yes you did. You quoted me saying "No-one here is" and replied "Yes you were". I know not everything you said was aimed directly at me, but that part - where you accused me of doing something I never did - was. Never mind though. It was just a silly little thin that got blown out of proportion.
Oh I couldn't work out why they were doing that all the time, I thought there was some benefit to rolling the die, even if eg the 'planeshift away' effect is bad, that I hadn't realised. That makes more sense then if they are just rolling it because they can.
To be clear, I was referring to my initial post. I assume that was the inflammatory one. My responses disagreed with your assessment, but I've been generally trying to down-shift the whole thing. We should be focused on the game.
Some of you might be interested in Wagic. http://wololo.net/download/ Single player only, but full deck building and thousands of cards. Requires JB.
So, I took the plunge and delved into the world of magic, and to tell the truth it gets a kind of mixed rating from me. It seems far too luck of the draw based for my liking and here's why: Once you play a ton of land tiles down it invariably gets to the situation where your hand only consists of a single card at any time. At this point all the game boils down to is how lucky your draws are since you can only draw one card each go and you can only play the card you draw... I keep thinking there must be a mechanism to draw more than one card a turn, but it just doesn't exist. All the ingredients seem to be there for a good game but this lack of being able to draw to a meaningful handsize in the mid to late game reduces it to nothing more than luck of the card you draw. I'm struggling to find much strategy in this.
Some decks have more variance than others; quite a few of the decks have mechanisms to draw extra cards, most notably the blue decks, while other colors tend to have cards which let them specifically search their deck for lands or creatures (I think that both white and green decks feature this in 2013). A lot of the strategy in MTG is preparing a deck that minimizes the variance you'll encounter (by using small decks that have a lot of card synergy, with at least 2-3 of each key card), and then the game plays out as an exercise in managing the variance that you encounter while trying best to counter your opponent's attacks. Some of this is lost since the decks are preconfigured, but once you have 20 or so extra cards unlocked you actually have a great deal of freedom with deck composition, and that's when it starts to become really fun. If you've unlocked Jace's Mind Puppets deck, I'd suggest trying that out if you want something that plays with a lot of card-draw mechanics. Rather than try to deplete your opponent's life, you work on burning through their library instead, while drawing quite a lot of cards yourself in the process. I've been playing it pretty much exclusively since I unlocked it and I find it to be incredibly fun.
Even though it's a card game so the luck of draw is always inherent it's by no means a game of luck. It would help if you'd share wich deck you've played ,and with how many unlocked cards. If what you describe happens consistently it's time to change deck or use another strategy. Give us a some more info and maybe we can help.
Hi, I'd say I've been playing mostly with the initial Red and Green decks and have about 4 or 5 unlocks with each. I do realise I haven't really scratched the surface with these in terms of unlocks, but when I won I felt that it was cards rather than me, and when I lost there was absolutely nothing I could have done to prevent it... both of these made me feel what's the point if it's just down to what me or my opponent draws. With more than 2 players it definitely has a better feeling since the game will potentially give you more breathing space.
For the red deck you get a lot of lands because it's build around the pay red mana creature gets +1/+0 thing. This means you get +1 for every red mana you pay. So if a simple pyre charger falls and you have 10 red lands left it can become a 10/1 creature that can instantly attack. When i first played it didn't come up to me that these things stack. I'd really give it some more time ,and yes ,it is about what you draw,but also how you use them.
In the game proper, much of the strategy takes place in the "meta game," the building of decks. In this version, your ability to build decks is limited to a list of 66 cards per deck, 30 of which begin locked. You'll typically include 36 of those 66 in your deck, with the other 24 being lands; so while you are limited, this aspect of the game is not nonexistent. It's possible for two players to use the same deck, but include completely different cards in each. Some of the decks are more "flexible" than others, and some have greater or lesser degrees of player control over card draws. Keep playing around with it and you'll find more of these types of decisions.
what is meant by "card synergy?" also what are the numbers down at the bottom of the deck manager screen..? many thanks.
Card synergy is how well the cards in the deck work together or even need eachother to gain effect. The numbers at the bottom of the deck manager screen. In the card pile you see how many cardss there are and below how much mana they cost.so if the pile says 13 and the number underneath says 1 you have 13 cards that cost 1 mana.
*insert groan-worthy "Heart of the Cards" joke here* Seriously, though, there is a large element of luck, but that is where solid deck-building and card synergy come in. You want to try and avoid building a deck around one monster or strategy...cuz yea the cards you need could be numbers 55 and 57 in your deck. You want all of your cards to work well. Also, having a good card and playing it appropriately are two different matters. When to attack, when to block. Inflict this damage now, or save the spell for a problematic monster. Etc. Give two people the same hand and they may play it very differently.
Can anyone please explain the difference between 'Campaign Mode' and 'Revenge Mode', other than the obvious lack of encounters with Revenge Mode? Another thing is, why is it that if I already attacked my opponent and decided to pay R to give my creature a +1/+0, it doesn't allow me to activate it. The only way I can do it is to pump it before the combat phase or before attacking, but I can obviously see the AI doing this to me, attack first before pumping the creature. Lastly, I tried playing a multiplayer game and after clicking join, I was transferred to a non moving scenery, then a flash of white light followed by a different scene, and another, and another. No button to press whatsoever, and been doing that for 5 minutes or so, so had to force close the app instead. Is this a bug, or should I wait for a longer time to find an opponent for me? Thanks in advance! Great game indeed. I just wish it would stop highlighting my cards for no apparent reason, especially lands during my opponent's turn.
Revenge mode is just harder, I think. Better AI or decks setup. Once you declare your attackers, there is a small period where you can't do anything. Once the opponent declares blockers, you can hit the stop timer button and activate abilities on the cards you are attacking with.
Is anyone else having problems with the game center achievements not sincing up with the in-game achievements? Is there anyway to fix this, other than deleting the app and starting all over again?