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Old 11-22-07, 05:59 AM   #13 (permalink)
Menneisyys
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Join Date: Jan 2005
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UPDATE (11/22/2007): version 1.11 has just been released. It contains several bugfixes and, what is even more important, balance changes. Please read this update BEFORE reading the main review because I haven’t updated the latter in order to keep it consistent.
  1. Fire / Diablo: instead of 4, it only heals the target fire creature for 3 (fortunately, increasing its strength is not changed). Casting the spell costs 1 Fire (instead of 0). This makes this card considerably less recommended than previously.
  2. Fire / Infernal has been made MUCH cheaper (10 instead of 13), which really extends its functionality. While, previously, I had little chance of using this card (I just didn’t have the necessary Fire elements and an additional, preferably low-cost like the now-strengthened “Fire / Imp” cards on the board most of the time), now I’ve found myself using it much more frequently.
  3. Fire / Imp has been made MUCH stronger (14 vs. 9), which makes it much more useful, particularly if, used together with the now much more frequently used Fire / Infernal (you need to wait until you get the necessary Fire elements to summon Infernal) or the, unfortunately, somewhat degraded Fire / Diablo.
  4. Life / Avatar, while it was not only completely useless, but also heavily noxious in the previous version, has become pretty useful now. For 10 Life points, you get a card with a very high HP (and an, unfortunately, pretty mediocre attack). Now, the damage taken is just the opposite of what was before: instead of damaging the owner by the same amount originally received by Avatar, the damage is done in the opposite way. That is, when the owner is damaged, Avatar is also damaged by the same amount. If you can make sure your owner won’t (really) be damaged in the near future, then, Avatar may be a decent pick.
  5. The damage of Lightning Bolt has been increased to 6 (from 5). A decent move – for 4 Air, the previous version was pretty much overpriced, taking the other ways of damaging the enemy owner into account.
  6. As far as Water / Tython is concerned, it’s now slightly stronger. (More HP (16 vs. 15) and attack (4 vs. 3)) and its casting no longer costs water elements. I’m not entirely sure this was a nice idea – after all, Tython has already been THE best and most cost-effective way for mass re-healing. Now, a player )if the other doesn’t have it) owning this card will be next to unbeatable (if he’s playing using the right strategy and is, otherwise, decent)
Bug fixes:
  1. AI no longer casts Scylla's abilities too much. Oh dear, now, we can’t take advantage of this bug to quickly bump up our Water elements…
    Leviathan, Nixie, Demon - elemental issues solved. (No more exchange nothing for fire/water).
  2. Fixed cast cost for Spider.
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