatures is risky, they won't get that land bonus in battles. Now lets say you take a Colassus, out with a Borgess, then use Astral Queen- and level the land to a 5- you have a 70 140 creature in battle defending your level 5 territory. The own downside to this is that the ability works on ALL creatures in play- so I also tend to use Archbishop's to remove the ability on the enemies creatures.
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s6
Baron
i know what i like
Posts: 88
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Post by s6 on Jun 20, 2004 0:19:01 GMT -5
Just so we're clear on this point 1), you do rather "sound absurdly silly" because BA=AI is displayed exactly like the "AI" listed on the Edit menu, and when the name is pronounced by the game moderator, I don't hear an 'L' sound. Anyway, I'm surprised you didn't pick on my liberal use of the term, "Mad Hare" early on. On the remaining points: 2) Mad Clown lasts much longer on a territory as defense (so critical to other-creature support) if he's Growth-Body'd first up to at least 30HP before he's Land-Protect'd. You made my argument for me. I just played a challenge against Gamygin at the burning city and he was built to 50HP and 50ST (used a Mass Strength card twice after I wiped the opponent off the red East coast). Then land-protected him against Gamygin's Evil Blast and Magic Bolt-ing and Clown killed several opponent creatures, lasting the entire game to 80,000 while sitting on top of a Level 5 Water. I just won the Gremlin's symbol medal in that match. Any creature 30HP or under must be built up and land-protected (plus have good land support) if we expect them to do their jobs properly. I almost never have any problems keeping 50+HP creatures alive the whole battle. By the middle of the game, all creatures and territories are built, max-leveled, and land protected and the opponents get stuck at the castle for the remainder of the game. With 4 Growth Body and 2 Land Protect in the book, not many other spells are even necessary. I level everybody, but only after the weak cards, like Mad Clown are built. I never waste Growth Body on 50HP and up creatures - they hold their own. 3) Thank you for the helpful pointers. That's what I thought Camouflage did but didn't realize immediate benefit in that match (just about over) so couldn't really tell. On playing an all-neutral deck - is there a medal for that? (Already have the Idol medal.) I normally keep several non-elementals in my book(s) for variety's sake (Leoknight, Sanctum Guard, Borgess, Archbishop, and Little Gray are the most useful - Decoy's only really good at the beginning of a battle because he has serious trouble killing leveled territory creatures - strong cards). Archbishop is great against Selena and Luthien, who like to Peace out your best toll territories. Like Mad Clown, Archbishop has to be Growth Body'd before land-protecting (can't Growth Body if Land Protect is in effect) to be of much use. I only use Colassus if I also have Wing or (what's the +20ST/20HP during battle card called?)... It's also fun to use the card that sends an opponent's affected character back to the book (or is it hand?) when you use a mass spell to help your own creatures in an area (or even after something like Disease is on the opponent's creature). s6- 2 Things- 1- Not to sound absurdly silly, but the creature you were discussing in your posts is BA-AL, not BA-AI. It sounds so petty, but it was actually driving me a little nuts every time I read it. Also, your theories on the Mad Clown I have a comment or two on- 1. Why would you use 2 growth bodies, THEN use Land Protect to prevent magic bolt and evil blast? If you cast Land Protect, those spells can't be used against you either way. 2- While Mad Clown is definitely an asset and the fact that he is the only Boost creature to affect only allies, I always tend to use my growth bodies on my levelled up land creatures. Mad Clown's stats are pathetically low, so even 2-3 growth bodies and on a Level 3 land he can still be killed with relative ease. I frequently use him, and like the benefit, but to me, it's definitely not worth it to waste growth bodies and land protect. The Astral Queen's territory ability is phenomenal if you play an all neutral deck in Morroc's lab and such- it gives all creatures the status of "Camouflage" which means that creatures will gain the land bonus despite not being on their respective colored property. For example, one of the negatives of playing an all Neutral deck is that levelling up lands for most N creatures is risky, they won't get that land bonus in battles. Now lets say you take a Colassus, out with a Borgess, then use Astral Queen- and level the land to a 5- you have a 70 140 creature in battle defending your level 5 territory. The own downside to this is that the ability works on ALL creatures in play- so I also tend to use Archbishop's to remove the ability on the enemies creatures.
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Post by WhoseYerLilith on Jun 20, 2004 7:20:24 GMT -5
Hmmm...some interesting points.
First- If you have it, go to Ba-Al's card and press triangle, if not- put in BA-AI in google, then try Ba'Al as he is a known diety that I leaned about a few years back in college, so- though it was petty to point out, it was driving me crazy to pronounce it "Ba-AI" in my head as I read them- the Mad Hare really didn't bother me, though if you continually called it the "Mad Harm", I might have said something.
Second- You didn't say originally that you were using Mad Clown as a levelled up defense creature- and it should definitely not be assumed. You stated that "the key to using him" was to cast two growth bodies and a land protect so that Evil Blast and Magic Bolt couldn't off him- That's redundant as a land protect will cancel the magic bolt/evil blast- so I definitely didn't make your arguement for you. By reading your explanation, however- I do understand that we utilize Mad Clown in two different styles. In my decks he is always fun, handy and placed in a spot with little traffic and never levelled up- exact same as Archbishops- except in rare circumstances to fight Gremlins, and they almost always last until the end. As mentioned before- I don't agree with using Growth Bodies or Land Protects on cards with such disturbingly low stats, saving those cards for my stronger creatures, or other creatures who will be beneficial with a little bit of growth but start out slow-(Lilith, Wonderwall, Boggart, Gnome) its all a matter of style.
Third- You're welcome for the pointers RE: Astral Queen. I've been using her frequently in my new favorite deck (all neutral with a few choice color cards).
Four-Yes, you can win the "Soul of the Alchemist" medal if you use all N creatures. Though I've had some debates about it, I like going against Morroc's deck.
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zedd
Peasant
Posts: 16
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Post by zedd on Mar 21, 2006 21:56:32 GMT -5
I wrote the post above without logging in and now I can't edit it. It should say CANNOT combine Archbishop with Astral Queen because neither are Support Creatures but can use Support Creature with either one. Sorry 'bout that. I've been using both Archbishop and Astral Queen lately. Archbishop has a Territory ability and can remove land spells such as Peace and Fog. The more non-elemental creatures you have on the board, the better Astral Queen's HP gets. I use Borgess to boost all non-elementals by +20MHP during attack. Also Mad Clown to boost all Ally creatures +10HP. The key to using Mad Clown effectively is to Growth Body him at least twice so Magic Bolt and Evil Blast don't wipe him out, then land Protect. Leoknight and Sanctum Guard are almost always in my book. Also, Little Grey is great but exchange him quickly or Growth Body and Land Protect. (He doesn't send the defense away if you use an item or weapon of any kind; otherwise, it works 100% of the time.) Anyway, about Astral Queen's territory ability, I'm not sure I understand what Camoflauge actually does. I did try it once but couldn't tell what happened. Same with the Phantasm spell (does it help your Cepter's creatures or harm?) Some of the card descriptions need work - on English translation - because they are unclear or misstated. As far as I know, you can combine Archbishop and Astral Queen because neither are Support Creatures. However, you can use a Support Creature with either one. I like combining Bandit with Gouda or another high-ST creature just to collect mana from the opponent while I'm at it ;D I am sorry, but I had to point this out in your earlier post you did correct one of two mistaken combos the one that needs to be clearly corrected is the Bandit + Gouda combo. The most Bandit will get out of Gouda is 40 extra hit points ^_^ as Bandit is not Son Ascetic. Now Bandit + Terrair woks great in an all yellow deck.
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