Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Tuesday, January 26, 2016

Mabinogi Duel: G2 Era of Dragons -- an excellent F2P mobile CCG

Wow.  This is some mobile CCG!  Great art, unique cards, deck designer is good, plays well, good strategy.

screenshot 1

And bouncing boobs, can't forget those.
Only a few downsides on this awesome game: f2p constant reminder, premium currency, some confusing UI & events, etc.

I wonder if Korea uses lots of coupons, as they are abundant in this game?

Tips:
I'm still a newb, but I've observed a few things of note.
- Try to do the Advanced Challenge daily for both Daily Mission and Draft.  That gets you 5 crystals and "a" card -- however, if you win you get 5 cards to pick from and can spend 6 gems for another pick, so you could wind up with 5 new cards for 30 gems, which is a deal!  Normally boosters cost 30 gems for 5 random cards, or 999 gold for a single.  Of you gather cards this way, you can decide if you want to spend on the cards or pass.  *This is my main way get 3-5* cards.*
- Deal with the Cat Merchant, but don't take his first offer unless you like it.  You can tweak the deal a lot.  Occasionally its a good deal, but often he wants to take a very good card in exchange for junk, so be careful.

I haven't read the boards or gotten too deep in the 'meta gaming' yet, so that's about it.  My current 2 strongest Decks feature a red dragon & a barbarian, but the White deck with a hero that stops people from attacking is my strongest.

I wonder how long I will play Mobinagi?  Join me!  Find REkzkaRZ & we can swap cards!

Sunday, December 13, 2015

Magic Puzzle Quest (& Marvel Puzzle Quest)

Ooooh, a new Puzzle Quest!  And it's a blend of Magic: The Gathering (ie MTG) and Puzzle Quest! Made by D3 (makers of Marvel Puzzle Quest) & Wizards of the Coast!  What could go wrong?

This was my thought as I dloaded Magic PQ, somewhat concerned that it might affect my addictive daily playing of Marvel PQ.  Well, I now doubt that, despite the fact that I think Magic PQ is a 3-4* game on track to be a 5* game.  But Marvel PQ already is a 4* game, IMO.

The Good:
Lots of Plainswalkers, lots of cards.  Deck building mechanic.  CCG.  Strategic play.  Looks very nice.

The Bad:
10 card decks?!?  Really?  Meh!  Plainswalkers get first weak power at Lvl 2, next at Lvl 14?!?  Tiles in match-3 game look very similar (esp Blue & Black), esp when a 'support tile' is in play.  While art looks great, not much animation here.  Lots of cards, but can be hard to know what's going on, and I haven't found a 'recap' / log button to see what opponent's action was.  And lastly -- this is an F2P game w/2 currencies, and despite getting both just by playing, clearly the emph is on spending real money for premium currency to buy boosters.  (And I won't be spending anything, most likely.)

My Tips/Tricks:
I'm a newb, but I'm a veteran MTG & Marvel PQ player.  I will likely update these as I play more.

1 - Spend your currency well.  I dropped 50 crystals (premium) to add all Planeswalkers (PW's).  Rationale: the game is new, and I can see their costs soon jumping.  Also, when new PW's arrive, I'm sure they will also cost.  And for deck building, you can't play cards that don't share a color w/your PW.  Sure, I like Green, but also like 'em all.

2 - Get an early booster or two, but then start saving for the rates.  I didn't want all my cards to be 'standard', but my first 2 boosters didn't offer much of anything interesting.  Oh well.  (Update:  got my main Blue PW to Lvl 14 &  bought a few more boosters & got a Black Mythic card.  Frustrating.)

3 - UI Tips:
3a - Deck design is on the Planeswalkers menu.  And, if you are new to Magic, there's a Quick Update option which has the AI do it all for you.  You can also empty  your deck and yoi can Autobuild it with the AI. Not bad!
3b - Support Tiles - to distinguish between your Support Tiles & opponent's in play, the counter will be on that player's side.  The color is the color of the glow (this took me forever to figure out).

4 - Card Selection - During play, check your hand frequently (ie every round!) & strategically rearrange cards.  Also don't forget to use your PW's powers, even if they suck.  And don't mana-charge up Support Cards that need creatures w/o 1-2 creatures in play.

5 - Cards cycle during play -- you can only have 3 creatures at a time.  Reenforcement is when you play two of the same creature.  If you have 3 creatures in play, reconsider swapping out a monster until the last minute.  Reenforcement of creatures in play is generally better than swapping them out.  Also, you can fully charge creatures and hold them in your hand.

I wish I had more tips, but if you post yours I will happily include them here (and in my gameplay!!).
Thanks!  Happy Holidays!

Sunday, October 25, 2015

Spellstone - review & tips

spellstone game
Spellstone - an F2P P2W fantasy CCG 'card battler'.  PlayStore Link

Graphics: **
Replayability:  ****
Fun: **

The Good:
I like the game (for now), there is a strategic aspect, and it plays quickly.  You can get decent cards w/o spending real $$$, or *ANY* money, but luck is a big factor.

Events change how games play & which cards are more effective. Multiple events can run simultaneously.

The Bad: 
You make one 15 card deck, with one purchaseable upgradeable hero.  You can keep up to 100 cards in storage and as many heroes as you can afford, but they are not very relevant to gameplay (unless you sacrifice them to upgrade your other cards).

Free to Play (F2P) and Pay to Win (P2W) are generally hated by mobile gamers because the gameplay suffers from the greed, and a few (often unskilled) players win a lot by spending a lot (often hundreds of $).  Spellstone is definitely one of these games.

More Bad:
multiple currencies (gold, gem 'shards' (premium), and magic dust), energy timers, PVP 'contracts' (essentially another timer), upgradable cards, fusion cards, and no way to simply pick/purchase the card(s) you want.  Meh.

I can't see what cards opponent has played when countdown is on.  #DesignFail?  Seems like an idiotic mistake for such a well-made, sleek, and fast playing game.

No chat in PVP, little incentive to interact with other players, and option to autoplay (ie autogrind) at 3x speed w/o paying attention (which to me is similar to not having much fun, but playing as more of a 'grinding chore').

Besides events, there are special packs which let you pay Shards (premium currency) to draw one random card from a preselected grouping of very high powered Legendaries, some epics, and some rares.  This is aa serious P2W money sink, and you generally won't earn enough Shards to draw w/o paying $$$.

General Comments/Observations:
So I keep playing this game (addictively), and I can see my burnout on the horizon.  So why do I like this game?  Its silly, but I like to beat paying players with my free cards.

Aside from the Card Battling, most of the game is a storefront trying to get players to pay money to buy shards (premium currency) for Legendary cards.

Note: Kongregate has another game, Tyrant Unleashed, that plays very similarly to this game but is set in a cyberfuture sci-fi war setting.  In fact, this is almost identical to Tyrant Unleashed, but in a Fantasy genre & w/comic art.

Strategy Tips:
There are three factions (Chaos, Wyld, and Aether), and a variety of skills.  There are also a few specific creature types (Angels, Frogs, Elementals, Dragons, Undead, etc) that can be affected by Skills.

Choosing & upgrading cards in one faction is key to success, or boosting general cards w/o faction-focussed powers.  I suggest picking a faction you like based on art or powers, or draw cards & decide when you draw a great epic card, and beef up your preferred cards in that faction.
(I chose Wyld when I drew 'Rhythm od the Wyld" and "Werewarg", two solid Wyld cards.  Werewarg is definitely OP, while Rhythm is merely a very strong Epic.)

There are a range of skills, too.  Some are better than others, IMO, but the key is matching them well.
Skill list: Armor, Barrier, Bolt, Dualstrike, Empower, Enhance, Fervor, Freeze, Heal, Hex, Invisibility, Legion, Pierce, Poison, Scorch, Siphon, Vengeance, Weaken.  (So far, I haven't seen Legion or Fervor, but they were listed in the Wikia so I included it here.). Most skills have a number after, and some have " all" (as in 'Heal All Wyld').  Obviously, "All" should make players excited -- improving your entire lineup vs one card is invaluable.

Your hero's abilities need to support your deck's skills.  This can be tricky.

I tend to focus on Defensive -- Armor, Heal, & Empower.  I have a few creature cards with Poison & Siphon, Bolt, Enhance, and Invisibility.  I think Barrier and Freeze will get added as soon as I have good cards with those options.

In gameplay, I lead with armored cards unless the opponent has a pierce.  My strategy is to have more cards out than my opponent, so stronger cards need to be in front & weaker support cards in back.  If my strong cards can hold, they tend to keep my supports around longer.

Offensive skills that are challenging (esp in combination) include Bolt, Hex, and Scorch.  Most effective against my deck is Pierce, Siphon, Bolt, and Weaken.

The strongest skills (they are fine 'stand alone') are Armor, Siphon, Bolt, & Vengeance.  Armor is like extra HP every round.  Bolt & Vengeance seem to bypass armor, while Siphon is a self-heal.  Freeze is actually powerful, but nerfed by not operating every turn (same w/Dualstrike).

I think these skills are wastes -- Poison, Scorch, Pierce, and Dualstrike -- but in certain scenarios they could be helpful, namely fighting a big HP Siphon/Armor card.

Lastly, some skills are in effect while your card is counting-down to activate: Armor & Vengeance.  I'm uncertain about Invisibility.

Mistakes I've Made:
Unless you pay $, you will have limited dust.  Save it for your rares/epics/legendaries, and your heroes.  (I upgraded & fused a few commons, and that probably will hurt me in the long run.  **Update: you get refunded some dust when you recycle upgraded cards, but far less than 80%.)

Having a 0 countdown card can be useful as the last card in your lineup, if you always have a 1card advantage.  Another option is playing them in front of a big countdown card.  Otherwise they are generally too weak to be useful.

Having a card with a useful skill can help a lot.  Having healers in front getting clobbered generally sucks, but if you have 4-5 thrn they may last for awhile before getting dusted.

Oct 2015
Frog challenge:  frogs avoid 2pts of damage means frogs are waaay stronger now.

Elemental challenge: elementals get +2 attack means elementals hit harder.  (My Nix Elemental with Siphon2 & Poison2 becomes very strong.)

Nov 2015
I feel I've had enough & now feel obligated to play, so its delete time.

For my fond memories, my final deck was Wyld faction:
Storm Dragon (Chaos)
Life Dragon
Rhythm of the Wyld
Ranger
Water Elemental
Frog Scout
Ferocious Clawkin
Garganatos
Trapper Frog
Aegistone Druid
Werewarg Alpha
Elementalist
Flightmage Squirrel
Scythe Demon (Chaos)
Nixfire Elemental (Chaos)