It's just dumb luck, or if you're interested in expanding your knowledge of statistics, random sampling. I probably forged 50 Legendaries before getting my first Long Fang's Kiss.
Hi Cobblestone, Thanks for posting the great card list. I just cross-checked with my deck and found two that you were missing. One was the White Thunderwolf, the other Red Sun Talisman Lascannon (rare).
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Right you are about the White Thunderwolf, I'll add that post-haste. The Red Sun Talisman card is actually at the top of the list because it is the only card that starts with an apostrophe.
Random chance. You're actually somewhat lucky because the young kings blade is one of the worst legendaries imo (and I have 4 so far, but no mjalnir's and only 1 sword of Russ )
Yes that's true, but it ignores armor and costs less effort. Granted the blade does have two chances to hit, and discarding two cards MIGHT wreck someone's plan in pvp once in a while, I have a feeling armor is going to prevalent in pvp and having the option to bypass it is huge. Partially Because melta-guns are the suck in this game lol.
Axe of Morkai is my least favoured Legendary. It has a very poor accuracy and it seems like mine couldn't hit a barn if I am inside with the door closed It does less damage than Mjalnar, and the only saving grace is that at 6 effort you can use it to move at a pinch
I completely disagree. Armor costs way too much effort for the Power class, and the Terminator's "+1 Armor when Lethal" perk won't be of much help when there are only two NPC's on the board. Besides, overwatch and grenades are more than capable of shredding armor quickly and cheaply. With two wolf cards and perks that allow you to drop total deck effort to a fraction of the other armors, I predict the Scout armor will be the winning class in multiplayer.
Don't forget, though, that the assault terminator can take a mild hit to its attack to instead pick +1 armor if you have no armor and did not move this turn. Combine it with 25hp/melee attack and the +1 armor whenever you gain armor, and the assault termie can teleport (at high levels for 0 energy), end turn, attack twice for ~1000hp, and end with 10-14 energy, 50hp regained, and two new armor. Against wolf scouts, that translates to playing the distance, killing at least one before it attacks, and the second after one turn. And since it's the AI controlling wolves, it's entirely feasible they'll only buy you 10 energy to work with (and give the opponent 50 new hp)... The scout will have range advantage, but any useful attack has to start with melta for the first action, which means if you don't kill him, your energy will be prohibitively high.
This only works if you're fighting a straw man. Unless you are lucky enough to pull three 0-effort teleports in a single hand you aren't getting around my Ragnar's Bolters without taking 125 damage and an extra 4 effort, all while losing an armor for the privilege. Even without stunning grenades this gives both wolves enough time to charge and bite for another 275 damage, dropping another 2 armor if you even have that left. Now eat a Catachan Fang for 400hp, lose two cards, and watch the wolves do another 800-1100 damage before I hit you with a Sword of Russ for 900 damage. If I'm as lucky as your 1000hp turn, I've dealt 2500 damage before you've dropped me below 1000hp. If course, reality is rarely that lucky, but I'm willing to bet that having a couple extra boots on the ground is better than having even limitless armor. I look forward to testing my theory on the field of battle.
Energy locking with bolters is definitely a good strategy--I tend to run it on power armor, though I'm not certain the sacrifice in damage is worth the extra slows compared to scout armor. As for low cost movement, the terminator only needs one or two. With six teleports, three supplies, and three effort reducers in a deck, that means there's about a 1/3 chance any individual card (or combination) will be gap closers. The scout is slightly less maneuverable (only slightly) with three moves and three sprints (at -3 energy if you go that way), a fair number of chains at 3 energy, and the same supplies and energy reducers (which are scary when combined with ragnar's bolter, as you noted). The wolves as a surprise drop would let them get maybe one attack in first, but you'd probably have to be willing to eat a terminator round of attacks first so that they're in attack range. Their biggest advantage will be eating up another turn or two of the terminator's so that he limits their damage, probably. The main issue is that even with the range on ragnar's bolter, the terminator is more often initiating on his terms: my deck's not fully developed, but I can cross half a map in average conditions for about 4-6 energy. Sometimes less, rarely more. The stun lock, like you mentioned, will be the deciding factor.
There are 36 epic cards and each one needs 16 cards to max level, so if you want 3 maxed copies of a particular one (like the Terran Unit Mk2) you will need approximately 36*16*3=1,728 Epics in total. By my math you can expect about 12 epics for each 15,000-credit rune purchase (including extra parts), which means that in order to Extreme forge 1,728 Epics you will need to earn/buy 2.16 million credits. How far along are you? The most advanced player I know of has three level-4 Epic Teleports, which is only halfway to max, and he has done a _ton_ of grinding to get there. Alternatively you could spend $2,400 on credits, but I highly doubt anyone would do that.
So far I have 1 cost 0 range four (1/3 of the way to max), 1 cost 4 range 5 (1/12 to max); supplies are maxed and time reduction's maxed. So reasonably 1/12. It is a lot of grind. On the other hand, even this is sufficient to maneuver really freely several rounds (which is enough). For less grindy decks, I'm really looking forward to trying overwatch power armor, since with bonus delay and reduced reload, only two legendaries (ragnar's bolter and the plasma gun) give you 12 delay for 18 energy (the bolter) and an additional 2 delay plus stun for the plasma gun. It can only do this to one target, but it's nice. Do you have any power armor builds you're looking to try? Also, what are your thoughts on sacrificing the overwatch on scout to front load the 85% on a sniper/ambush combo? The cooldown takes you out of the fight forever, but I've been wanting to see people's thoughts on it.
I have tried so many different Power class configs that it hurts to think about. I have not enjoyed a single one, mostly because three of it's perks have to do with ally actions and my cards are now so far ahead of my allies that they usually just slow me down. The only advantage the power armor has, in my opinion, is with overwatch, which is not enough to bring it up to par with the Scout or Terminator armors. I suspect this was an intentional design decision on the part of the devs to get players to buy the other armors. As you upgrade more of your cards I expect you will discover that your allies can only do a fraction of the damage that your main character can. When I'm not grinding I play almost every "for fun" level by myself because my allies are too slow, have terrible cards, and no perks. Because of this, any tactic that "takes you out the fight forever" is tantamount to surrendering.