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Post by Vyt: Down, but Not Out on Jun 27, 2008 6:09:59 GMT -5
This place needs some random obsessed player with admirable looks and unmatchable skills! I shall shed light upon this blooming game. Hello. This is I-Guy, and I'm here to help every player out there, new or experienced, succeed in this game! Unlike the other, already-riddled thread, people wanting to improve their skills and decks can ask away here. Building a starter deck but can't decide? I can help you find your strategies by answering a few questions. Have a good combination of cards and want to know how effective it is? Call me and we'll see about that. Want to get drunk? Sorry, pal, it's this you're looking for. I will also post here to talk about the updates and revisions of this game and give my own review about it. Because the force is not with you... It's with me.
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Post by Jina on Jun 27, 2008 6:16:43 GMT -5
This place needs some random obsessed player with admirable looks and unmatchable skills! I shall shed light upon this blooming game. *points to current 3-0 to me game* Unmatchable in which direction?
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Post by Vyt: Down, but Not Out on Jun 27, 2008 6:19:46 GMT -5
This place needs some random obsessed player with admirable looks and unmatchable skills! I shall shed light upon this blooming game. *points to current 3-0 to me game* Unmatchable in which direction? Correction, 3-1. And just pretend. I can dream, can't I? :3
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Post by Jina on Jun 27, 2008 6:21:40 GMT -5
*points to current 3-0 to me game* Unmatchable in which direction? Correction, 3-1. And just pretend. I can dream, can't I? :3 Sure, why not?
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Post by Vyt: Down, but Not Out on Jun 27, 2008 14:41:01 GMT -5
If you're the type of guy who wants long-lasting rounds and will risk retreating all the time to avoid deaths, this deck might just be right for you. This deck consists of purely Dark allies with high HPs and special effects that can give you some fighting edge. Sablones (Dark) x2 Midknight - Shadow Mage (Dark) x2 Ghost Guest (Dark) The Thing from the Tabloids (Dark) Tabloid Town Zombie (Dark) x2 Nimbostratus (Dark) Anti-Gravity Skull (Dark) Dark Energy Card x 15 Call to Arms x2 Concentrate Energy Disastrous Typo Frag Grenade
Shiva (Dark) HP: 7 Special Power: Demonic Speed – This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.” Ghost Guest (Dark) HP: 8 (D) Absorb Post – 2 Damage A guest from 1969 who would like to eat your post. The Thing from the Tabloids (Dark) HP: 6 Special Power: The Only Thing – You may only have one 'The Thing from the Tabloids' in your deck (D) Fear – 3 Damage ARGH! Not the Thing from the Tabloids! Sablones (Dark) HP: 7 Special Power: Portal – This Ally does not pay a retreat cost. (D) Gunplay – 2 Damage Midknight – Shadow Mage (Dark) HP: 7 Special Power: Darkness Falls – Roll a die before each attack, if the result is 6, that attack gets +1 Damage. (*)(*) Cutlass Slash – 3 Damage Tabloid Town Zombie (Dark) HP: 5 (D)(D) Brain Brunch – 4 Damage (D) Limb Snatch – Heal 2 HP My pet zombie hates your guts but loves your brain. Nimbostratus (Dark) HP: 4 (D)(D) Approaching Storm – 2 Damage. Heal 2 HP (*)(*) Lightning Whip – 3 Damage Anti–Gravity Skull (Dark) HP: 7 (D)(*) Absorb – 2 Damage. Heal 1 HP (D)(D) Curse – The target is now paralyzed. How on earth does it float in the air like that!? Call to Arms Search your deck for a Common Ally. Place that Ally into your hand Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers. Concentrate Energy You may attach 1 more energy card this turn. Disastrous Typo Discard as many energy from your hand as desired and redraw the same number of cards. I meant jump! Aww, why does the H have to be so close to the J!? Frag Grenade Deal 2 Damage to your opponent's active Ally. Nothing gets the job done like a face full of scrap metal. Pink Emo Corner Neutralizer Re-energizer Awakener Poison Cloud Freeze Monologue Tornado Leocookies Treasure Hunt
Pink Emo Corner Heal 2 HP to all of your Dark–type Allies in play *sobs* =D
Neutralizer Your active Ally is no longer poisoned.
Re–Energizer Your active Ally is no longer paralyzed.
Awakener Your active Ally is no longer asleep.
Poison Cloud Target any Ally in play. The target is now poisoned. Ughh... my head feels funny...
Freeze Target any Ally in play. The target is now paralyzed. I always did enjoy turning people into giant blocks of ice...
Monologue Target any Ally in play. The target is now asleep.. You are brave, young warrior... but you are foolish to stand up to a being such as I, for I have the perfect plan to bring about the downfall of your miniscule plane of existence. No one shall stand in my way as I d...
Tornado Target one of your opponent's benched Allies. Your opponent must switch their active Ally with the target. No thanks! I'll play with you some other time.
Leocookies Heal 4 HP to any Ally in play. The ambrosia of the gods… but not liquid… and cookies.
Treasure Hunt Draw 2 cards. Aye, thar be shinies in that chest! Note the abuse of certain cards in this deck. These are most essential in developing your Allies in battle. Midknight's Darkness Falls gives the mostly weak attacks of Ally cards the chance to inflict more damage than usual, and Call to Arms is the quickest way to find any Ally you want to pull out. Disastrous Typo is an alternative for Call to Arms, and the many Dark Energy cards allotted in this deck can give this card some serious effect. Also, some Ally cards do not have to pay retreat costs, so let them escape from death with a smug on your face. It will totally frustrate your opponent. Be careful when using this deck, however. As all of the Allies in this deck are Dark-type, this deck won't stand a chance against Light-type decks. Also, most of the Allies inside this deck prefer HP over Damage, so the chances of making a knock-out is slim. Lastly, expect a lot of status effects to really hurt your Ally cards. Basically, this deck follows the Turtle Shell strategy, which is enduring and trying to stand longer in battle than usual. With starter decks of today following the swift-kill strategy, a deck this easy to understand yet hard to fight against will definitely push the tides around. StatsOffensive: * Defensive: **** Speed: *** Special: ** Difficulty: Fairly Easy I-Guy's last-minute tips: Do not strictly follow the guidelines in making a starter deck. Feel free to remove some Energy cards to give way for Ally or Event cards or even vice-versa. Consider the risk involved and make vital adjustments to create the perfect deck for you.
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Post by Killix on Jun 27, 2008 17:58:41 GMT -5
which element has the most cards available?
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Post by Vyt: Down, but Not Out on Jun 27, 2008 18:19:05 GMT -5
which element has the most cards available? For now, Dark-type cards are populating the entire card list, closely followed by Water-type cards. This is probably because there are some Event cards which pertain only to Dark-type Allies.
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Post by Vyt: Down, but Not Out on Jun 29, 2008 20:07:03 GMT -5
Hate players who retreats their bruised and battered Allies to avoid knock-outs? Then you need fast-attacking cards which can damage even Benched Allies for that underhanded kill. This deck is designed not only to deal reasonable amount of damage, but also attack those far away. Rock Serpent (Earth) Elven Archer (Earth) x 2 Weenix (Fire) Mobster – Firepower (Fire) x 2 Will–O–The–Wisp (Earth) Sparx (Fire) Vyt (Earth) Patjade (Earth) Earth Energy Card x 11 Fire Energy Card x 4 Tornado x 2 Scout Poison Cloud Lemon Bomb Rock Serpent (Earth) HP: 6 (*) Fang Attack – 1 Damage (E)(E) Tremor – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target. And they thought I was crazy when I told them the rocks were breathing... Elven Archer (Earth) HP: 4 (E) Hunting Knife – 2 Damage (E)(E) Sniper – 4 Damage. You may target any Ally in play. If you target a benched Ally, this attack does 2 Damage instead. Legolas: Proof that androgyny is more elvish than pointy ears. Weenix (Fire) HP: 4 (F) Flame Flap – 2 Damage (*)(*) Fire Peck – 2 Damage. Roll a die. If the result is 4 or more, this attack does 3 Damage instead. Mobster – Firepower (Fire) HP: 5 (*)(*)(*) Bullet Barrage – 4 Damage (*)(*) Bulletproof Vest – Prevent the next 2 Damage Will–O–The–Wisp (Earth) HP: 4 (E) Mystic Flare – 2 Damage. Roll a die. If the result is even, this attack deals 3 Damage instead. (E)(E)(*) Illusion – Switch this Ally with one of your benched Allies. At the start of the second turn after you've used this attack, switch your active Ally with this Ally and deal 4 Damage to your opponent's active ally. You cannot use this attack if you have no benched allies. Sparx (Fire) HP: 5 (*)(*)(*) Ash Storm – Roll a die. This attack deals Damage equal to the result (F)(F) Firestorm – 3 Damage Vyt (Earth) HP: 6 Special Power: Slither – Whenever this Ally is switched from benched to active, roll a die. If the result is 4 or more, deal 2 Damage to the opponent’s active Ally. (*)(*) Tackle – 3 Damage "Mmmyes, that sounds very nice... *wanders off*" Patjade (Earth) HP: 5 Special Power: Charisma – When this Ally is in play, –1 to your Allies’ retreat costs (E) Silver Arrow – 2 Damage (E)(E) Rejuvenate – Heal 3 HP. Administrator, janitor, babysitter, and assorted odd jobs. Tornado Target one of your opponent's benched Allies. Your opponent must switch their active Ally with the target. No thanks! I'll play with you some other time. Scout Your opponent reveals their hand. Afterwards, draw a card. There is one advantage to living amongst the trees... You can see everything if you climb high enough. Poison Cloud Target any Ally in play. The target is now poisoned. Ughh... my head feels funny... This deck is an answer to people who hide their low-HP Allies from harm. Most Ally cards here can deal relative amount of damage, but the real trick is to intimidate the opponent into wasting Energy cards just to retreat their Ally. When that happens, some cards in this deck can attack them when their only defense is broken. Ally cards in this deck is Energy-flexible. That means their attacks require any Energy attached, so the speed of this deck is pretty good. Combined with hard-hitting attacks that really hurt, this deck really can put an end to fearful strategies. Also, Special Abilities can be abused in combos, like using Patjade's Charisma to reduce retreating costs, allowing for Vyt's Slither to happen more often. The problems with this deck is the low HP these Allies contain. Attacking Benched Allies comes with a price, as their HPs are not made to last. This deck can only function properly in fast games, and will not last in longer rounds. Also, as the cards are focused into dealing normal damage, not much can be expected from Special Attacks. Overall, this deck is a risky one to play with, but is beneficial to any experienced players. It's a good way to teach each and every one who confronts this deck that hiding won't do them any good. Stats Offensive: *** Defensive: ** Speed: *** Special: ** Difficulty: Moderate I-Guy's last-minute tips: Luck plays a big part in this game. Don't expect your single combo to always happen. Choose cards that will function in many situations.
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Post by Vyt: Down, but Not Out on Jun 30, 2008 1:45:20 GMT -5
I-Guy's Interview Segment!
Hi! I'm I-Guy, definitely NOT the cousin of Yugi (I'm better-looking, anyway), here to entertain you by interviewing random players from The Arena! This segment pertains to the players' side of their battles and their own comments on their victories or defeats.
Since this is a very new segment, I'd like to start off with one of my own friends, Vyt!
I: So Vyt, you're still fresh from that last battle with Rider.
V: Yeah, I'm beat. I thought I had everything planned, making Spaceman Strife protect himself by retreating him. That Tornado card really got me off.
I: Looking at your "Righteous Fury Deck" (or so you call it), there's really nothing much to protect you from any combos. Tell me, why is it so?
V: Well, it's really pretty hard to add some defense to my cards when I'm relying on their combos to do the trick. My cards aren't made to last, but I'm trying to cover that up with attacks that will certainly level things up.
I: I think that's not doing you much of a success, seeing that you already have two losses.
V: Yeah, my battle with Jina was pretty intense. I had to fight my way through continuous streaks of bad card drawing, and right from the start I had the wrong Energy cards. To begin with, Lightning Mage wasn't a good card to start. Though I've managed to knock out two of Jina's Allies, she already had three knock-outs by that time. All I could do then is buy myself some time.
I: I've got one suggestion for you, Vyt. Try substituting some of your Ally cards for those with status-inflicting effects. Attacks with paralysis and/or sleep will definitely give you some time.
V: Mmm, that would've been great, but with my selection of Earth and Light cards, I couldn't come up with cards that will function like that. My starter deck was made even before heavy revisions of the cards were even made.
I: Well, good luck with that, Vyt. I'm sure you'll have better luck next time.
And that's the end of our segment! I will venture around and look for more players to interview on. Until then, I-Guy out!
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Post by Mr. Meepit's Puppet on Jul 1, 2008 6:21:47 GMT -5
*breathes in*
I put cards on the creation thread yesterday but I don't know if they can be used in a deck yet because there isn't a list of 2nd edition cards so I was wondering when I would be able to play a game with them also do we start off with any shinies also can I breathe nooowww-
*passes out*
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Post by Jina on Jul 1, 2008 6:24:49 GMT -5
*breathes in* I put cards on the creation thread yesterday but I don't know if they can be used in a deck yet because there isn't a list of 2nd edition cards so I was wondering when I would be able to play a game with them also do we start off with any shinies also can I breathe nooowww- *passes out* For the second editions.... we just have to wait. And hope they turn out good And for shinies, play play play. A win gets you 50 and a loss gets you 20, so either way you are safe. But you don't start with any. Now, if you will excuse me, I am going to put up a tip of my own. Increasing Your Chance To Get The Right CardThis is special repoter... umm... Jinameister?!?! Aw, come on producers, is that the best you could do? Get me something better for next time. Reporting live, from... some random manor where I believe there is going to be a tournament, and I have a news flash. A method recently discovered by Dr. Anij shows that there is a way for card players to increase the chance to draw the right card at the right time. How? I will allow Dr. Anij to explain. Dr. Anij: Vell, it is really quite simple. All you have to do is organise your cards in ze right order for your deck, ya? By putting, say, an energy card beneath an Ally, you automatically increase your chance to draw ze energy ze moment you draw ze Ally. By putting zem togezer in groups, you have yourself a nice chance to get a good hand. Thank you, Dr. Anij. This is NOT the Jinameister, signing out!
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Post by Mr. Meepit's Puppet on Jul 1, 2008 6:27:59 GMT -5
*breathes in* I put cards on the creation thread yesterday but I don't know if they can be used in a deck yet because there isn't a list of 2nd edition cards so I was wondering when I would be able to play a game with them also do we start off with any shinies also can I breathe nooowww- *passes out* For the second editions.... we just have to wait. And hope they turn out good And for shinies, play play play. A win gets you 50 and a loss gets you 20, so either way you are safe. *regains conciousness* So, basically, I shall have to start with a deck with none of the cards I created? Okeydoke, I shall do it on the deck thread. Thanks for the help!
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Post by Vyt: Down, but Not Out on Jul 5, 2008 10:20:43 GMT -5
I-Guy's Interview Segment!
I-Guy here, reporting live from The Arena as we've just noticed a very climatic conclusion to the recent battle! Spoon, our current high-ranking player, just had his sixth win for the ranking table as he defeated Vyt in a fierce battle where wits and guts were put to the test!
I: I-Guy here. Congrats on your win against Vyt.
S: Thank you very much! It was mostly luck, but don't tell him that.
I: You seem to really be having some good time, now that you're dominating the ranking tables now. Tell me, is it just your good luck or the bad luck of your opponents that got you this far?
S: I have had a number of wins, yes, and they've come for a variety of reasons. Sometimes, yes, it is my luck. Sometimes it's bad draws. A few of my matches have been against inexperienced players, which may have helped as well. I like to think some of it is strategy on my part, but I'd be lying if I said all my wins were due to me and my skill alone.
I: Well, I believe that luck still plays a vital part in this game. Now, I'm looking at your Insciens Spoonius deck and can't help but notice how well-planned your cards are. The high-HP and really damaging attacks of your allies are astounding. Is there any difficulty, besides luck, that may hinder this deck from functioning properly?
S: Ah yes. (Insciens, incidentally, is Latin for ignorant.) I chose the deck based on cards that seemed to have a particularly powerful skill or ability, something useful. Bad energy card draws can certainly hinder it working properly, and the fact that my playing style tends to be fairly aggressive, and I rarely retreat unless it's for attacking purposes, which can lead to energy deficits. I'd say that if you wanted to prevent it from fully working, you'd need to target the cards with special powers, such as Patjade, which reduce retreat costs. Obviously elemental weaknesses can carve holes as well. What really tends to stop the deck, and me as a result, are unexpected moves, ones that really couldn't be predicted, since I tend to build my turns based on what the opponent could do.
I: Hmm, chain combos that can disable your Allies' Special Effects from happening would surely hurt your deck, aside from other possibilities, but I think you can manage that since you already have a lead. I mean, you still have more shinies to use for booster packs! What will you improve on your deck once you have enough money to do so?
S: To be completely honest, I'm not currently seeking improvement on my current deck - I'm very happy with it as a base. It's my aim, eventually, to have enough cards to construct a deck based on any element - I've already got a second deck with uncommon and rare cards, a Fire/Dark deck. So, with enough money, I'd be looking at a range of decks, from which I'd be able to pick the favoured one that suits my strategy best.
I: Since you've admitted that your playing style is fairly aggressive, why not try going for cards that does not need much requirement to deal considerable damage? Just a suggestion. Well, thanks for the time well-spent on this interview. I'm sure that by talking with today's highest-ranking player, inexperienced players will be able to learn from this.
S: They are a possiblity, but often, the really powerful cards end up being downgraded. Besides, really overpowered cards that truly dominate the opponent are dull - where's the fun in those duels? It's been a pleasure, I-Guy!
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Post by Vyt: Down, but Not Out on Jul 7, 2008 13:01:29 GMT -5
Here are some random tips for every player to know: - It's not obvious that players must know their decks and spare cards, but most players ignore the fact that one place to keep them is not enough. For example, I've heard that our local player Vyt uses his Microsoft Excel to sort out his cards, then writes them down occassionally on paper. This assures that even when players accidentally lose one source, they have a back-up to use.
- Having some trouble winning? Just continue looking for more battles. Our dueling system gives shinies even to those who have lost a battle, so it might be better to sacrifice a bit of your deck strength points to get some booster packs and even specially-requested forumer cards later on.
- Choose your opponents wisely. Some players feel over-confident when fighting against lower-ranked players, but little do they know that they're meddling with the possibility of losing against them and drastically damaging their own deck strength. If one doubts about his deck's true strength, fight against opponents of the same level.
- Be respectful. Trading card games rely heavily on luck than anything else, so don't say that a player stinks in a certain card game. Humility, not popularity, is the key to being the ultimate card player.
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Post by Vyt: Down, but Not Out on Jul 12, 2008 7:06:58 GMT -5
Forumer CardsI-Guy here, battered and bruised from all that controversy concerning me and the strange manor guy. I don't know about you, but I've been hearing rumors that he kidnapped my grandfather. I'll have to check it out myself. Anyway, I'm here to give you some pointers on the current edition's Forumer cards. You'll be relying on them alot if you don't want to risk buying booster packs. First of all, I must explain what a Forumer card is. A Forumer card is a special creature card which comes in two types: Basic and Powered-up. Basic Forumer cards are Common cards based on their user counterparts, and can be bought directly from the shop for a measly price of 30 shinies each. These cards are nothing special compared to other Common cards, but the real magic begins when the Powered-up Forumer cards appear. Powered-up Forumer cards are evolution cards of the Basic Forumer cards, and are a bit stronger than Fighter Cards of the same rarity. The rarity of these cards range from Uncommon to Rare, which will cost you 50 or 70 shinies respectively. Also, when a Powered-up Forumer card is "played", it is put on top of its corresponding Basic Forumer card, and everything the Basic Forumer card has is placed on the Powered-up Forumer card! This includes Energy and Equipment cards, but be warned: the damage and status are also carried over. It is almost expected for a starter deck to have a couple of Basic Forumer cards, since several of these cards are good match-openers. It is also common for trainers to add Powered-up Forumer cards in their decks to further increase the capabilities of their Forumer cards. I am here to show you what Forumer cards will be able to influence your deck, and also evaluate on their effectiveness. Before I start, I’d like to apologize in advance if a Forumer card is not mentioned. Anyone else can PM me with their suggestions and, if I consider it, I will add them to this post. Wild Omni – Her 7 HP gives her enough endurance to sustain ambush damage from unsuspecting Event cards and Special Abilities, and sacrificing one Energy card is worth the 3 Damage she deals. Her Colorless type fits her in any kind of deck, so if you’re looking for defensive power and do not mind spending some Energy cards, go for her.
Killix – She may be nerfed recently, but the +2 damage for one turn can still make a difference between near-deaths and knock-outs. Along with Wild Omni, she has 7 HP, which can really help while players stack up on her Energy cards to retreat her and activate her Special Ability in the process. Also, she is of the Colorless type, so she fits right in any kind of deck.
Jina – Who says you can’t have a Common card which deals 5 Damage? Jina illustrates that when played right, her Dagger attack can certainly knock out most Common cards. Her HP might be low, but her attack makes up for less playing time on the field by knocking out one or even two cards before getting knocked out.
Dan/Ginz – These two cards are actually combo cards, but either one can heal 3 HP to any Fighter in play. Dan is of the Earth type, while Ginz resides on the Light side. Alone, they can save lives. Together, they can save you from near-knockouts.
Cyborg, Earth Mage Extraordinaire – His 6 HP can resist anyone planning for a swift kill, and his Earthquake can really tick opponents off no matter what the outcome of the attack is. Paralysis or 3 Damage? Your opponent decides the impending doom.
Midknight, Shadow Mage – Need some extra boost for your Fighters’ attack damage? Midknight’s Darkness Falls can give each and every attack a chance to inflict 1 more damage without the need to retreat Midknight.
Shade – Retreating with style! Her Dark Phoenix attack can save her from near-deaths and still inflict a relatively massive amount of damage. This attack covers up her lack of HP, so anyone who has Dark and Fire Energy cards in their deck might want to start relying on this card to do some major tricks.
Vyt – His entrance to the battlefield is quite lethal, as his Slither ability can snatch away some good HP from your opponent before going for the kill. What’s good in his ability is that it is activated right after switching from Benched to Active, so players will certainly try to put him back on the Bench for another chance to inflict damage.
Goosh – Has a better version of Vyt’s Special Ability, albeit only activated right after being played. Goosh is better suited for mid-game battles, as his Special Ability will only either heal a friendly Fighter or damage a hostile foe. Players will want to use effects that will instantly send this card back to the hand.
Squiesh/Carrie – Combo cards that can save each other’s sorry butts in times of desperation. Carrie can deal more damage, while Squiesh can prevent more. Either one of these must be Benched at all times for the extra effects to happen, however. Still, any Light/Fire deck-using player will really consider these cards a fortune.
Patjade – Her mere appearance lightens up the field of any player, since her Charisma ability decreases the retreat cost of friendly Fighters by 1, enabling more saves and combinations to happen.
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