Shadow Era bugs I've noticed a few bugs (I dunno if other people have brought these up). 1) The Fireball spell says you can target an "opponent," but it will actually target enemy allies also. This makes the Special Delivery seem silly, since Fireball does the same thing for one less resource. Of course, Lightning Strike already makes Special Delivery seem silly, since it'll hit two targets for the same resources. Yeah, Special Delivery sucks. 2) One time I tried casting Rain Delay two turns in a row. Even though it still appeared to be raining after the second time, I'm pretty sure the AI's allies were able to attack me. 3) That Wolven guy who can become untargettable every few turns? Occasionally, the game shows his max health instead of his current health. I <I>think</I> this happens when he's untargettable.
1) Fireball works as it is supposed to, hand has since the very first release. 2)Work as it is supposed to. The card make allies unable to attack untill the END OF YOUR NEXT TURN. 3) Yeah, that will be fix'ed in the new update.
1) If that's how it's supposed to work, then the text should be different on the card. Fireball and Special Delivery should have the same text, since they do the same thing, only Special Deliver costs 1 more (making it really bad). 2) Yes, I understand how Rain Delay works. What happened was: a) I cast Rain Delay. b) I cast Rain Delay again my next turn. Immediately afterward, on my opponent's turn, while it was still raining, my opponent's allies attacked me.
Go back a page, I think you missed The King's Pride a few hours ago, since your post was the same time as mine. But okay, to celebrate here is a new weapon: Name: Beetle Demon Bow Casting Cost: 4 Attack: 1 Durability: 4 Effect: (5) Beetle Demon Bow awakens and becomes a 3/5 ally. Flavor: "The lord of insects shall awaken today!" Congratulations to lightside for the winning suggestion!
Fireball is a Mage Ability whereas Special Delivery is a neutral ability. Seeing as a mage's primary methodology appears to be direct damage, it makes sense that a mage spell that does the same thing as a neutral ability would cost the mage a bit less to pull off. Similar things happen in other TGCs as well. A rough example is MtG where a red spell does direct damage (say 2 damage for 3 resources) and a black spell does direct damage (say 3 resources for 2 damage) but to a lesser degree for the same or more mana cost because Black's specialty isn't direct damage. As for Rain Delay, I believe there is a known bug fixed in the next version. You should only be able to have one Rain Delay out at a time I believe. Right now it enforces the second one not taking effect but still lets you cast it and shows the rain animation despite the fact it's not active.
@MisterDrgn: Yes some cards have inconsistent wording and should be fixed. Special Delivery costs more and does less damage than Fireball, because it is a Human Ability available to any Human class. Fireball is a specialized Mage card. The bug with Rain Delay has been fixed in the next release.
That's the point, it isn't. No matter what you're holding as soon as you play 1 card you'll start taking damage from drawing and end up losing (since you'll take 2 dmg each turn + 1 from the draw phase and will heal only 2). Playing allies would be bad because you'd lose Lone Wolf, so essentially any move loses. This is not some made up, impossible to achieve scenario, it happens pretty much every Darkclaw vs Darkclaw match (that match up never happens anymore though since someone always quits on the first turn because of this). It has been suggested to implement an "offer draw" button, but there shouldn't be draws in TCG IMO. On the same note, you should add something to Supernova that says your hero takes damage first then your own allies, then the opponents and finally their hero. Otherwise you get a draw when both heroes have less than 5 health, which is kinda lame. I understand why you'd be reticent to add a discard phase, you could always make it automatic. Discard random cards. That'd be both interesting and a little mean. It would help mess up combos that are a little too consistent right now (Portal on turn 4, ALWAYS, for example).
The better way to deal with deck consistency being too easy to pull off would be to up the minimum deck size to about 40. Still allows for consistency but introduces a slightly higher randomness factor.
That's one solution, but instead of forcing people to use more cards, make it beneficial. If decking becomes a major worry, people will start to avoid 30 card decks or suffer the consecuences. I wasn't talking about a nerf at all. In most situation it would work exactly the same. But as of right now if both heroes have less than 5 health it results in a draw, which is a little unfair. Plus since all the damage happens simultaneosly other card effects that are triggered at the same time can become problematic (healing damage after killing opponent allies, for example). If you specify the order, you avoid all this problems. Does you hero have more than 5 health? If no, lose the game, if yes then do damage to your allies. Then his allies, then his hero. This should still happen instantly, just the game processes it differently. This is pretty standard in MtG, where there's no chance for a draw.
Personally, I like the idea of being able to force a draw, if otherwise you would probably lose. A great example is chess, when you are down to a King and a few pawns, you try to force a stalemate. In Shadow Era, the Super Nova is a good card to get a draw if you are both low in health and you might lose. It just makes more sense that a huge destructive spell that damages both heroes goes into effect in an instant, and can kill both heroes at the same time to end in a draw. I find it hard to believe that a Super Nova decides to magically stop in its tracks if your enemy is killed, and then not harm you
So how does the duribility work with the weaps Kyle? Similar to armour, only the duribility decreases by 1 everytime you deal damage with it?
Totally with you on this one Kyle. I enjoy the simultaneous damage of effects like Supernova and yes, it makes perfect sense. As does an attacker's damage being assigned to a defender before the defender has a chance to strike back. That's simple, real world physics at work. You swing at me and hit me, I may not be able to hit you back if you hit me hard enough.
Actually I disagree. Since YOU (or your hero in this case) cast the Supernova, it's perfectly reasonable that YOU should be damaged first. Then the shockwave expands to your opponents side of the board. So if after the explosion you die, even if your opponent dies a few seconds later, you died first and thus you lose. It's not like the shockwave magically stops, the game ends so it no longer matters what happens to it. This is basic stuff in a TCG, where there's no reason to have draws. @Kyle in chess you're thinking of Zugzwang, when you lose because you're forced to move and would be ok if you could just pass. Zugzwang should also be a part of a good TCG and thus drawing can't be optional.
I agree with this. It's perfectly reasonable for the effect to happen to you first. First your hero, then your allies, then your opponents allies, then your opponent's hero. At least that's how I see it anyways.
What are you talking about? MTG has earthquake, which has pretty much the same effect as supernova, and can result in a draw. Many other such cards exist in other TCGs. And zugzwang has nothing to do with a stalemate in chess. Zugzwang means that you cannot pass your turn even if you want to. A stalemate is where there are no legal moves, so the game is a draw.