Whenever I end up with the same amount of attacks as my opponent I know that I'm going down.
Why is that?
It's really like 9 times out of 10. And for some reasons those lost rounds tend to result in a lost game.
This is very frustrating.
Are there certain things that influence this or am I just still having bad luck (as typically in all games)?
Sorry started this one before but dont want to bring it up. please keep to ELO specific!
Ill start us off:
Spudd: sorry this guy gets like no attention at all. i know 4 damage may seem painful at times.... but look not all card have to be oh yah big power big damage now go die! this card is a great wall great ability + bonus synergy. one more thing i would like to mention is the low minimum on this guy, that 1 pill can change a game at times.
Ward hg: way overlooked due to fierce competition. honestly, at least half the time I would prefer this card to Cyb Lhia, since he is not limited to turn 1. look at all his counterparts, Laura is 3 stars, Lilou has 7 power, Luba has 1 more star AND 1 less damage.
Bloodh: how often do you see a card with 9 life gap capability WITH protection. people say Piranas is all about pillz manip and Bloodh doesnt fit into the theme blahblah bad card. I say no, leave him to last round and you will not regret having him in your deck.
Liam: only viable SoA for Skeelz, and very splashable in decks actually. often overlooked by Redra and Sasha, but I would recommend try to have all 3 in your deck.
So, I just loaded up from urban rivals and finally became a seller,i sold my newblood characters that I saved in my collection before I was a seller, and from master I went down to senior, and I have a bucketful of clintz right now, and Dregn just opened my eyes, tempting me to buy him, and I thought of a Frozn-Vortex deck.. would it be nice if I put Dregn in it? Like, high damage, the synergy of the clans bonuses.. lose a turn, deliver damage to enemy, then finish them with Dregn.. (u get pillz back if u lose anyways..)
I've been running Montana's this week. I haven't been doing to well.
My deck consists of: Ace , Angelo , Avola , Gianfranco , Jimmy , Moses , Oscar, and Spiaghi .
Any way to make it better? I find that SOA or SOB just completely stops me....
Hello everyone. I'm sure you have all noticed the effect of a 5* card in a game. Whether it's Beeboy, Cliff, Dorian, Avola, Spyke (see what I did there), you can say more often than not the whole match revolves around making sure that 7/8/9 damage does not go through. The whole metagame is affected, and the presence of such nuke cards make games unbalanced. To call a Beeboy bluff? Pill to beat him? Or do I DR? Against a hand with Avola, you know what happens. 1 pill Angelo, 0 pill Oscar, 1 pill Spiaghi, all pill Avola and win.
How is ELO a strategic game mode when most games depend on whether or not a 5* is in your hand. Competitive decks actually use 2 5* when possible, like Avola + Don, Cliff + Sledg, Dorian + Herman/Lady, Troompah +Ongh, Beeboy + Bodenpower, etc. Because even with a mediocre hand, having a 5* means you can just luck your way inti a win. The result is that even good players lose a good % of their games, and then it requires more and more games to get a top score because you average +/-. It's a cliche to say you need 1000 games in order to win the ELO tournament, but I wonder how far that estimate is from the truth.
I'm not doing this for the sake of whining, but out of actual concern on how ELO is played. The recipe for winning is to pack as many 50/50 cards as possible, and force your opponent to predict each one or lose. A guildie of mine proposed that all 5* be banned from the game, but this is a bit too drastic IMO. Perhaps a 24* format?
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