I was wondering if anyone know a good way to hunt for specific cards? I believe the cards you recieve may depend on certain rules, according to your opponent. So I started to make a list of the cards I've recieved from the story characters.
Are there anyone who have this information or attempting to do something similar? If so, let me know what you have found so we can compare the results.
This has been posted before, but the best way I have found is to fight in [shadow=red,left,300]Story Mode[/shadow].
If you want to obtain a Neutral creature, fight Merroc the Alchemist; if you want an Earth creature, fight Gemmory; if you want a Spell card, fight Aldha in Durhan (the Island); if you desire a Wind creature, fight Whirlwind...etc...
Last Edit: Jun 19, 2004 1:11:28 GMT -5 by MmmLilith
Culdcept - The best game I have encountered in a long long time.
Is there such a thing as an "Uber Book"? The more I play this game the more I feel that decks are very very situational. One deck that I made that absolutely puts the smack down on Najaran - totally got my stomped when I took on Ryvern and the Priestess in story mode.
Post by WhoseYerLilith on Jun 23, 2004 12:05:27 GMT -5
I guess it really depends, I have specified decks like my "Morroc gets a can of whoop ass" deck that does poorly against others, but I can still win with- I think you can almost always win with any deck as long as its put together well. I have one deck Ive never lost with "Tetra Omega" and a lighter version of it "Tetra Alpha".
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Post by TheTampaCepter on Jun 23, 2004 17:46:46 GMT -5
Imo, a solid "single color" book can win on any map and against any opponent. The only way I've lost with my 100% green book is against humans who gameplan and load their books with anti-green cards. Now on the other hand, I've found that its harder to make a traditional book "uber". I've performed best when working with one or two color themed decks.
Nothing like cream of willow to make oppenents red!
I thinck if you really want to go to town on card collection you should build 3 more cepters and then play a three on one game with you and two of your made up buddies on a team. make sure the first time to give the unfortunate cepter a few of your useless cards before hand so when you set the card capture to 4 you wont make it hard to fashion a 50 card deck for next time. then go to a board with a large card reward like 14 cards. when your team wins you and they each recieve first place card rewards and the looser gets cards too. This may not seem so great just yet but hold on. you also scored 4 cards from the looser and so did your two partners. the same 4 cards even if the loosing cepter didn't have 3 copies of each, they are created out of nothing. Also if you repeat this procedure you will find that you can trade any cards you don't already have off your imaginary friends. And you can tailor each one of these guys with two sets of decks one to play as your ally to wrack up the score with cheap creatures and mana making spells , and the other deck you fill with whatever cards they have that you want but can't trade off them because you already have one. As you switch teammates from one dummy cepter to another game after game they get better cards to swap to you. and if you keep comparing what you have in your card inventory with what your putting in their decks then you usualy get very good cards from the capture effect. I also use these dummy cepters to store / export some of the extra deck ideas I made but don't have room for because of the deck limit. I hope this helps.