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helgravis
helgravis - - 2 comments @ CrossQuestion #01 Striking!

I want to say I'd like the shock effect to be yellow, but the purple sprite just looks better. I think it's the color combination. The yellow is just too bright that it almost looks white, and when Lea is doing melee attacks, I hardly understand what's going on. All I see are white flashes. I might prefer a darker shade of yellow over purple.

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helgravis
helgravis - - 2 comments @ Warsoul CCG - Basic Gameplay Mechanics

There are generic runes which you can embed in any faction or card type, and there are faction/clan-specific runes, and by defacto faction-specific runewords.

The Black Enders faction focuses on quantity over quality. Majority of their cards have lower health compared to the other factions, but most creatures have a skill called Return. When a creature with Return dies, it returns as a different card on your board (ex. there's this infested human card that spawns an alien worm when it dies). Some even return as 2 or 3 weaker cards. Enders also specializes in weakening the enemy's attack power, especially against the Blue Conclave Faction. Enders generate mana fastest, and there are several Black cards that deal direct damage to the enemy leader card. There is even one theme deck where there are no creature cards and solely relies on dealing direct damage.

The Blue Conclave faction focuses on quality over quantity. Cards from this faction tend to be mana-costly, but they have very high health and decent attack power. Several cards from this faction either heal ally cards or have defensive skills like Armor and Thorns. Armor reduces incoming physical damage, while Thorns deal physical damage to all attackers. With conjunction with several support cards that Heal every turn, Blue cards tend to be very hard to kill.

The Red Savages faction focuses on pure raw power. Most Red cards have average health but decent attack. But what makes them even deadlier is the fact that they can boost each other's attack power even more. A lot of Red cards have the Boost skill, that raises a random ally's attack power by X. To make matters worse, some Savages cards have Haste, so they can immediately attack on the same turn you play them. Their main weakness is the fact that they have average health, so using Blue counter/wall decks have an advantage over Red. Red, however, can easily destroy Black decks with little defenses.

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