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i personally use 28 lands plus 4 draws
but most games come down to topdecking tiebreaker cards
its funny though when you draw all lands or no lands though
and not too many decks can support massive draws other than seek power which i highly recommend
Eternal just feels uncanny in the bad luck department. I know there's no logical way to argue that. If 1/3 of my deck is sigils, I should be getting sigils about 1/3 of the time. My initial draws should tend towards 2 or 3 sigils in each hand.
Maybe I should start writing things down to see if it's just confirmation bias.
But it seems like an uncannily large percentage of the time, I'll have cards that cost 3 or 4, and be stuck on 1 or 2 sigils. For the entire game. Until I'm dead. Sure, I might be able to toss out a couple low-end critters, but once they're dead I'm just sitting there hitting next turn, hoping the RNG will bless me with enough power to cast something.
I think that's what upsets people -- the feeling that when this happens, there's nothing they can do. They're powerless. Death is inevitable, they might as well concede and move on to the next game.
Maybe we've all been playing too much Hearthstone and we're spoiled by getting a free mana every turn. At least in Hearthstone, we know if we survive 4 turns we WILL be able to play that 4-cost card we drew.
I believe it was Mark Twain (Samuel Clemens) that wrote "Everyone complains about the weather but nobody does anything about it."
Well what happens when someone DOES show up and want to do things about things?
They get dirty looks. Because doing things involves work, and admitting that someone was maybe doing things a little wrong in the first place. Or maybe there are some more charitable reasons that someone could think of. Regardless, it is what it is.
Oh well, I'll keep on keeping on, and you can keep on keeping on.
Yup always to many or to few but never what it should be when you put the math to it. I lose 75% of my games because of the dealing. Like you said, when you have 1/3 or I've even tried 40-35 split with units and sigils and still come up with the same result, just seems pretty screwy. I cant count the times I've had only 25 sigils and still have 4 or more sigils come out in a row, then follow that up with 3-4 times in one game like come on that's total BS and don't mean brown sugar lol.
2. Didn't Draw Enough Sigils
3. Didn't Draw the Right Type of SIgil
The issue is all of these things can happen randomly to the same deck. How do you balance not getting enough power and getting to much in the SAME DECK without losing effectiveness? Overall, you can't fix this type of broken.
1) Draw cards make sense for some type of decks but not what I play. My deck is strained as it is I can't afford to slap in some draw 2's for 3 power. I'm struggling to keep up at turns 2,3,4,5, using what I am dealt that I don't have time to be playing draw cards. Your likely to only get 1 of 4 in your deck (if you do even draw it early) so that means you ended up with 1 extra card overall on a draw 2. If I've got 4 power ahead of me(and that is the complaint we see) then a single draw card is not going to help.
2) Having early game units for me has become important realization. That includes power 2 units. The issue I hate seeing is getting your 2 power and then not seeing another for 4 cards down the line. Even worse is when you don't have any low level units that hand, you are truly screwed getting pecked to death with half your health gone before drawing another power. The problem can occur with having 3 power. You've played your 2 and 3 right on schedule. Then you are locked out of the game because you can't play any of your 4 or 5 power cards for 4 turns. I'm not going to over stuff my deck with low units to avoid this. I have an appropriate amount that works fine most of the time as a buffer against this. Beyond that it just seriously bites sitting there.
3) Not getting the right color for me isn't to much of an issue though it does happen. At least in this area we can mitigate the odds without sacrificing our decks by using multi power cards. I also like the draw any power of your choice. Eventually this will crop up which again, sucks. We shouldn't have to endure losing games to chance. It should be due to game play. You talk about choosing the right amount per color. That is common sense that even the game auto adjusts the ratio on it's own.It's not like we are setting our decks up incorrectly therefore this issue exists. I have a green blue deck with 1 blue power card because it only uses 4 blue cards all costing 1. I use the draw any power of your choice (4 chances) to get that 1 card and I am good, else I always pick green since I have a lot of cards that get better the more green I have. Or I can draw anywhere from 4-8 multi power cards as well. That's anywhere from 9-13 I have devoted to draw that 1 blue as early as possible and it works well, but not always. If not, I am stuck with cards I can't use. So it's not like we are all doing things wrong. Chance is chance.
Thanks for the tips. I can tell you really tried to provide solution. In practice, it's not quite working out.
Free mana every turn sounds awesome. I may have to give Hearthstone a try. I think Eternal would be much better if it implented that. Losing by turn 4 is totally accetable as long as I had a chance to do something.
The more cards you have the more power screw there is. New game same old RNG rants.
oh gosh, maybe reducing the deck size would fix that ?
Yes it would. MtG started with a 40 card deck. To make the game play longer thay extended the deck size. The larger the sample size the greater the chance of geting runs of the same card.
For example, lets say you've had about 8-10 games with deck A where you've been drawing on curve and the deck is effective - after X games or X time, suddenly you cant draw more than 2 lands while the AI is on 7+ lands. Oh, and if you restart, the first game will be another hose and/or another perfect counter match up.
Its like you have to periodically go away from the gauntlet and do something else while the god-mode algorithm works itself through.
Just go play a game whose foundational systems were invented in the past 20 years, by someone other than a mathmetician who was bored between D&D sessions. There are plenty of games to play now that care more about fun than geek cred...dont fall into this antiquated clone-trap.
Go play something fun.
I gave the game a second try recently, on mobile. It lasted six games. Why?
Mana screw. Mana flood. Mana Screw. Mana Flood. Playable Hand. Mana screw/flood repeat.
Uninstalled.
Its frankly absurd that five out of six games, my opener was unplayable both before AND after the mulligan. And before someone cries about a newbie and deck building, these were the Story decks for the tutorial. Something is wrong with this game. Bad wrong.