Can someone tell me what the variable in the fights are? Example- My opponent and i have the same card with equal power, and we both use the same number of pillz, what is the variable range used to figure out who wins?
I recently had a fight where we both had cards with a power of 5 ( no abilities or bonuses), he used 4 Pillz, I used 9 ( attack of 20 and 45 respectively) yet i still lost? What is the variable range, and/or how is it determined?
Is there no definite way of defeating Rescues? Or should I just abandon hope and join in the bandwagon for Rescues? I do agree that their cards are great. But with that, it totally unbalances everything else. They pretty much dominate Type 1 and then ELO too of course. Type 2 is a little harder but still can be tamed by the Rescues. I've tried Nightmares and GHEIST but the randomness usually comes into kick my butt. I really think they need to fix this problem. I know theres probably going to be some of you who are just going to be like "Get over it." or "Stop whinning." And I get that, but if everyone just played Rescues then this whole game ceases to be fun anymore. I don't know about you guys, but I'm just tired of seeing Rescues everywhere I go, aren't you?
To elite team, i understand why i was deleted in our(or should i say your?) guild, but now im back cani be with you all again??
to all my friends here and tight opponents: see yah around, HELGADITZ is BACK!!!
I'm starting to wonder which would be the new Minimum if a card like Flesh Pimp where it's ability is -5 Opponent Attack minimum of 2 and his bonus which is -12 Opponents Attack minimum of 8. So on cards like Flesh Pimp where its Ability and it's Bonus both reduce attack but with different minimums, what would be the resulting minimum? Would it be minimum of 2 or 8? Hopeyfully you guys can understand my question. xD
You guys need to check that out..its crazy. Anyways, u guys know wat's the most cards u can put on the market? Or is it as many as u want. By the way, if anyone else finds more, i would like to see it..lol
Looking through all the "is this a good deck/clan/card" topics has inspired me to put this encyclopedia up to help reduce the amount of questions here. I'll be doing a clan-by-clan strengths/weaknesses and common cards used in each, as well as the uber cards for those who can put some cash into this and the cheaper decks for those on a budget.
PLEASE DON'T POST HERE!
I do need your suggestions and comments, so please send me a message with what you think would be good in here. But not in this topic! I'd like to keep it clean and easy to read so please PM me with ideas and I'll give you credit for them.
Chapter 1 Rescue
Common cards: Alec, Larry, Steve, pretty much any of them work.
Banned in ELO: marco.
High power, high damage, great synergy, the newest clan is currently one of the best out there right now. They've got one of the best clan bonuses around, and great cards none of them can realistically be said to be a bad choice.
More to come! Why should/shouldn't I use Rescue and strategies for and against Rescue.
than if the opp is dumb enough to think that ure gonna nuke him..hes gonna sent out hes best card with at least 5 pillz on it (most of the time is 6..dunno why) than use ur wall and nukers to attack..finish him with a blocker..done XD
Xevon - last answer from ibtd, Wednesday 09/01/2008, 14:15.
I'm trying to find a Leader for Uppers and/or Junkz. Leaving one clan at 3 cards, I might go with a pure deck. Hugo seems like a good choice for both pure Uppers or pure Junkz, but I'd like a second opinion.
The Urban Rivals team is made by lovers of all kind of Collectibles Cards Games and Trading Cards Games like: Magic the Gathering, Dominion, Vampire, Yu-Gi-Oh!, Pokemon, Wakfu TCG, Assassin Creed Recollection, Shadow Era, Kard Kombat and Might & Magic Duel of Champions.