Page 1 of 1

Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 2:34 am
by Jairo
My god!
The effect that the game adquired with this 2.2 feature is fabolous.Now, spells can be played more than before and it got difficult to counter spell based strategies as we do not know, even, if the hidden card is a spell or a trigger.
I am loosing really a lot of battles today, trying to adjust.
What do you think?Is is better to try to counter or to try the best 6 cards synergies and win fast?

PS: The new Enchantress power is very powerful

PS2: I think that we should know, at least, if the hidden card is a spell OR a trigger.

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 2:41 am
by -bookie-
It is a pretty neat feature. Just this morning one of my free friends beat a top 25 player with a combination of four spells and traps. As a pay player this will cause fits trying to figure out if you should counter, game, or ignore. This will help free players out a lot I think and lead to a tremendous amount of diversity in game strategy. It's still early but I think ecb may have hit a home run on this.

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 5:06 am
by Jairo
Yes.Now, We'll have bluff.We are playing magic + poker.LOL

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 5:33 am
by smoki2vu
Why not turn units like spells so we can play in dark 100%..overwhelm is useless now..simply u can t judge is it worth of play or not..that move is rly stupid..think this is my last post and big good bye..if i want guessing cards i should play memory..

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 8:58 am
by Floyd
I agree with Smoki here.
Where is the strategy when you can't see half or more of your opponent cards.

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 12:48 pm
by -bookie-
some players getting pretty bold to play four face down cards without a trap detect.

Try this counter: elvyn faerie and death tower. You'll be prepared for both spells and traps. also keep in mind it goes both ways. You can now play a spell like blessing of Mother Earth or blizzard in the middle slot. Or drop twonspells in the middle.

I also feel that moonlight maiden will become very important against these types of decks as some bold players will try to pass multiple spells or traps on you.

I would also recommend that some future cards revolve around this face down concept. Here's some examples:

1. Spell: cd=20. All spells and traps are destroyed. Kinda like a ritual of doom for dealing with all this face down cards
2. Spell: cd=0. At beginning of battle all traps and spells of opponent increase by 2s.
3. Unit: at beginning of battle hp is increases by 20% for each opponents spells and triggers. Essentially someone playing a bunch of face down cards will create a monster with a ton of hp to take down. Could be exponential like Tauren axe. This will keep all face down decks in check.
4. Trigger: when target opposing unit attacks it's attack is cancelled and all opposing spells and traps cd increases by 1. Basically a safe trap but also guaranteed to reduce trap and spell effectiveness.
5. Modify Kobold to destroy ALL opposing traps when he dies.
6. Have storm elementals attack exponentiatenwith each opposing spell as opposed to just one buff.

Well these are just a few ideas but I think the idea of face down is good and needs some adjusting bc it's new. While I think elvyn faerie and moonlights maiden have it of merit I think it would be a good idea to introduce a couple new cards to deal with players trying to pass four face down cards and use that against them.

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 3:51 pm
by smoki2vu
maybe is good because is different but this back me in time when traps didn t work on HC. Throw spell, few units and job is done..pretty much know all players and thier habits. now i see different play. hmmm what is hidden card? in 80% cases of course is spell. problem is - i don t know what to play. sabotagge, overwhelm or ignore spell. making advantage with hidden cards is lame. let s imagine we have hidden units. why not? we can also make guessing game what unit opponent play. for me this is anoteher quick mode where u can throw anything u want without penalty.previous version i had in my mind "what if opponent". Now is simple. What spell is opponent play. this is not game i like it.
relay on elven fairy, sk or maiden is boring and i don t want play that cards because someone dicide from great strategy game make memory remake. Did anyone complain on spells? I don t think so. Fell like lab rat with this testing. why things can be simple? game was good. some things need to be fixed and mostly they are. (creator, slayer, dragons etc). missing counter for heawy armor (free players) but beside that things ware more/less good. and now we have muscle play. high lvl spell and game is over without option to counter that spell properly. this will not going to work.

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Thu Mar 05, 2015 11:57 pm
by Jairo
The number of spells that are playable now is greter than the ones, like magic overwhelm, that can't work great.
If they show, by collors, if the hidden card is a spell or trap, it would be better.
But I do not agree that this is, now, only a lucky game.
Poker, with only few informations open, is not a lucky game.
Perhaps they should try this "color idea".
Or they could have 2 kinds of games to select.Hidden or not hidden (as before) ones.
Or a CD bonus for the player that agrees that his spells should be "open" and not hidden.
I lost 20 places in ladder after this system.But I fell the game less boring, more strategy like (now is possible to win against everyone).

Re: Gameplay aspects of Spell and Trigger Cards Hidden

Posted: Fri Mar 06, 2015 6:22 am
by -bookie-
We must keep in mind that before everyone opened with four units. It was standard. Knowing when to play trap detect, sabotage, or magic overwhelm was not possible it was a complete guessing game. You could play a trap detect and there's no trap. Only way before was against new players who did not know better or vs players you play a lot and know their tendencies. Now is better we are seeing face down cards on the board. We have even more information on whether or not to gamble trap detect or sabotage. I think this was best thing ecb did for v2.2