| FinalSlayer | 2009-10-13 00:34:39 |
Last night, I played Chaos against SeaLeta's Illusion, and later, Mech against Quatre's Illusion. In both cases, I was absolutely slaughtered. Like 2 wins against 11 or 12 losses. One-sided domination most of the time, too.
Here's the thing, though; against both SeaLeta and Quatre, I was at least 50 percent in all the other matches. I did well in Illusion mirrors, Cleric versus Illusion, or whenever we played any other combination. Also, I felt like I was actually playing quite well, calculating all the variations, options, and playing a competent game. My draws were also generally quite good.
Which leads me to one conclusion; I've been misjudging Illusion and their cards, and the class is a lot stronger than I thought, especially against Mech and Chaos. Both SeaLeta and Quatre utilized a very heavy Illusion 2 rush, and would almost completely ignore Illusion 8 whenever they had it. Also, Illusion 4, Illusion 5, and Illusion 6 were used more than Illusion 7, except in obvious long, drawn-out games. These are both quite contrary to my own play with Illusion (and I'm decent with that class), and made me realize that it's much more powerful, and has far more options than I expected.
Might as well give a card ranking, too, while I'm at it;
Illusion 1- 7/10
Very good card, better than ever in v1.03, since board clearers are few and far between, and oftentimes, those elementals are just too menacing. It does go marginally against Illusion's playstyle though, which is to constantly put down cards.
Illusion 2- 9/10
Wow, did I ever misjudge this one. Tremendous counter to the Dragon, now combos great with things like Fire 5 and Fire 7, and an all-around, extremely nasty card. Almost borderline overpowered, even.
Illusion 3- 8/10
Great damage resource which also is a DIRECT counter to elementals. Considering how much v1.03 is dominated by elementals, a card that stops them dead in their tracks is outstanding.
Illusion 4- 9/10
Another card that was already overpowered in v1.02 only to receive an inexplicable buff.
Illusion 5- 7/10
An excellent card, especially now that even the big creatures are only doing 8-9 damage a turn, but can be countered more easily than many of Illusion's other options.
Illusion 6- 8.5/10
A lot of the six special mana cards seem overpowered (Cannon, Death 6, Control 6), and this one is no exception. I think it's clearly better than Illusion 8, even without being two special mana (huge) less. It's also about as powerful as the awesome Holy 7, and has a great board clearing effect. Outstanding.
Illusion 7- 7/10
A huge, powerful card which nevertheless has no instant effect and is mostly valuable for longer games.
Illusion 8- 2/10
Unquestionably the lousiest 8 special mana card in the game. Like everything, has decent uses, but I'm still confused by how much it was nerfed.
Focus- Discuss the Illusion class in v1.03 and rate their cards.
I think you over value illusion 4 and undervalue illusion 3, but I'm generally amazed by how few people play around illusion 3. I also might give illusion 6 higher score. The biggest trouble for this class is when your opponent has the board control and scaling healing to get through a rush. Illusion 6 gives you a different option. I'd certainly not rate illusion 2 as a 9, but since the point of this post is to raise the possibility that they are better than we all thought, its time for me to reconsider when to play them.
| wiggin | 2009-10-13 07:46:00 |
Yeah. Illusion 2 used to be "my card". The card I played most often compared to other players. Then Sealeta comes along and uses it even more and better. It also combos great with earth 11 and global destruction. I actually have an okay record with chaos v illusion against Sealeta. Chaos 2 can win mutual throat-focused games, and chaos 1 gives you breathing room. Here is a screenshot from a curious game I had yesterday. (Both my opponent and I did our best to win.) http://www.wuala.com/jonatan/Sten/il8.jpgI would rather have illusion 5 than 4. Only 8 damage less, more health, immediate damage, plus it hits 6 each turn. Modified by wiggin on 2009-10-13 08:08:11 | TurinTuramba | 2009-10-13 17:13:23 |
I still find Illusion to be pretty easy to deal with. Use lifegainers( earth 1 chaos 1 is awesome) and medium sized hitters (earth 8 fire 7 mech 5) to deal damage. Granted the Illusion player may get a draw like water 4 fire 11 air 8 earth 9 illusion 2, which is pretty hopeless to beat, but any ordinary draw is beatable. Illusion 2 rush has the problem that it gets countered by both nature 1 and nature 3. Basically you play a reactionary game with the focus on countering the stuff your opponent plays, since Illusion has to play aggressively.
Modified by TurinTuramba on 2009-10-13 17:13:54 | undefeated | 2009-10-13 17:35:31 |
Firewall is also good against illusion 2.. About 6 firewalls will destroy 4 illusions 2 (because some of them will come out after you start firewalling). It's worth it; 12 fire for 8 illusion... I also think illusion 4 isn't that good; early its a waste of powers, but sometimes late in the game its good.... I think Illusion 7, dragon, and natural fury is a great combo. Modified by undefeated on 2009-10-13 19:37:02 | Eldritch | 2009-10-13 21:49:10 |
I like illusion, it's probably my second favorite class next to chaos, but that's because I'm a heavy aggro player. The main reason I pick chaos over illusion is that I think chaos has a slightly faster aggro game (I think everyone would agree that nothing beats chaos 2 in terms of dps, especially early game). Illusion has the upper hand in stalled games though, but that's a little counterproductive given its strategy. Anyway, my ratings are:
1: 3.5/10: If your opponents have creatures whose stats are strong enough for this to be effective, you're most likely losing and should be playing something better than this card.
2: 7/10: Combos well with earth 2 and earth 11, but in exchange for field position you lose tempo. Also, mech 4 and earth 3 are hard counters that also give your opponent massive tempo.
3: 10/10: When I lose to illusion, this is what kills me. I like how it hedges the illusion player's chances, allowing them to attack their opponent's life from both sides per se.
4: 8/10: This card not only hurts your opponent for 20, it blocks 20 damage also and thus technically heals you for 20. The main problem is, as a wall, playing it weakens field position, and without other support your opponent can easily outheal the damage and take over the game with superior forces. Even with that considered, it still often swings games.
5: 7/10: Invaluable with a good aggro hand, average to good in other situations. Provides significant life pressure as well as decent stats.
6: 9/10: Basically a 6 mana Steam Tank.
7: 6/10: It's really quite mediocre. You could play some combination of better illusion cards, or save up for 8 which is slightly better.
8: 8/10: If he stays in play for too long, things get out of control fast. This forces your opponent to make poor choices in order to get rid of it. CiP ability is minor, but not bad. Modified by Eldritch on 2009-10-13 21:49:55 | Wavelength | 2009-10-14 05:58:36 |
Madness (4/10): It's like hitting all opposing creatures one extra time and permanently losing one turn's worth of board advantage for it. This is just too unreliable. There are times when it's good, though, and you don't need to play it any more often than that.
Phantom Warrior (8/10): Great synergy with Hypnosis (and to some extent the higher Illusion creatures) in the late game. Good with Nature Ritual. Great with Master Healer. Also very good way to block Elementals or Dragon, and we all need counters for those two.
Hypnosis (7/10): Like Natural Fury, it's a good card to have as long as you've already got a solid hand. This is a nice finisher, because it requires much less mana commit than any other finisher in the game. But you can only really use it in your final two turns, and until then you'll be "short a card."
Wall of Reflection (8/10): Block 20 damage, do 20 damage. Nice. Absolutely killed by Faerie Sage, though.
Spectral Assassin (6/10): This used to be a better card, but the ability to draw out games more these days really limits its effectiveness. Still great pressure near the end of a game. Amazing synergy with Merfolk Overlord.
Spectral Mage (7/10): Used to be a lousy card, but now it's maybe the best coutner to otherwise unkillable Elementals short of Dragon. 7 attack also looks pretty good these days.
Oracle (7/10): If you can somehow force a long, slow game using Illusion, she's the man. Otherwise you're overpaying slightly for a very powerful creature.
Hypnotyst (5/10): Once you get 2 of them on the board, things start looking good. But you really need to wipe out your opponent's spells BEFORE you do that, or it just won't happen.
| FinalSlayer | 2009-10-14 06:43:38 |
I've been playing a bunch of Illusion recently, doing very well, and I use Illusion 1 a LOT. When there's a possibility of a board clearer, or something like Holy 6, it's a great move.
| wortel | 2009-10-14 08:45:36 |
Illusion 1 (6): Sometimes useful, more often not. Illusion 2 (7): Too easily countered by earth 1 and earth 3 - sometimes a useful blocker Illusion 3 (9): Awesome finisher, sometimes the mere threat of this card wins games, even if you never play it. Illusion 4 (6): Looks good on paper, however it is only useful late game and then it takes a while to kick in. I almost always prefer Illusion 5. Illusion 5 (9): Damages and puts a decent creature on the board. What more do you want? Illusion 6 (7): Can be useful in the right situation. However, it is difficult to get maximum effect out of this card. Illusion 7 (6): The effect is not very useful, but this creature is big. Outclassed by Control 7. Illusion 8 (5): Just too slow. If I have Illusion 5 I pretty much always start with that. If I don't have it I try to get board advantage, and if the opponent goes creature-heavy Illusion 6 is nice.
| undefeated | 2009-10-14 13:56:46 |
What's interesting about illusion is that in some ways it scales more than any other power, but the strategy of illusion is generally to win a quick game, but sometimes you can take advantage of scaling cards. I think it'd be the best power for a long game if players had a couple hundred life or something. Illusion 1,3, and 6 scale in terms of what they do to opponents creatures (opponent has more expensive cards, then 6 increases power). Illusion 7 scales damage... The fact that illusion owns big creatures so much, though, lends me to a different strategy where I rarely use tornado and instead use air 6, 8, or 12 because I want to encourage people's elementals and other big creatures... Anyways, because illusion is such a weird class, its hard for me to give ratings to the cards because some of them are very different in their usefulness in different situations.. Sometimes Illusion 1 absolutely sucks, but in the aspect of illusion scaling, illusion 1 and 6 are very good (and 3 also, but its always good). Illusion 4 is very bad early on, but sometimes its a perfect winning card, like earth 6. Illusion 7 is very powerful with mindmaster, or in long games generally. Generally, though, I agree with finalslayers ratings but put illusion 2 and 4 a little lower and 8 higher.
| noahzhang | 2009-10-18 01:33:06 |
Illusion 1 5/10 it could be useful with strong creatures but I never used this card. Illusion 2 9/10 The card I used to defeat an archmage, this card is sort of like a cheap elemental or something like that with less attack. Illusion 3 6/10 I never used this card either it could help when you're in a losing position when your opponent has a dragon and other powerful creatures. Illusion 4 8/10 All these cards are mostly helpful when your opponent has strong creatures, this one is no exception. Would this card work with cards like stone rain and Armageddon? Illusion 5 6/10 This one of the more normal cards but i think holy guard is a little better, unless your opponent doesn't have that much health. Illusion 6 8/10 A strong cheap creature that badly damages cards like dragon, titan, hydra, and the elementals. Illusion 7 7/10 Strong but the effect isn't much. Illusion 8 5/10 Illusion 7s probably better, the damage isn't that much,just summon air 2 but this combined with the Illusion 7 would be good.(unfortuanately I don't think it's possible to have illusion 7 and 8) Modified by noahzhang on 2009-10-18 02:07:53 | betrunkenaffe | 2009-10-18 15:09:30 |
I like Illusion 8 and think it's undervalued, it's benefit is in that +1 illusion. It allows you to spam Illusion 1 (while generating mana still) or Illusion 3. He's a good blocker for something that deals medium damage.
Illusion really punishes your opponent for playing big damage cards by either hurting the creatures or the opponent, either way, being able to play those cards exactly when you need them is very nice. I've put 8 against an elemental with 9 already and just spammed madness until it died (very quickly)
Illusion 4 is nice but usually I only use it if I can't put anything better to block.
A quick question about Illusion 4, and a possible situation that can result from its effect.
Lets say I have three Illusion 4's on the field. I have 20 life, my opponent has 48 life. They then decide to play Fire 11, dealing 2X damage to each creature. I lose 20 life, but my 3 Illusion 4's reflect 60 damage. Does the game end in a draw, do I lose, or does my opponent lose? | undefeated | 2009-10-20 02:11:34 |
You lose.. Whoever casts the spell wins, even if you go to exactly 0 and he goes to negative 80..
| HeadphonesGirl | 2009-10-20 02:56:47 |
I think Illusion 1 is a generally underrated move, yeah. Like FS said it's very nice against elementals, and it is generally nice against any high attack creature like dragon (assuming they don't have a hand that lets dragon kill you before you can use it anyway).
Maybe I am underrating Illusion 2 as well. I have always thought that it had some good uses but was usually not worth playing
Disagree about Illusion 4, I don't think it's overpowered at all. While I still don't completely follow Plynx's reasoning to the point where it's never good to have it, I find it very hard to imagine a scenario where it would be better than hypnosis. Hypnosis is a threat you can leave hanging over your opponent's head preventing them from playing big creatures because it works instantly, whereas the wall confers an amount of damage that's relatively easy to heal and it allows your opponent to place a creature opposite it for free as long as they can plan to heal back the wall's damage (or, very often, just kill you before it matters.)
| Zannoland | 2009-10-20 08:20:49 |
You lose.. Whoever casts the spell wins, even if you go to exactly 0 and he goes to negative 80.. This is definitely true, however if you survive the spell itself, your opponent will not get his round of attacks and you will win. if you are in a position where armageddon+creature damage would kill you, but he also has less than 20 life, then summoning wall of reflection can be a good move. This may seem obvious, but it's something lots of new players tend to miss. new players tend to miss creature damage on top of armageddon in general. Modified by Zannoland on 2009-10-20 08:24:58 | Kaylee | 2009-10-21 02:08:11 |
Also, if creature damage to a wall of reflection causes the player to go to 0 health, the game will end before any of his other creatures attack. I recently played a game where I would have won if the wall was anywhere else other than in the leftmost slot, but as is my opponent won. So there is a benefit to placing walls of illusion as far to the left as possible. Perhaps this is obvious, but I thought it was neat.
Modified by Kaylee on 2009-10-21 02:09:07 | panderson | 2010-03-20 15:03:27 |
Me thinks Reflection wall is such a powerful and flexible card: 1-It counters strong creatures attack 2-It counters area damage spells / creatures from the opponent 3-If the owner plays an area damage spell it hurts the opponent 4-Balrogs and Goblins (if adjacent to the wall) hurt the opponents
| KeePsTaY | 2010-03-21 01:07:55 |
Reflection wall is fiftyfifty imbalance card, i think 15 hp for this wall would be nice, 20 too much for 4 illusion mana.
| Dominant | 2010-03-21 01:11:01 |
Now that alot of ppl play illlusion i can see im lousee ageinst it
I play control and mostly win with every class up to lv25 expect illu
its like 50% 50%.win loose even playing vs lvls 8-11 and
Do you think illu is strong vs control? or i just suck and shuld start playing illu to get better skills vs it?
rates are:
Illusion 1- 5/10
week card, rerly usable only specific situations, you loose board control
Illusion 2- 7/10
air 9, earth 1,3,12 fire 2, its good with mass damage but not that awesome and very good with earth 11
Illusion 3- 9/10
grat card it makes the oponent to concentrate the game on mid creatures or hel have a big chance of dieing
Illusion 4- 10/10
i cant cope with this one, only water 6 saves me from a illu 4 + combo of any one not mention two of those earth 6 air 6 fire 11 earth 11
its like f bord control ill defend with wall and then finish him off in few turns
it got a big buff too sice air 4 gives only max 10
Illusion 7-6/10
good card 6 damage -12 life and you can get it out fast but mostly its
a waste of illu mana on my opinion there are better options
Illusion 6- 8/10
a wery good card to have playing illu.
gives you a bord control option if your deck is not to good for a quick kill
Illusion 7- 6/10
a good card strong and bites, but it mostly dies to quick before doing a big amount of damage
Illusion 8- 1/10
shit card waste of mana
| Plynx103 | 2010-03-21 12:54:10 |
I had the same problem vs. illusion and you're right, control is not good vs. illusion.. Cleric and chaos are much better. Also, you should practice using illusion to understand it better. I did and it helped. Also, one thing I realized is that small and mid-sized creatures are good against it, especially earth 3. The big creatures to use would be master healer, hydra, lightning cloud; (unless you have ice gaurd/ excellent healing, then i'd use elementals too).
| Zannoland | 2010-03-21 20:33:48 |
Ask Wiggin for tips on Control vs Illusion, he rarely loses that matchup.
In my Experience the hardest matchups are Illusion vs Control and Illusion vs Holy 5 (Holy 6 favors the Illusion opponent). Just like every other Control match, Illusion vs Control tips more and more in favor of the Control player the higher level the match is.
| wiggin | 2010-03-22 00:30:24 |
Yeah, I don't think control is particularly weak against illusion. Although I can see why holy and chaos could be stronger.
Playing against illusion can often be treated like playing a normal game, but with 15 less life points than you actually have. That means, you should worry more about not letting small creatures hit you, and less about playing elementals.
If the illusion opponent is playing hard and fast, you mostly shouldn't play the c7, and c8 is often too late, unless you think you can win the race. c6 is always good, c5 works if you time it right, and c4 can find use sometimes.
Modified by wiggin on 2010-03-22 00:32:32 | wiggin | 2010-03-22 00:30:58 |
double post
Modified by wiggin on 2010-03-22 00:32:57 | Dominant | 2010-03-22 02:01:01 |
now i playd some more games vs ilu and im much better vs it
wiggin thx for the tips i knew all of them but was lackin one: mad offensive to throw illu to defensive
i knew about playing mid creatures, illu 3 gets me if i play high ones
keeping mana for ice guard if you got one
ofcorse i alweys almost playd control 6
now i practised it a bit and its ok but still worse then vs other classes
if somone plays it well a lot of times its imposible to win
btw i playd some games as illu and it was brutal
when i had a nice deck it was even unfair
i can see after a while that i was wrong and illu is rly good
illu 2 spam + ice golem + mass damage bord control
no i think that only earth 3 and 1 is good vs it
after today fire 2 is crap vs illu 2 to slow
and all those options with ilu 4 or 6 + bolt earth 6 fire 11
its a f strong class
maby its time to play illu a bit got bored with control :)
hope to play some top players soon with illu
| garcia1000 | 2010-03-22 02:02:10 |
For Control vs Illusion, I found that control 5/6 were the most useful. It's rarely worth using control 7/8. Or 1/2 for that matter, those give up too much initiative.
| Plynx103 | 2010-03-22 02:13:45 |
Agree with Wiggin and Garcia about 5 and especially 6, but 1 is good vs illusion 1 and 3.
| Dominant | 2010-03-22 17:23:52 |
yeh guys maby i used control 1 and especialy 2 too much but i find control 1 good in many ocasions not leting oponent to air 8 or fire 6,9 wich put my into defensive now i can see clerly that control2 is almoust alweys wrong in illu games i used it from time to time my bad back to the topic about illu i had few games as illu and i get owned by higher lv-s badly but its a easy win up to 18 lvl players mostly becosue the lack skills I think even more that control is a bit week with illu, its much easyer to defet control as illu then most other classes and a lot of games playing control vs good ilu player are close to imposile to win even if its a lv 4 with 72 wins to 72 looses he ovned me 3 times in a row just recently :) but after some games with good player when i was illu i saw some good tacticks i didnt use, so it was my lack of skills more then control beeing terible my conclusion if somone plays illu hard and fast, illu is one of the hardest schools for control cuz: - its fast and control is slow - illu throws illu 5 before i can throw control 6 that sucks - and there is no good strong in atk and life mid creature in control (control 4 maby but its expesive and a bit week), noheal spell, no blocker and if the deck is mostly with high creatures and illuplays hard and fast its a one sided game most of the times but still not sure of it anybody thinks the same ? i would like some treining with some good control player playing control and me playing illu :) Modified by Dominant on 2010-03-22 17:54:35 | Zannoland | 2010-03-22 17:56:40 |
Agree with Wiggin and Garcia about 5 and especially 6, but 1 is good vs illusion 1 and 3. Control 1 isn't as important as it is against other cards vs Illusion 3, because Illusion 3 is usually the last card you play. So while with most spells the player will say "hmm, I really don't want to spend 6 mana on this spell" in an endgame situation the effect will only help if goblins are spammed when you have low illusion mana, which is rare.
| Plynx103 | 2010-03-22 20:51:10 |
If you drop a well time control 1, doing back to back hypnosis will cost 8 mana instead of 6. Also, you can't do back to back air 6 until you have 13 mana instead of 11.. I usually find that I don't finish an opponent off with a single hypnosis , but rather a couple combined with a lightnign bolt.. Sure, sometimes control 1 won't make a difference, but if you'r thinking you can find when it will make a difference and when it won't.
| Dominant | 2010-03-23 14:02:15 |
but there is also a control 1 spam :) it will last about 3 turns if well played
it can give you a breathing space or more time to finish somone off before he will finish you
@plynx next time i'll play illu when youll play control
| shteev | 2010-03-31 02:30:21 |
So here's a crazy idea... in these rating threads, which are clearly supposed to be permanent resources, why not name the cards? Some of us haven't been playing so long and it takes a while to bring the cards to mind.
| pay loc 162 | 2010-03-31 07:16:18 |
So here's a crazy idea... in these rating threads, which are clearly supposed to be permanent resources, why not name the cards? Some of us haven't been playing so long and it takes a while to bring the cards to mind. I agree. Not everyone sees "Illusion 7" and knows what it is. Obviously they can open the game, but that's annoying.
| Zannoland | 2010-03-31 07:26:41 |
So here's a crazy idea... in these rating threads, which are clearly supposed to be permanent resources, why not name the cards? Some of us haven't been playing so long and it takes a while to bring the cards to mind. Because here's a crazier idea, most of this game's player base (even the devs) do not speak english natively and so it's easier for them to refer to the card by its number than its name.
| Kaylee | 2010-03-31 08:27:35 |
"Illusion 7" actually conveys more information than "Oracle". If you can't remember what card "Illusion 7" is, why would you be able to remember that an "Oracle" is "a cost 7, 8/40 Illusion creature that deals damage equal to your special power"? At least calling it "Illusion 7" gives you its class and cost. Also, a lot of the card names are spelled in weird ways that are hard to remember. Air 5 is wall of lightnings, with an s, for example. Air 4 is faerie sage and not fairy sage. And if you mess up the spelling the nifty mouseover reference function won't activate for anyone. Modified by Kaylee on 2010-03-31 08:42:14 | shteev | 2010-03-31 23:35:15 |
Ok, I'm new, and I accept the fact that if I'm going to join in here I'll have to learn to use the same notation as everyone else. It was just a suggestion.
Not sure I agree, tho, that "Illusion 7" actually conveys more information than "Oracle". 'Oracle' is less abstracted and therefore more of an aid to associative memory. Look at the guide; the author uses the terms 'Dragon' and 'Cannon'. I've only been playing a week or two but I know instantly what these cards do.
(Apologies if this is a double post but my last one dissapeared and I think I might have clicked close instead of submit)
| pay location 162 | 2010-04-01 02:08:06 |
... Because here's a crazier idea, most of this game's player base (even the devs) do not speak english natively and so it's easier for them to refer to the card by its number than its name.
What you're saying would make a lot of sense if it were not for the fact that everyone is speaking English and commenting on the cards in English. Little help is it those who don't speak English to see "Illusion 7" followed by a mountain of English text.
| pay location 162 | 2010-04-01 02:13:14 |
"Illusion 7" actually conveys more information than "Oracle". If you can't remember what card "Illusion 7" is, why would you be able to remember that an "Oracle" is "a cost 7, 8/40 Illusion creature that deals damage equal to your special power"? At least calling it "Illusion 7" gives you its class and cost.
Also, a lot of the card names are spelled in weird ways that are hard to remember. Air 5 is wall of lightnings, with an s, for example. Air 4 is faerie sage and not fairy sage. And if you mess up the spelling the nifty mouseover reference function won't activate for anyone. For new players actually saying the card name means a lot more. Rather than straining to remember what Air 5 is, a new player will immediately recognize Wall of Lightning and likely remember basically what it does. Maybe saying both would be helpful to newbies, since this board full of vets seems to already have a moderate level of elitism. I'm not aware of any mouseover reference functions. Do you need to be logged in to view them?
| Kaylee | 2010-04-01 02:16:39 |
Yes. If you log in you'll be able to mouse over "air 5" or "wall of
lightnings" in the forum text and a picture of that card along with its
text will pop up. Or it should, anyway. I've seen a lot of people
claiming it doesn't work for them, for some reaso
| shteev | 2010-04-01 02:20:32 |
| Scaramouche | 2010-04-01 05:32:19 |
No mouseover coolness either! I didn't even know about this function, and now I'm disappointed I don't have it. Haha!
| pay location 162 | 2010-04-01 05:43:31 |
Discovering this link here on the front page should help me :) http://www.spectromancer.com/cardlist_en.htm
I'm logged in and I'm not getting the mouseover thing, tho. didn't know about this either. Thanks. Looks like everything is here except Demon Apostate.
| Ayayayay | 2010-04-01 08:09:39 |
Is this discussion about card calling TRULY happening or I am alucinating again?
| xanatr | 2010-04-02 14:12:21 |
MECH MUST BE THE FREE CLASS!!!! PLAYERS THAT PAY NOTHING HAVE TO LOSE AT 70%!!!! ILUUSION IS TOO STRONG!!
| Plynx103 | 2010-04-06 08:48:53 |
It seems that many of the arena rules are good for illusion.. It's not always the best class for it, but it seems one of the better classes for the arena rules each time... This is because a lot of arena rules seem to favor aggressive play ( current rules= creature attacks the turn it comes into play; previous rules = each time u bring out a creature it deals you damage equal to mana).. also, with all the constant adjustments, it seems aggressive play works well, favoring illusion and chaos (though it really depends on individual rule sets).. What do ppl think of the current set of rules (creatures attack the turn they come into play).
| wiggin | 2010-04-06 13:30:34 |
I think it's great. I like faster games. I agree that many of the rulesets favor the aggressive houses, or the houses of healing.
Is this discussion about card calling TRULY happening or I am alucinating again? because everyone new here spends hours reading every past discussion to avoid duplicating any topic  it's hallucinating btw
| Plynx103 | 2010-04-06 22:02:07 |
I'm not such a fan of faster games (I once suggested upping the life totals to 70), but I guess that I have to adjust... What adjustments did u make for the current ruleset? ... It seems that healing doesn't really keep up in this rule set, aside from maybe fairy sage..
Modified by Plynx103 on 2010-04-06 22:02:37 | wiggin | 2010-04-06 22:53:46 |
This ruleset is pure rush, it's cool. The two basic house power cards are Lightning Cloud and Ice Guard.
Other than that, the fast creatures are really strong: Fire creatures (other than 3 and 10), Griffin, Spider. Elementals and water 11/12 are mostly useless. Fairie Sage is also strong, as you say.
Only some houses are playable, I think. Illusion, Chaos and Beastmaster (especially for Beast 6.) Modified by wiggin on 2010-04-07 08:51:51 | Plynx103 | 2010-04-07 01:04:09 |
I guess the big cards don't come out until too late; and elementals dont even have an attack the turn they come into play and their benefit is very slow, so that's why they're useless.. Other than that and ice gaurd being a power card, the rest is intuitive.
| CIever | 2010-04-07 01:19:25 |
+ we should use attack modificators (fire5,7) before creatures like air9 to improve their power as soon as possible if we predict that they'll stay on the board for 3 or more turns.
+short cast of very useful cards: f1-5-7-8-11-12 w2 a1-2-9-12 e6-7-8
In addition, air5 becomes less valuable)
| Lasaniku | 2010-04-17 03:46:59 |
Discovering this link here on the front page should help me :) http://www.spectromancer.com/cardlist_en.htm
I'm logged in and I'm not getting the mouseover thing, tho.
I'm not having the mouseover feature either, on either "Illusion 8", "Illusion8", or "Hypnotyst".
Can this be fixed? Or alternatively, can we put this link
http://www.spectromancer.com/cardlist_en.htm
in "Pinned: Important threads", just for ease of access? Modified by Lasaniku on 2010-04-17 03:47:10 | wiggin | 2010-04-17 08:22:43 |
| Dominant | 2010-04-17 15:33:07 |
i lost my gamekey and had alot of illu games
illu vs chaos wtf? it needs to be baned :)
btw
illu is 20% weeker the then other classes exept beast
its so lame its a free class
i remeber being fed up playing vs holy but now its just boring
game lost a lot
its just lame to play it now like fighting vs a 10 yers old kid as a grown up
| hatredshadows | 2011-02-13 12:40:15 |
illusion vs chaos
I always lose when the opponent uses chaos 1, and always get healing.
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