On June 29 2013 22:00 FortuneSyn wrote: woohoo I just made it in top 100 =D
Nice what deck?
I broke 1800 a few times but i keep losing it back. I played mono energy (lol) and then i switched to mono-order
Main issue is more and more growth players splashing order now making mono order weaker and weaker, so i think i might have to switch to some kind of growth based deck if i really wanna steam ahead
I play mono order with waking stone + summon, and a lot of draw cards to get imperial resources rolling. I'm constantly tweaking tho.. I'm begining to feel (not sure yet tho) that relying on waking stone could be weak because of order decks and growth/ordersplash decks that have pother and/or flip.
Growth is damn strong. fertile soil, sisters are so sick to ramp up. I don't think order is underpowered tho, I know there are order players in top 10. What really carries order in my opinion is imperial resources, else u can't keep up with growth in the end game.
Yeah im pretty interested these days what mono order guys run
i ran 3x summon +waking but it felt like overkill a lot of the time
Also waking stones SUCK against pother and flip - and soooo many growth players splash for pother now because its THAT good.
One loss to pother and you basically lose the game vs growth or order
Vsing order seems to just be holding an early game advantage and basically going first = GG most of the time
Vsing energy is "lol" as flip totally owns energy, as does pother and pusback. Imperial resources is just the extra kick in the nuts. You just have to be smart in that you can play much slower vs energy
I've stopped running heritage now, i think running imp resources is better in general
Vs growth it's basically "keep your stuff alive" so it's advantageous to play near the bottom of the board with waking stones and stuff
I get pothered flipped all the time, but it can be manageable. For pother, cover the flanks with waking stones or spearmen so it can't move, and/or heritage the important units he would like to pother to kill. As for flip, you gotta remember that it doesn't draw a card; therefore he's spending 1 card to kill 1 or 2 cards. 1 for 1 trade I'm not worried about because I just throw the waking stone back in place or put a new one there. If there's a chance for him to do a 1 for 2 card trade, you can heritage one of the cards, and it'll be a 1 for 1 card trade at best.
Spearmen are highly valuable against growth, even if you already have a waking stone out. Put a heritage on him and then just get in the face of any unit he wants to attack with. If he kills it thats fine, you get +2 cards and apply 2 - 4 spike dmg on his units.
Heritage is a must I think. Let's say he's got board position over you in center. Throw like a skirmisher on the board on one side. If he wants to deal with that skirmisher he has to give up some mid position. He then kills it. You just made ur order deck cycle faster, prevented damage on idols, and got him out of position, without losing any cards. Now you have an opportunity to establish position on the top or mid with waking stone.
Waking stones are very mobile with transposition and pother. Get some position on one side of the board with waking stones, then just move them closer to center when you need to. If he flipped your waking stone somewhere, just bring it back with transposition.
Transposition, summon, pother, kabonk, heritage, imperial resources, they all make your deck run really really fast. It's not uncommon for me to cast 4 imperial resources in a match.
I tried dropping waking stones from my deck last night but it gets so hard vs growth =/. It is definitely doable tho, most order player I run into don't run waking stones + summons.
i just ditch my entire order deck for a semi completed growth after the order one drag me all the way down to low 1500s. Now im using this growth deck and have been winning consistently, almost 1700 now. Im not saying that growth is imbalance, just that it sure suits me way better than order.
I've been trying to get a hang of the game before I spend any money on cards so that I don't waste gold on stuff I won't end up using. So far I've just done trials... are some of them supposed to be really hard? lol because I've definitely struggled with a few. The one where the other guy started with 5 wolves was tough and now I'm doing the one with the giant ogre. The most success I have with trials like these are where I try to stay out of the enemy units' way and sacrifice an idol or two while building up an outside line. All these starter order cards seem to want to be used in combos so they're weak unless you already have a bunch of guys on the field.
edit- i suppose my thought traps are going to be quite useful against this ogre
Yes, some of the hard challenges are pretty hard, and having a good deck is of use. The starter decks are just plain bad. They have lots and lots of different cards in them, meaning you are completely reliant on RNG to get you the cards you need in a given situation.
The Ogre challenge is kind of silly if you have any kind of immobilisation spell, because you just sack one idol and then have that guy stand there all game long doing nothing. The ones i have not yet been able to do with my growth deck which is slowly getting containing all of the good growth cards are those two hard ones where the enemy starts with absurd amounts of units which just kill you idols in 3-4 turns. I am kind of confused as to how those are supposed to be done.
The others were a lot easier once i actually got a kind of ok deck.
I'd suggest just building some sort of deck that makes a bit of sense. Most commons and uncommons are pretty cheap, so you really shouldn't run around with a deck consisting of 30 types of cards, half of which you just want to sac each time you draw them any longer then absolutely necessary.
On July 01 2013 12:56 GGQ wrote: Just started up and picked order.
I've been trying to get a hang of the game before I spend any money on cards so that I don't waste gold on stuff I won't end up using. So far I've just done trials... are some of them supposed to be really hard? lol because I've definitely struggled with a few. The one where the other guy started with 5 wolves was tough and now I'm doing the one with the giant ogre. The most success I have with trials like these are where I try to stay out of the enemy units' way and sacrifice an idol or two while building up an outside line. All these starter order cards seem to want to be used in combos so they're weak unless you already have a bunch of guys on the field.
edit- i suppose my thought traps are going to be quite useful against this ogre
starting deck for order is actually pretty decent compare to other 2s. The reason is that Order doesnt need a lot of rare scrolls to function properly. My advice to you is to watch stream/youtube vods of high level game play and start copying that in quick match. Trial could be saved for later when you get a really strong deck and understand the game a bit more.
About gold spending, personally i think its fine to spend them all on random scrolls pack of 10. Its the cheapest way you could get scrolls in the game and since they are random, they gona give you chance to explore the game more, learning other resources gameplay. The only useless thing in the game is the Avatar but some of them looks really nice .
Decay concepts is leaked. Man the art style is blowing away. The color scheme reminds me of Diablo 1-2
Maybe I am missing something, but it looks like those are all just fan suggestions:
Ramzalore wrote:
So I subbed just last week to this subreddit, and saw the post on ideas for some concept scrolls, but had no clue how to create my own etc. I figured out how to do it now - and wanted to share with the community the scrolls I'd love to see in decay. Would love any feedback / discussion / thoughts!
The only confirmed info I have found on Decay is this, which are cards that used to be other faction, but were removed to be in decay in alpha:
Though I haven't searched since last week to see if any new info has been released.
On June 29 2013 22:00 FortuneSyn wrote: woohoo I just made it in top 100 =D
Nice what deck?
I broke 1800 a few times but i keep losing it back. I played mono energy (lol) and then i switched to mono-order
Main issue is more and more growth players splashing order now making mono order weaker and weaker, so i think i might have to switch to some kind of growth based deck if i really wanna steam ahead
I play mono order with waking stone + summon, and a lot of draw cards to get imperial resources rolling. I'm constantly tweaking tho.. I'm begining to feel (not sure yet tho) that relying on waking stone could be weak because of order decks and growth/ordersplash decks that have pother and/or flip.
Growth is damn strong. fertile soil, sisters are so sick to ramp up. I don't think order is underpowered tho, I know there are order players in top 10. What really carries order in my opinion is imperial resources, else u can't keep up with growth in the end game.
Yeah im pretty interested these days what mono order guys run
i ran 3x summon +waking but it felt like overkill a lot of the time
Also waking stones SUCK against pother and flip - and soooo many growth players splash for pother now because its THAT good.
One loss to pother and you basically lose the game vs growth or order
Vsing order seems to just be holding an early game advantage and basically going first = GG most of the time
Vsing energy is "lol" as flip totally owns energy, as does pother and pusback. Imperial resources is just the extra kick in the nuts. You just have to be smart in that you can play much slower vs energy
I've stopped running heritage now, i think running imp resources is better in general
Vs growth it's basically "keep your stuff alive" so it's advantageous to play near the bottom of the board with waking stones and stuff
I get pothered flipped all the time, but it can be manageable. For pother, cover the flanks with waking stones or spearmen so it can't move, and/or heritage the important units he would like to pother to kill. As for flip, you gotta remember that it doesn't draw a card; therefore he's spending 1 card to kill 1 or 2 cards. 1 for 1 trade I'm not worried about because I just throw the waking stone back in place or put a new one there. If there's a chance for him to do a 1 for 2 card trade, you can heritage one of the cards, and it'll be a 1 for 1 card trade at best.
Spearmen are highly valuable against growth, even if you already have a waking stone out. Put a heritage on him and then just get in the face of any unit he wants to attack with. If he kills it thats fine, you get +2 cards and apply 2 - 4 spike dmg on his units.
Heritage is a must I think. Let's say he's got board position over you in center. Throw like a skirmisher on the board on one side. If he wants to deal with that skirmisher he has to give up some mid position. He then kills it. You just made ur order deck cycle faster, prevented damage on idols, and got him out of position, without losing any cards. Now you have an opportunity to establish position on the top or mid with waking stone.
Waking stones are very mobile with transposition and pother. Get some position on one side of the board with waking stones, then just move them closer to center when you need to. If he flipped your waking stone somewhere, just bring it back with transposition.
Transposition, summon, pother, kabonk, heritage, imperial resources, they all make your deck run really really fast. It's not uncommon for me to cast 4 imperial resources in a match.
I tried dropping waking stones from my deck last night but it gets so hard vs growth =/. It is definitely doable tho, most order player I run into don't run waking stones + summons.
I might switch to a lategame order style. ATM i'm running a REALLY heavy earlygame style which is hurting me vs good players who know how to barely survive (quake anyone?)
I might even drop pushback and start using more transposition, mangonels, pother and drop flip. 3x imp and 3x heritage on top as well
Just ran into an ORder deck that splashed 4 into growth for fertile soil and deathcap berserk. Proved to me that order if given card draw is the best deck possible. He deathcapped a knight scholar, and gave it 2x elan vital over the course of the game. that knight ended up drawing him 14 cards.
Deathcap has some stupid interactions with order and energy cards. >.< I've seen a pump the cannon deck as well, cannon automaton with deathcap and bloodboil (so it takes 1 damage every turn, and increases its attack by 1 every turn as well as attacks every turn), and then they just redesign the unit as it gets low to start it over again. i was actually impressed by that. But then again those decks probably only work until they run into an order deck since only order can deal with that outside of violent dispersal, which i have yet to actually see played.
On July 01 2013 21:57 PrinceXizor wrote: Just ran into an ORder deck that splashed 4 into growth for fertile soil and deathcap berserk. Proved to me that order if given card draw is the best deck possible. He deathcapped a knight scholar, and gave it 2x elan vital over the course of the game. that knight ended up drawing him 14 cards.
Deathcap has some stupid interactions with order and energy cards. >.< I've seen a pump the cannon deck as well, cannon automaton with deathcap and bloodboil (so it takes 1 damage every turn, and increases its attack by 1 every turn as well as attacks every turn), and then they just redesign the unit as it gets low to start it over again. i was actually impressed by that. But then again those decks probably only work until they run into an order deck since only order can deal with that outside of violent dispersal, which i have yet to actually see played.
haha, that sounds so fun to play with.... I wish i have a 3rd fert soil to mess around with these decks. The main problem with going hybrid build like this is how do you gain energy? Do you waste 6/50 scrolls for memorial or you play slow early on and just go up manually(sacking each turn). I mean if you look at GO draw for example, late game pretty much nothing beat that deck. But early game it requires such a huge set up time that most people could rush it down pretty handily. So may be your deck is lacking of early game power? or maybe just bad draw.
On July 01 2013 21:57 PrinceXizor wrote: Just ran into an ORder deck that splashed 4 into growth for fertile soil and deathcap berserk. Proved to me that order if given card draw is the best deck possible. He deathcapped a knight scholar, and gave it 2x elan vital over the course of the game. that knight ended up drawing him 14 cards.
Deathcap has some stupid interactions with order and energy cards. >.< I've seen a pump the cannon deck as well, cannon automaton with deathcap and bloodboil (so it takes 1 damage every turn, and increases its attack by 1 every turn as well as attacks every turn), and then they just redesign the unit as it gets low to start it over again. i was actually impressed by that. But then again those decks probably only work until they run into an order deck since only order can deal with that outside of violent dispersal, which i have yet to actually see played.
This sounds like low level elo stuff. Splashing for 4 is generally badd........Elan vital is generally bad also. He went all in on a unit and you didnt have the card to stop it. Pushback, binding root, purification, dryadic power, violent dispersal, etc. I can not see anyone at higher tier (top 100--and I have played most people in top 100) running DCB, bloodboil, elan vital, or Knight scholar (except in draw decks, but 5 cost 2/6 is pretty bad).
On July 01 2013 21:57 PrinceXizor wrote: Just ran into an ORder deck that splashed 4 into growth for fertile soil and deathcap berserk. Proved to me that order if given card draw is the best deck possible. He deathcapped a knight scholar, and gave it 2x elan vital over the course of the game. that knight ended up drawing him 14 cards.
Deathcap has some stupid interactions with order and energy cards. >.< I've seen a pump the cannon deck as well, cannon automaton with deathcap and bloodboil (so it takes 1 damage every turn, and increases its attack by 1 every turn as well as attacks every turn), and then they just redesign the unit as it gets low to start it over again. i was actually impressed by that. But then again those decks probably only work until they run into an order deck since only order can deal with that outside of violent dispersal, which i have yet to actually see played.
This sounds like low level elo stuff. Splashing for 4 is generally badd........Elan vital is generally bad also. He went all in on a unit and you didnt have the card to stop it. Pushback, binding root, purification, dryadic power, violent dispersal, etc. I can not see anyone at higher tier (top 100--and I have played most people in top 100) running DCB, bloodboil, elan vital, or Knight scholar (except in draw decks, but 5 cost 2/6 is pretty bad).
he was 1900ish. Its not that binding root actually does a damn thing to knight scholar being used as a draw a card a turn unit. dryadic power doesn't either. mono green doesn't have anything short of spamming ranger on a card or spamming quake to remove a card.
i don't get why you could be playing vs top 100 people if you don't actually understand what cards do? or if you couldn't figure out a draw deck by the cards fertile soil and knight scholar being used in a deck together
I like the concept but not the elan vitals. I would sooner run resonant helm in a draw deck since you will easily cast more than 2 spells a round. Saves you from needing to enchant a unit 3x and has nice interactions with waking stones as well.
It's rough to find room in a draw deck for all those as is though.
On July 02 2013 01:30 BliptiX wrote: I like the concept but not the elan vitals. I would sooner run resonant helm in a draw deck since you will easily cast more than 2 spells a round. Saves you from needing to enchant a unit 3x and has nice interactions with waking stones as well.
It's rough to find room in a draw deck for all those as is though.
im pretty sure most people prefer druid over elan bc its also a cheap wall. You want something to tank while your hurted unit is healing.
On July 02 2013 01:30 BliptiX wrote: I like the concept but not the elan vitals. I would sooner run resonant helm in a draw deck since you will easily cast more than 2 spells a round. Saves you from needing to enchant a unit 3x and has nice interactions with waking stones as well.
It's rough to find room in a draw deck for all those as is though.
im pretty sure most people prefer druid over elan bc its also a cheap wall. You want something to tank while your hurted unit is healing.
probably. but it looked like he only had 4 different growth cards in his deck.
OK I got tired of microing order troops and stones. Currently trying out GO draw type decks. Holy shit Divine Mark is a good card. Obivously OP on kinfolk veteran. Throw it on a ragged wolf and it'll stop all relentless dmg + free pushback omg.
On July 01 2013 21:57 PrinceXizor wrote: Just ran into an ORder deck that splashed 4 into growth for fertile soil and deathcap berserk. Proved to me that order if given card draw is the best deck possible. He deathcapped a knight scholar, and gave it 2x elan vital over the course of the game. that knight ended up drawing him 14 cards.
Deathcap has some stupid interactions with order and energy cards. >.< I've seen a pump the cannon deck as well, cannon automaton with deathcap and bloodboil (so it takes 1 damage every turn, and increases its attack by 1 every turn as well as attacks every turn), and then they just redesign the unit as it gets low to start it over again. i was actually impressed by that. But then again those decks probably only work until they run into an order deck since only order can deal with that outside of violent dispersal, which i have yet to actually see played.
This sounds like low level elo stuff. Splashing for 4 is generally badd........Elan vital is generally bad also. He went all in on a unit and you didnt have the card to stop it. Pushback, binding root, purification, dryadic power, violent dispersal, etc. I can not see anyone at higher tier (top 100--and I have played most people in top 100) running DCB, bloodboil, elan vital, or Knight scholar (except in draw decks, but 5 cost 2/6 is pretty bad).
he was 1900ish. Its not that binding root actually does a damn thing to knight scholar being used as a draw a card a turn unit. dryadic power doesn't either. mono green doesn't have anything short of spamming ranger on a card or spamming quake to remove a card.
i don't get why you could be playing vs top 100 people if you don't actually understand what cards do? or if you couldn't figure out a draw deck by the cards fertile soil and knight scholar being used in a deck together
I dont know. I am top 100 also. I have never seen anyone using knight scholar or elan vital in a draw deck. Doesnt seem that good to me.
On July 01 2013 21:57 PrinceXizor wrote: Just ran into an ORder deck that splashed 4 into growth for fertile soil and deathcap berserk. Proved to me that order if given card draw is the best deck possible. He deathcapped a knight scholar, and gave it 2x elan vital over the course of the game. that knight ended up drawing him 14 cards.
Deathcap has some stupid interactions with order and energy cards. >.< I've seen a pump the cannon deck as well, cannon automaton with deathcap and bloodboil (so it takes 1 damage every turn, and increases its attack by 1 every turn as well as attacks every turn), and then they just redesign the unit as it gets low to start it over again. i was actually impressed by that. But then again those decks probably only work until they run into an order deck since only order can deal with that outside of violent dispersal, which i have yet to actually see played.
That's some pretty sick interactions. Deathcap berserk might be underrated (i've never played against it once); countdown decrease is basically the most powerful mechanic in the game I feel. If you can consistently play around the dmg taken it could be quite strong. Elan vital sounds so bad tho -.-