Exactly what I was hoping to hear. thanks!
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Found another Burrowing bug...
When you cast Gravity Pull on a burrower (in this case, an Antlion), and it later burrows, not only does the Gravity Pull icon vanish, but the spell effect is cancelled as well.
I am speaking from memory here, but I seem to recall this coming up before to Zanz and he said it was intended... but after I think about it, that doesn't totally makes sense for it to vanish - only for it to suspend while the critter is burrowed. When I use Time/Earth, my Shriekers can burrow to knock off the Grav Pull and pop back up healthy after...
--rob77dp
Also, I have to complain about Miracle (the god). I've now "randomly" fought against it 3 times in a row now, each time doing at least 400 damage. This last game I did over 700 damage and still didn't win. I think it has too many improved miracle cards!!
Is the Nightfall/Momentum/Mutant burrower bug than also intended, rob77dp?
The one where a burrowing creature loses odd-numbered attack points when they burrow and come up again, but double the effects of attack points gained while burrowed when they unburrow.
bug: arsenic cannot be stolen?
(may be lag-related, but always seems to be affecting arsenic specifically)
Can anyone recommend a money farming deck to try and make?
Two ways to beat Miracle:
1. Put out about 20-30 damage out on the table and wear down its health to where it's about 2 turns away from dying, then drop a bunch of high damage creatures out at once to kill it in one blow (Parallel Universe on its biggest dragon works, or on your own biggest creature if you've got 20+ damage creatures also). Alternately, if you have a lot of direct damage (firebolt/drain) you may be able to use that, but Miracle usually puts out jade shield so that's not reliable at all.
2. Boost your damage output until you're doing 100+ damage per turn. Preferably, 200+. Dive/Parallel Universe works beautifully here, although every other level 6 deck has creature control that will make a dive/PU deck pretty crappy at anything other than farming Miracle specifically. (But if you don't have any Miracle spells of your own, putting together a dive/PU and hunting for Miracle matches is probably about the fastest way to get them.)
I didn't realize that the AI would actually take into account how much damage I was doing before uising miracle. I assumed it always used it when it's health dropped below x amount.
At the end of the match I was doing around 90 damage per turn, but it was just pulling out miracles every other turn. Very frustrating (although probably not as frustrating as not being able to attack me for 18 turns, but that's not important :) )
I consistently beat the miracle god deck using darkness/gravity. With Gravity shield and Otyughs it does absolutely no damage to me, and vampires keep my health up from its weapon. I either win it outright or it runs out of cards, either way its a very consistent win.
It was still there this morning. I got a mutant with burrow and a 3 attack value (I forget the defense value). It burrowed, becoming a 1. When I unburrowed it later in the game it was a 2.
Kind of like the time I got a mutant graboid with burrow as its' skill. All it could do was sit there since graboids are already burrowed when played.
hi, Ive been playing for awhile and want to ask something...
what about a limit for rare cards of the same monster on deck, and limit for shields and swords too
have seen lot of dumb decks filled with rares, looks like they "won themselves" to get all that cards and a limit would be nice to improve the strategies
ie: 3 levels of rarities, level 1 can have up to 5 cards of that rare card, 2 only 3 (total of level 2 rarity) and level 3 only one per deck (no more than one dont matter the type)
I think this game is pretty great but I think Dimensional Shield and spamming devourers are too cheap. They should either have lower effects or have higher costs. Thanks.
"joe=dumbass" submitted a score of 999995 about 5 minutes ago.
He must have a 1337 deck huh?
What an enormous amount of text to contradict an obvious exaggeration for effect. Of course EQ doesn't make every possible deck better. It makes 95% of decks better. But what's even better is that you use an example of a deck that EQ improves to show that it doesn't make all decks better! Please, learn more about this game, then come back and join the discussion.
As far as your contention that EQ to be "an enormous juggernaut", I challenge you to quote anything I said that infers such an idea. I think it is overpowered. That's a far cry from the OMGEARTHQUAKESUXXORSYOUGOTTANERFITORIQUIT attitude which you and six keep trying to paint me as having.
I'm not sure who appointed you the EQ-safety police; perhaps your balls just start to hurt when you think about trying to design a deck without it. Regardless, I won't be playing any more unless it's nerfed. You're welcome to disagree with my opinion as much as you like, but it won't change anything.
Thanks for the response!
Well then, it's done it's job. I don't want to use my mono deck any more, and since all I want to play with is my mono deck, I won't be playing any more.
Personally, I can't see why Zanz would want a card that discourages people from playing his game, so I have a hard time believing that this was the point of EQ. But, que sera sera.