Hi, I know when I unlock last legendary mission before expiring, I can finish it even after expiration date and still get the LD or 10 credits. But am I still able to finish last LD mission, when is there already new set of missions for the same LD?
For example, if I unlocked final mission of Futoshi Ld, but left it unfinished and new set of missions to get Futoshi Ld is released. Can I still finish previous final mission and get 10 credits/Futoshi Ld from that mission?
So, since the big ELO discussion brought up the fact that way too many cards in the game never see play because nothing quite measures up to the staples, I'd love to have an "underused card appreciation thread". There are cards out there that you just put into your deck for missions or whatever reason and they won you more matches than any staple and have a special place in your heart.
For me there's a number of them:
1) Baby Q, 4* 6/6 SoB with -2/min 1 DR. You will aways, and I mean always see Ditha, Malicia or even the very underused 7 powered 4* girls and simply not put Baby Q into your deck.
What are you missing on? 6 damage for one pill, or someboy overpilling on a Sob Dr. LOL. Also, likely no Freaks poison, lol.
2) Cheep - 8/2 +2 life bonus, stop: -3 dam/ min 1. Well, stop cards are vanilla cards most of the time, and this guy is bonus dependent to boot.
What are you missing on? A bloody annoying 8/4 wall which makes SoA pointless because what SoA means most of the time is no DR. He makes people play stupid - heck, you can actually pill against their SoA and win for ALL damage reduced, making a 4 gap and turning your hand into a 3 rond win one.
Gork - 7/8 SoA bonus with poison self for 2 min/4. XU52 has att manip, Mechakolos is a 1 hit KO. Otherwise people just don't use him enough.
What are you missin out on? Pretty much a bloody honey badger who doesn't give a f**k. Unconditiona 7/8 with SoA? Otherwise he kicks ass.
I just have to share this and let out a huge whoop of: "F**k yeah! It's done! It's finally done! The godawful worst mission in the whole game is done and I'll never ever have to put that card in my deck! Whoooo! I got rid of Marzo!"
Cassandra is at 243 out of 250. Marzo is DONE! FINSIHED! Over! After god knows how long!
Should winning more rounds and/or having a lower star count still be a draw?
If the deck I draw is 10* and my opponent draws a 12* deck and we both tie, should it actually be a draw or should the person with the lesser deck win?
Also, and this one may be easier to change than the star count method:
If I win 3 rounds and my opponent wins 1 and we end up with the same amount of life should it still be a draw? Obviously the person can create their deck so they only need to win one round, but that's not only a lazy way of winning the match, but it defeats the purpose of trying to win in general. Technically I won more than my opponent, why should I be penalized with a "draw" if I was able to win 3 rounds to his/her 1?
I've noticed that at the start of a match, the number of Pillz and Life of a player seem to vary but will always add to 25.
For example, I might start with 13 Pillz and 12 Life, but my opponent might start with 12 Pillz and 13 Life.
In one instance, I've noticed my opponent starting with 10 Pillz and 15 Life.
What determines this?
I just notice that Kenjy's description says that there is an university in Riotspolis but in the clan's description it says that Riotsville was drilled apart.. So is this the same place/city? Or is like a City and a Village? Or did I missed something? I'm not an fluent english speaker so I maybe it's just an translating error by me!
Just a thought. New ability/bonus that boosts the next card played.
Defeat: Assist: +2 Damage/Power. When you lose with this card, the next card you use is assisted with +2 damage/power.
Defeat: Assist: Protection: Power/Damage. When you lose with this card, the next card you use gains Protection: Power/Damage
Can make + Life per Damage cards even more deadly if you have + damage, can make some 1HKOs for La Junta/Fang Pi Clang (even in ELO), can make All Stars create nice power gaps if + power, etc.
Can also make your opponent think about putting an extra SoA into the deck (could bring Stop: Ability cards into play?)
I'm sure there could be some sort of balance by looking through the cards, but the idea is lose with 1 card, then the next card becomes stronger (or maybe make opponent's card weaker).
Or, maybe even change the ability to Cripple (probably not Bonus, since they'd probably all be splash cards).
Cripple: -2 Damage/Power. If you win with a card, your next card gets -2 damage/power, min 1.
Cripple: SoA. If you win, your next card doesn't have an ability (In this case, you can't just win with 1 card, then throw out a DR or Defeat: + Life card for life gaps).
These card will have slightly higher base Power/Damage than normal, but winning with them will result in a negative effect for your next card.
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