Post by TheForgottenTaxi on Aug 7, 2006 11:55:38 GMT -5
Okay, so admittedly it's tough to figure out how cards are "rated" given how small the community is, but how about some cards that you personally took a while to realize the greatness of?
Repreive For 30G, Reprieve exchanges any two of your creatures, then recycles to the book. Not flashy. But consider that to get the same effect without the card, you'd have to use 2-4 territory abilities and potentially spend more G. Instead, with the speed of a spell, Reprieve can clean up two of your territories at once, and eliminate any pesky status effects in the process.
The fact that the card recycles to book initially didn't appeal to me - why would I want to redraw a low-power effect? - but it winds up being a godsend. In my experience I almost always have a use for the effect. Basically, in exchange for one slot in my deck, Reprieve gives me the freedom to snap up early land with off color creatures with relative impunity AND almost complete protection from status effects. Not too shabby for 30G.
or how about
Holy Word 1 I've been banging this drum for a while, but I love this card. Like all the Holy Words it can force your opponent to land somewhere unpleasant. In a pinch, it can act as a general slow-down effect. But what sets it apart for me is its ability to land you a key adjacent territory. Rather than hoping that on the next lap you'll happen to land on the neighboring square, you can Holy Word 1, gain the land with no fuss, and give both creatures the +10 ST bonus.
lol....that is why i call Holy word 1, the "TRAP CARD"......if you oppenent doesnt have any spells in their hand to negate its effects....you can pretty much pick their Doom, such as your Lvl 5 fire land, with a Cait Sith on it......OUCH......Holy word 1 combined with Holy word 0, is tactically brilliant, as it will make ur opponent pay the same toll fee twice in a row!
Another underrated card is Blnyx (Green Creature, 20hp/20st, untargetable). I mean, lookin at those stats, im sure ur assumin da lil guy wont last long out there.... but he tends to serve another purpose otha then fighting. His gift is that he can warp to a vacnt land of ANY color. So if you manage to somehow take out an opponent's highest land by a spell, or suicide, then u can easily use him to take over the spot!, and since hes untargetable, he wont get destroyed by any outside forces, biding you enough time to exhange him for a creature fit for defending the spot.......he helped me win a war which seemed like hell to me.....
Last Edit: Aug 8, 2006 14:46:16 GMT -5 by quikdraw77
Post by quikdraw77 on Aug 10, 2006 10:01:16 GMT -5
Yeah.....hes good b/c dont have to use spell cards, or try your hardest to land on the High-Leveled vacant spot...just dont leave him out there too long tho, just ensure u have a monster ready for the substitution haha.
Post by cerealkiller251 on Aug 28, 2006 21:49:55 GMT -5
I think Golden Totem is underrated. As I like using a deck without creatures anyway, I dont mind putting some on the board and being able to just cash them in. I was wondering if Soul Hunt would pay off with him when you use his territory ability.
Post by cerealkiller251 on Aug 29, 2006 21:36:57 GMT -5
I tried this today and it actually worked. I put Golden Totem on the board. Then I put Soul Hunt spell on him. As I came around that property again I used Sould Steal spell. When I passed the Golden Totem I used its territory ability. 300 G, plus 150 G from Soul Hunt, plus 50 G from the Soul Steal spell. On a larger scale this could really pay off.
1) The card is Relief, not Reprieve. And I agree, but I never use it. On the rare ocasion I play Adlah, then I barely lose a battle on his high level space, next turn he swaps and has a fresh creature on it before he even moves. Lots of uses for that card.
2) I dunno why I'm psuedo-correcting you, since I can't really recall right now, but I do believe that Blinx can be targeted bu spells and territory abilities. I have looked at him for several decks I have made, and I usually cut it for the same reason I cut Bookworm. Very helpful ability, but if the opponent lands on that space, I'm doomed. If he's not targetable and I'm wrong, which is very possible, then he is more playable, but I am still not sure I'd use him often enough to justify a slot in my book.
3) I've tried golden totem and I am sad to report that I don't like it one bit. You have to jump through a hoop, but it's eccentially a free 300G most of the time. I find that I'd rather simply place a creature that can actually win a battle, as most lands are worth 100G on their own, and then have the possibility of leveling up or adding to a chain. MAYBE if I place it on the first lap, but meatgame it is a very useless card in my opinion.
As for the underrated card I'm going to add, it is circumstancial, but easy to control, and one of the most powerful defenders int he game. I don't think anyone would say it's bad, but I believe it to be one of the greatest cards when used properly. That card is Undine. Not only is it easy to get up to 60HP or higher, which I consider to be a lot, but I always forget that it is also immune to water damage. Put it on a water space and you got yourself one efficient defender. Since I almost never use armor (It can't use armor) as my defense items, theres no problem there. The biggest problem I find is that it's MHP is 30, so it dies to Evil Blast, and you'll probably never want to pump it's max HP, because it will have no effect during battle. Anyway, thats my nomination.
Post by TheForgottenTaxi on Sept 7, 2006 7:48:16 GMT -5
I've actually had the opposite experience with Undine. I always think he's gonna be great, but he winds up only being really useful maybe 1 out of 3 games, just because he's lousy in the early game. I'd generally rather see the (in no way underrated) Wall of Ice; even the likes of Giant Tortoise is more useful early on.
His ugly cousin Drool on the other hand is fantastic. Most games he's good for 40-70 points of penetrating hurt - pretty deadly. As a bonus, his 40 HP unboltable butt can even hold the space until you lap and replace him. In some ways he's better than Coati. People know this, right?
Post by quikdraw77 on Oct 25, 2006 20:42:55 GMT -5
Dont get me wrong, but many of the "light weighted" cards in culdcept tend to be underrated, in their own way. There are plenty of "sleeper" cards, that a suprising amount of veterans overlook, and since they dont really take them seriously, they may find themselves getting their LVL5 lands taken from them, or paying an OBSCENE toll fee before they can blink twice....
I used to think Binding Mist was a joke of a card (partly b/c i had Nike, who caused damage & paralysis during combat, which i thought was superior). It was later that i found out that paralyzing a monster through a spell was actually brilliant, rather than a wasted turn, as i watched my Paladin get paralyzed AND THEN defeated w/o much effort.
The Werewolf also doesnt get enough credit, for a creature that has a "transforming attack" (Medusa does this as well, and its 100% accurate, but she costs plenty more to summon). Transforming a nearly immortal Ba=al on a Lvl 5 fire land, into a regular wolf that cant acquire land-bonuses, for less than 100G, is A-OK in my book (Just going to have to rely on that 60% chance that your buddy decides to pass on the lycanthropy ;-) )..
I'd have to say that the Conjurer is much more valuable than he seems. Not only does he have the ability, like Blynx, to occupy a high-level land after its creature was killed by a spell, but he can do it on any space on the map. I believe he is the only creature who can occupy a space in one area from another area, and it only costs 120 G to pull it off (40 to place him + 80 to summon Ba=Al). Ba=Al is strong enough that he can defend any territory long enough for you to swap him out if necessary (because he can be a liability against players who will attack him to cause you to lose a card).
Hyde is also extremely useful. Having the option to cast Paralyze on one creature every round for only 50 G is awesome.
I'm also starting to like the Book Worm. It's very convenient to have one lying around when my opponent picks up a Leoknight during round 76 when 90% of the board is occupied, or he draws a Nuclear Fusion when my prime real estate is a level 5 Old Willow with Simulacrum.
Needless to say, these creatures never get to live on leveled-up territory because they're sitting ducks. But they're essential cards for an aggressive Cepter.
Post by jimulacrum on Jul 20, 2007 13:20:19 GMT -5
I have come to appreciate the Colossus a great deal. Aside from being a 70 ST 70 MHP creature, it is very helpful to have when playing CPU opponents who use a lot of damage, –MHP, and –ST spells. The Colossus is practically a magnet for these spells because his printed statistics are higher than almost any other creature's (excepting a couple very rare ones). I almost always keep him on a level 1 land because he can't use items.
After a spell has been cast on him (or or even two spells), I stroll by, trade him out, and then put him on another land. Lather, rinse, repeat; I don't have to worry about my important creatures losing all their strength or being knocked down to 30 MHP. It costs 120 G to place him, but it's well worth it (especially late in the game).
Naturally, Colossus is also a great card to have in a book that contains some support creatures. There aren't very many ways to hold back a 100 ST Valkyria attack or defeat a 90 HP (plus land effect) Sage. Also, combining a Colossus and a Bloody Pudding yields a creature with a printed MHP of 80 who can use all items except scrolls. The only other Water creature that has 80 MHP is Dagon, who costs 140 G plus a card to use, plus 100 G more if engaged in battle—compared to 30 G plus 120 G for the Bloody Pudding and Colossus.
And Colossus is nice for kicking Gremlin's ass. He can kill an item-less Gremlin on a level 4 or lower land, spells and effects notwithstanding.
see, I never liked Colossus. He simply costs too much G for my liking. If I want a good support creature, I go with Executor or Wall of Stone, both of which are much less than 120G. Also, the item limitations means he dies very easily in combat. In a normal game, if the computer invades a space and I lose it, I got back and tweek my deck so it won't happen again.
I do suppose that if he will always draw fire away from your other guys, there is something there, but I am skeptical it will work they way I would use it.
Colossus, as strong as he may be in BOTH sides of combat (a whopping 70ST & 70HP), really isn't as big a threat as many people believe him to be....
As AceLeader stated, item-limitation can be an achilles heel to even some of the strongest creatures in the game, especially ones that cant achieve land bonus - he is a sitting duck out there, a very strong one, but sitting nonetheless.......... If someone takes him to the "Party", they had better make sure he doesnt get asked to "dance"....lol. Also, being neutral makes him vulnerable to go down in one shot with a "Banishing Ray" spell.
But as you said jimulacrum, He is arguably the BEST support card to be wielded by means of Valkyria, Woodfolk, and all those otha Supporters. He boost ST as much as Exectuor, AND raises HP as high as Diamond Armor....+10. Basically an all-purpose support-man who will make sure your creatures strike harder or last longer than they normally do.
And for all those fearing ruthless spellcasters, he is considered to be a gem in that area as well. Placing him on a slightly levelled turf will usually divert many AI-Cepter Spells away from his allied nations. He cant really stand up to 'em too - he can take:
3 Evil Blasts (which is a VERY amazing feat) 4 Magic Bolts
Overall, Colossus isn't really all that bad, but he also isnt a GOD in culdcept terms either.
Last Edit: Aug 1, 2007 21:50:40 GMT -5 by quikdraw77