Out of these 8 opponents, 7 of them had GraksmxxT in their hand. The one opponent that didn't have GraksmxxT had SkrumxxT and Uranus. Needless to say I lost every match with GraksmxxT and Uranus on the other side. The most ridiculous hand I faced in those matches was this:
Ironically I won that match even though I pretty much gave up when I saw both hands. I intended to get the match over with and just play every card without pillz because I saw no point in the whole match. It went like this:
First turn: Opponent plays Zatman with 4 pillz - I play Rubie with no pillz.
Second Turn: I play Samantha with no pillz - opponent plays SkrumxxT with no pillz.
And suddenly, I had that match won. With 8 - 10 hitpoints left before fight 3 I was bound to win with 3-2 hp in the end because 8 pillz Dorian couldn't evade my 12 pillz Lamar anymore. Weird match which I should have easily lost in round 2.
But after all, the amount of Sakrohm decks is alarming, especially in combination with Uppers. I think the game needs a power 8 card with stop opp ability and 4-5 damage or a ban of unevolved cards in ELO.
I noticed the levels for the rooms changed and now people level 10 who havent learned the game are flooding lost warehouse with fully evolved maxed decks to score wins. Also, during tournament time the Dark corners are being invaded with new people who also dont know how to play, take forever or are just plain rude because you win.
It takes a new person a while to learn all the varities of play. All most all new people ive looked at profiles of are either red smiley faces or green next to their names until they get to around level 20 where they finally know what they are doing. Also, If they dont put money in the game, it takes new people at least till level 15 to get new cards to make a decent deck with so they come in the higher rooms and either get slaughtered or they wait out the timer or quit games or cuss at people for no reason. People are really getting fustrated because of all this.
What i suggest to help new people and older people alike, is changing the level of the rooms as follows:
Welcome to Town -- level 1 - 8
Safe Neighborhood -- level 9 - 15
Dark Corners East -- level 16 - 20
Dark Corners West -- level 21 and up
Lost Warehouse -- level 21 and up
Danger Zone -- level 21 and up
This way everyone at different levels stands a chance of winning games without the hassle of not knowing what they are doing and "experimenting" to learn in the higher rooms. You could also make a lost warehouse 2 for levels under 21 and a Danger Zone2 for levels under 21.
Is it better to use 1 single clan (8 cards) or mixed clans (2 clans, 4-4)?
If mixed clans which one is better Allstars+Junta or Bangers+Junta.
Btw what is Niki's (Junta) ability. I know it's courage but is it 3 or 4?
And is Power + ability like Jeff's (Ulu Watu) ability added before or after the pills? if after than it's the same as a +5 attack right?
I dont know why but i just have this weird feeling that Jackie is the next Cr...Uppers dont have any Cr;s cards besides for Jim that went recently...and Jackie isnt being used much since she got kicked out of Elo...just a thought...what do you guys think
In tournaments, sometimes i foughtt players who acctualy takes 3 minutes per round(they made their moves at the last seconds) i dunno if they were 5 years old, or idiots.
please help its really frustating.
Seems like most of the top ELO decks right now are taking advantage of level one Pussycats like Gwen who still sport high attack enough attack power to block an attack outright and the defensive clan bonus if the block fails.
It really seems like something's wrong when level one commons are worth significantly more than their fully evolved counterparts. I can accept that using underleveled cards in ELO is part of good deck construction, but with the Cats it's getting kinda silly.
Why not make it so that a card doesn't get its clan bonus in ELO unless it's fully evolved? Or at least until it passes level one? That seems reasonable as a trade off.
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