No problem, I appreciate the interest in the game! Which reminds me - anyone who likes the game, please leave positive feedback on the App Store and spread the word to your friends. I appreciate it! Now back to work on random dungeons...
I just thought of something: A feature I'd like to see, maybe at the armour smith: replicate a card. The cost to duplicate a card should be less than forging a card. Some tactics I found: Towards the end, I made a nice 41 card deck. 13 red/black aeons, 2 ruin, 2 thieving imps and some destro cards, the black magic item sword, 2 shadow army, 2 horrors (the one that raises enemy cards) and 2 underworld colossus. Add some skeletons into the mix and 2 clouded minds. There is a 9 in 10 chance that you will win. Keep playing until you have enough mana to cast the colossus, next round replicate it. Enjoy a 100% win chance. If you want to go nuts, replicate it again. You cannot be defeated. You cause insane damage every round, and in case one colossus dies, it will get resurrected next round. Now I can't wait to play this in endless mode.
I like all the updates - thanks, but I'm really waiting on cloud sync for saves. This is crying out to be played on both my devices, but I play less cause I'm only playing on 1 First world problems... It's terrible.
@Tikanderoga - I'll give that replicate card idea some thought, but it sounds pretty powerful for getting those crazy combos going Glad you are enjoying the power of the Underworld Colossus!
It also works well if you duplicate the horror. Every skeleton gets +3 to attack and life per round, so once you get that up, the duel is over in 2-3 rounds. And if you keep the enemy low on cards, it's pretty much a guaranteed win.
Hi ,,, great game,,, I have been playing it since it first came out,,, your updates have been excellent,,, but on this last one i really don't understand the four -1 exchange ,,, is this a card with all four colors,,,.? I am rather at a loss to find the cards or how to exchange them,,, yes duel aeon deck building was a bit hard the first time around,,,, any help on where I might find these cards or an understanding of the exchange system,,, I look in the card shop but it doesn't seem to offer any,,,, I feel a bit the idiot,,,, probably right in front of me and I don't see it ,, LOVE THE GAME!!!!! please help )
If you do not have the aeon energy available to cast a card, the game will automatically convert other colored aeons at a 4:1 ratio (all 4 must be the same color). It will do this up to two times when casting a card. For example, if you had a 3 red casting cost card and only had 2 red aeons, but you had 4 black aeons, the game will allow you to cast the card for 2 red + 4 black.
Oh, and glad you have been enjoying the game and updates! Hopefully my explanation is clear, if not let me know. The 4:1 aeon exchange has no impact on the cards themselves, so you won't see anything about it in the card shop. It is strictly about making it easier to cast cards during a duel. Now you can more easily splash other color cards or even build two-color decks without a complete set of dual aeons, (although those are still very useful and powerful!)
Finished the story up a couple days ago. I started with a Green deck, then went Green with a smidgen of Red by the end, and one Black one-shot. Stat build: started 12/10/10/10, then built as follows: Health to 20, AGI to 20, Health to 25, AGI to 25, Health to 30, AGI to 30, then put the rest of my points in Wisdom. Never put another point in Intellect; my deck slowly grew to 50 cards, and it stuck there as I re-prioritized things through the game. I never bothered with creatures of other colors, but I did integrate some colorless cards. I had a lot of trouble against Black and Red decks at first - they're both loaded with HIGH damage one-shots that you can't hope to do anything about as a Green unless you can either (a) overwhelm the enemy with low-cost creatures or (b) hoard your aeons in the hopes that Absorb Energy will stop the one-hit KO one-shots. I kept going for option (a) over option (b) early in the game, and it didn't go as well as I'd hoped, especially against Red. Getting stonewalled by a Red boss early on made me build my deck based around the following theory: "Pick the cards that annoy you the most; use them if you can, and play to defend against them." Once I started doing that, things got a lot easier. My two least favorite things to see enemies do were to use Aeon Syphon or one-shot damaging spells, so: - I kept 3 Absorb Energy in my deck at all times, and it saved me from one-hit-KO (or even one-hit board wipes, thanks Black) spells more times than I can remember. My win rate increased dramatically, and got better once I started being able to get Green/Red dual aeon cards. - I got 3 Aeon Syphon in my deck ASAP; it was just as effective for me as it had been annoying for the opposition. I had many matches turn in my favor early on when I had an Aeon Syphon or two ready to go, making me get WAY out in front of my opponent in available energy. Blue enemies never really bothered me that much, actually. The only spell that got on my nerves was the one that could be endlessly cast as long as you had 3 more aeon field to do so... and even then, it only did 1 damage per cast, so it's not like it was overpowered. My final deck: Greens: 15x Aeons (3 green/blue, 2 green/black, 10 green/red) 2 Heart of the Forest (this card is great to get early, especially in combination with Archaic Ones) 2 Archaic Ones (why, yes, I would like to replay that +2 Aeon / +5 Life card, thank you!) 1 Enchantress (I had several of these early on, they were great for dispelling powerful enemies) 1 Serpent's Guard (mostly for deploying against Armored enemies) 1 Drenali Soldiers (again, had more of these early on, the Regen made them nice and tanky when they weren't getting nuked) 1 Doramal 1 Raging Ape (less useful than I'd hoped it would be - its low life meant it was pretty easy to pick off or poison to death) 2 Ravenous Spiderling (for most of the game, I had 3 of these - I loved them, they could help a battle get out of hand really quickly) 1 Spore Worm (only picked this up in the late game, and like the spiderling, they could get REALLY out of hand, especially when their new spawns were given Rush by my AGI stat boost...) 1 Spore Mother (see Spore Worm) 1 Toxic Drake 1 Desert Dragon (I liked both of these dragons; poison was my lifeblood early on) 1 Forest Titan (holy crap was this thing powerful; I only got one late in the game, and it felt like most times I got to use it, it ended up being a 10+/10+ wrecking ball. Once I got one up to about 18/17 by the end of a fight, it was just unfair) 1 Swarm of Spiders (because calling 4 2-cost creatures for 5 cost is always fun) 1 Feral Rage (not as useful as I'd hoped - Green attack spells are really weak compared to other colors) 1 Nature's Grace 1 Devolve (break glass in case of ridiculous equipped item) 3 Absorb Energy Black: 1 Compel (fun spell, I usually had 1 black mana to use, and I liked having it in hand in an emergency) Reds: 2 Lava Blast (cheap one-shot; its 1 aeon cost helps it get around some of the defense cards) 1 Dragon Strike 3 Aeon Syphon (so awesome if you can get it going early) Colorless: 1 Balrock's Ring (crazy good, but it was only available very late) 1 Vision From Beyond (excellent card to have come up early) 1 Dreamweaver (yes, please, kill me so I can get more card draws) 1 Death Undone (fun to break out when the opponent had something nasty like Zombie Horde or a Titan) 1 Back From the Dead (the ultimate "break glass in case of emergency" card) --- Looking forward to more content, though this was already well worth the purchase.
This conversion makes dual aeon decks very powerful. You can start casting 5 aeon cards in the 3 or 4th round. Not that I mind, but in early game, when you start out, and you have only one colour, it can be a bit of a pain in the back.
@falcon815 - loved reading about your experience playing the game, thanks! I enjoy splashing in other colors as well. Now you can try again starting with another color!
Agreed that dual-aeons are very powerful! I have considered limiting them (i.e., don't allow unlimited number per deck), but no radical changes planned at this time!
If you limit them, you would break many decks, that cast of both colours. I am only using them to boost one colour with the 4:1 conversion. Do we have an ETA on the next content? I'm itching to blast through the endless content.
Don't worry, no changes to dual-aeons planned at this time. And no ETA for new content yet - I have made progress, but it is going to take me some time, as there are a lot of things to do. Right now I am working on a new portal that you insert cards into (similar to the forge), that will then open the portal to a new location. I also have to design more Avatar cards, which should be fun.
@mechanic - it is more of a difference on how reformation cards behave compared to invocation cards. None of the reformations, which return cards from your discard pile, will knock a card out of your hand the way an invocation will. I will take a look at it; probably not difficult for me to make the two types of cards more consistent. Glad to hear you are still playing!