Sometimes I see Eddie in fights and I just have no clue how to deal with him. He has 10 power (with bonus) which is pretty much impossible to pill against him and he has a powerful healing ability. He's one of the most annoying cards to face. I know that an SOA would probably be the best way to deal with the card, but I don't always draw an SOA.
What's the best way to deal with him if you don't have an SOA?
I am curious about my fellow player-friends most feared card. Then in fear, I mean them who causes your brain to twist and you don't know what to do when you face them. It could be in the way that they ar unpredictible, situational, annoying attack-manips, etc.
Reason: I hate facing Dagg because of his annoying + 12 which makes him counter Uppers, Sakhrom, etc. He is also very unpredictible. He can be used as a bluff to gain pillz due to his bonus and also to KO along with his ability and solid stats. The most annoying part of him is is big forking ability :S
Even buying from private sale is blocked until you buy credits?? im lvl 41 and still i didnt unlocked the market because 1 idont have access to loading station or shop that sell game crads & 2 the free offers only give 0 - 2 credits and 0 credits seems a rip off ... t(-_-t)
If you could switch a card from its current clan, what op combinations would you make?
Things I thought of off the top of my head:
Kolos to Vortex, OHKO with pill return, though he gains a lot of weaknesses in the process Caelus Cr to All Stars. Now he can take an 8 powered card down to 1.
Emeth to Huracan. Good luck with a 7/6 +34 attack card. 7 powers have to 5 pill to beat the old. Lola to PC. 6/4 with effectively 5 DR. Spyke to Montana. 1 pilling means that an 8 power card needs 6 pills to overcome the bonus. Kenny Cr to La Junta. Now he's a 6/5 with +2 life per damage. Furied would create a whopping 21 life gap. Uranus to Pussycats. -7 damage, min 1.
This is a thread to answer everyones questions about what happens with stop opp ability and stop opp bonus in the same round. Mods if you find that this guild is clear and helpful, please sticky. I was once a new player who asked this very question and i think having a stickied guide will be helpful.
For the following examples, assume that:
1. the room you are playing in is non-random
2. that neither person has played any pills
3. that all bonuses apply and are active
(ability) stop opp ability
(bonus) +8 to attack power
(ability) stop opp bonus
(bonus) -2 opp power
Who stops what? Does Otakools bonus get stopped?
The best way (and easiest i've been told, i forget from who) is this! Put all the abilities in a chain of what affects what. Use paper and a pen if you have to. The beginning of the chain is always the stop opp ability or stop opp bonus that has nothing affecting it. This is what the following round looks like in a chain.
(Otakools ability) Stop opp ability ----- (Flos ability) Stop opp bonus ----- (Otakools bonus) +8 attack power
Since nothing has stopped Otakools ability or affected it at all, Otakools ability follows thru and stops Flos ability. Otakool keeps the +8 attack power and wins the round.
Mods i would like to post 2 more slightly different examples but i have reached my character limit. I will wait till this thread gets approved
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