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On June 13 2013 02:05 Jugan wrote:Just watched the decimating faith video. Pretty much made me not want to try this game. Thanks for the info though. 
it's been nerfed out of the game, afaik, but yeah.. the game is broken on many other levels too.
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On June 13 2013 01:25 Garfailed wrote: i've been having a ton of fun with this game, its also my first CCG Question, are 2 race decks viable? I messing about with energy/nature, but im not having very much succes. And if you go pure energy, what are cards that you just have to have, or that you never put in your deck?
I haven't done much with multi color, but some people have had success with them. It seems the different Memorial cards are required to help with the different mana colors, which give mana when you play them. Splashing a few key cards from another color, especially 3 or lower cost cards will be easier than having a more even split. There are some multi color deck discussion and ideas here: http://www.scrollsfans.com/forums/scrolls/discussion/26068-multi-color-deck-impossible?page=2
I haven't played a lot of energy outside of the preconstructed deck, but there is a discussion about it at http://www.scrollsfans.com/forums/scrolls/scrolls/35657-energy-is-overpowered
Some of the most popular cards include Thunder Surge, Violent Dispersal, Blind Rage, Burn, Cannon Automaton, Gravelock elder with all the other gravelocks, Hellspitter Mortar, Potion of Resistance, but I'm sure there are several viable builds out there. You can check this Price Guide to get a ball park idea of what common asking prices in the trade channels are. Of course you can find traders selling for much more or less than those prices on occasion, but at the very least they give you a rough idea of the demand for different cards.
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I think 2 colour decks actually might be better than mono at the moment as the memorials let you ramp up resources which means you will almost always win the long game (and the majority of games go on for a decent while). Plus you get access to a much wider card pool whereas if you stick to your colour your options can be quite limited.
I played against an energy/growth deck that was mainly energy but had growth for gravehawk and dryadic power. Seemed to be quite effective.
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I think Order is the strongest atm. But i play Growth/energy. Because Death cap Berserk on Gravelock Outcasts with plating among various enchantments is hilarious. attack every turn, heal every turn, kill every turn. and yet. everytime i play the game i end up losing because i just sit there as they get every card they need to defeat what i have on the board every turn, after dealing almost all the damage i need to win. Its the most frustrating game to play because it feels 100% luck based when you lose. no matter what.
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I wonder if they thought about people who are losing who refuse to end their turn, so you have to wait out the time limit round after round... yeah, that's going on right now. Not the smartest system in the world.. I started doing it back to the fucker though. Watching Giantbomb E3 stuff while I wait.
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Does Dyradic Power work with Waking Stones? I wonder if growth players would appreciate being against 6 hp Waking Stones with Vitriol Aura.
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On June 13 2013 08:12 BliptiX wrote: Does Dyradic Power work with Waking Stones? I wonder if growth players would appreciate being against 6 hp Waking Stones with Vitriol Aura. You could just put a couple druid burial grounds in the middle of 3 waking stones. and watch people cry. they need 3 people attacking every turn to even break the stones. not that it matters when growth is probably the weakest deck at getting that third idol.
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I don't really know anything about this type of games... how similar is Scrolls to Hearthstone from Blizzard and Magic: The Gathering? Are they the same genere?
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On June 13 2013 08:33 PrinceXizor wrote:Show nested quote +On June 13 2013 08:12 BliptiX wrote: Does Dyradic Power work with Waking Stones? I wonder if growth players would appreciate being against 6 hp Waking Stones with Vitriol Aura. You could just put a couple druid burial grounds in the middle of 3 waking stones. and watch people cry. they need 3 people attacking every turn to even break the stones. not that it matters when growth is probably the weakest deck at getting that third idol.
I keep 3 tick bombs in my deck instead of incendiaries exclusively for that reason
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On June 13 2013 08:36 Locke- wrote: I don't really know anything about this type of games... how similar is Scrolls to Hearthstone from Blizzard and Magic: The Gathering? Are they the same genere?
I haven't looked at Hearthstone that closely, but Scrolls has some similarities to Magic, with quite a few differences. The similar premises include the idea that you are creating your own deck of cards which include creatures, enchantments and spells to try and attack your opponent with. With Scrolls you have a hex board with 5 different lanes and 3 rows in each lane, and your creatures can move on the board to block, attack or try and avoid attacks. Each player has 5 idols at the back of each lane, and if you destroy 3 of your opponents idols you win. With Magic there is no board, and creatures can choose to block any attacking creature normally (there are exceptions such as flying creatures can only be blocked by other flying creatures, and some creatures are unblockable, ect). You win by reducing your opponent's life total to zero from the starting point of 20. Magic has instant effects which allow you to take actions on the other players turn to do things like counter spell one of their cards for example, where Scrolls you can only act on your turn. Creatures attack every turn in magic except for the turn they are first played, where in Scrolls different creatures have different cool downs on how fast they attack. In Magic you play land cards to get mana that you use to cast spells, and usually you can only play one per turn. For example with green you play a forest which will give you one green mana each turn when you tap (use) it. In scrolls you can discard any card in your hand to increase your mana total by 1 for the rest of the game, with that total replenishing to full each turn. Or you can choose to discard a card from your hand to draw two cards. You can only do one of the two, and only once per turn. Magic has been around a lot longer so the card pool is huge in comparison, and generally speaking it will be much more expensive to play. I'm sure there are some other things I am forgetting, but hopefully that helps some.
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How long does a typical match take?
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There is a large variance, but 2 players who know what they are doing and are fairly evenly matched is probably around 30 minutes, but I don't pay that close attention to the clock. Sometimes much shorter or longer though. There is a time limit of 3 minutes per turn, and early turns should take 30 seconds or less in most cases as you can't do too much other than play a resource and maybe one or two cards, but there is always the chance you play a slow player who takes close to the full 3 minutes every turn. If I am playing vs the AI, I can usually finish in between 10-20 minutes depending on how good my deck is and what level AI I picked. I haven't paid that close attention to how many turns the average game lasts, but if I had to guess I would say around 15-25, and the AI is decent for testing out decks and a quick way to grind gold.
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That's a bit long for that kind of game I think :/ Did Mojang comment on the length of games?
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I just watched this game on lethalfrag and itmejp, how do i get it?
edit: oh wow this is 20$.... im not sure if i want to pay that much for such...
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So my last ranked game EvE went into round 30 and the other guy just surrendered because it was going on forever. I was sitting in 12 resources with 2 lightning strikes and 2 violent dispersals in my hand and it was basically just anything that got put on the board by either side was just immediately removed from play.
Energy's removal ability seems very silly once you get to like 10+ energy.
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On June 14 2013 17:13 ShloobeR wrote: So my last ranked game EvE went into round 30 and the other guy just surrendered because it was going on forever. I was sitting in 12 resources with 2 lightning strikes and 2 violent dispersals in my hand and it was basically just anything that got put on the board by either side was just immediately removed from play.
Energy's removal ability seems very silly once you get to like 10+ energy. The same is true for Orders and Growths abilities to churn out creatures at that stage. I have lost games because I kept drawing removal, while my Order opponent kept drawing low mana cost creatures. I simply couldn't deal with them all, because at some point you have to rely on creatures to deal with the board state or it becomes inefficient.
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oh yeah, is there any sign of this game going to mobile device? i will actually consider buying if there is an android version later.
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On June 14 2013 17:38 ain wrote:Show nested quote +On June 14 2013 17:13 ShloobeR wrote: So my last ranked game EvE went into round 30 and the other guy just surrendered because it was going on forever. I was sitting in 12 resources with 2 lightning strikes and 2 violent dispersals in my hand and it was basically just anything that got put on the board by either side was just immediately removed from play.
Energy's removal ability seems very silly once you get to like 10+ energy. The same is true for Orders and Growths abilities to churn out creatures at that stage. I have lost games because I kept drawing removal, while my Order opponent kept drawing low mana cost creatures. I simply couldn't deal with them all, because at some point you have to rely on creatures to deal with the board state or it becomes inefficient.
if you dont draw any creatures sure but when you're playing energy you basically just have to sacrifice 2 of your idols from the start, and when you do that lightning surge will basically hit everything on the board.
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On June 14 2013 17:49 ShloobeR wrote:Show nested quote +On June 14 2013 17:38 ain wrote:On June 14 2013 17:13 ShloobeR wrote: So my last ranked game EvE went into round 30 and the other guy just surrendered because it was going on forever. I was sitting in 12 resources with 2 lightning strikes and 2 violent dispersals in my hand and it was basically just anything that got put on the board by either side was just immediately removed from play.
Energy's removal ability seems very silly once you get to like 10+ energy. The same is true for Orders and Growths abilities to churn out creatures at that stage. I have lost games because I kept drawing removal, while my Order opponent kept drawing low mana cost creatures. I simply couldn't deal with them all, because at some point you have to rely on creatures to deal with the board state or it becomes inefficient. if you dont draw any creatures sure but when you're playing energy you basically just have to sacrifice 2 of your idols from the start, and when you do that lightning surge will basically hit everything on the board. An opponent who prioritises your idols is generally easy to deal with as Energy. The way it works is that if the other player doesn't stop you from setting up in the center he will have a lot of trouble doing just about anything. Likewise as an Energy player you can't let the opponent amass their Growth/Order units or their God Hand/Honourable General will wreck you. You have to consider the board state before you can think about attacking idols, so losing idols early is pretty rare for me. Even then it's always the middle one if my opponent manages to power through all my stuff.
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On June 14 2013 21:39 ain wrote:Show nested quote +On June 14 2013 17:49 ShloobeR wrote:On June 14 2013 17:38 ain wrote:On June 14 2013 17:13 ShloobeR wrote: So my last ranked game EvE went into round 30 and the other guy just surrendered because it was going on forever. I was sitting in 12 resources with 2 lightning strikes and 2 violent dispersals in my hand and it was basically just anything that got put on the board by either side was just immediately removed from play.
Energy's removal ability seems very silly once you get to like 10+ energy. The same is true for Orders and Growths abilities to churn out creatures at that stage. I have lost games because I kept drawing removal, while my Order opponent kept drawing low mana cost creatures. I simply couldn't deal with them all, because at some point you have to rely on creatures to deal with the board state or it becomes inefficient. if you dont draw any creatures sure but when you're playing energy you basically just have to sacrifice 2 of your idols from the start, and when you do that lightning surge will basically hit everything on the board. An opponent who prioritises your idols is generally easy to deal with as Energy. The way it works is that if the other player doesn't stop you from setting up in the center he will have a lot of trouble doing just about anything. Likewise as an Energy player you can't let the opponent amass their Growth/Order units or their God Hand/Honourable General will wreck you. You have to consider the board state before you can think about attacking idols, so losing idols early is pretty rare for me. Even then it's always the middle one if my opponent manages to power through all my stuff.
What I mean is that as energy I basically disregard 2 of my idols (bottom two or top two), especially vs growth because if you try to fight on 5 lanes at once you're just at a disadvantage, so as energy you can 'constrict' the fight to 3 lanes as you please and give yourself 3 lanes to build up on. The other player will not focus on the idols in those other 2 lanes either because as you said, they lose out if they do so, but if they want to fight my units then they need to clump theirs together on those 3 lanes which sets up lightning storms / blasts which become very strong vs. clumped up growth/order units.
I guess to be more exact, you are sacrificing 2 lanes rather than 2 idols.
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