Showing 1-20 of 39 entries
18 hours ago
In topic [SPOILERS] Boss skip/other secrets?
I eventually found out like a year after my post, but I appreciate the reply!
In my successful run with The Silent, I got Normality added to my deck halfway through Act 3. However, it doesn't show in the Card Library, it is still just three question marks.
Oct 11, 2017 @ 7:00pm
In topic How to get the last two achievements?
I think the weakest penalty is the 2 plays/turn for both players one. For me, it was even easier than the default game!
Sep 24, 2017 @ 8:13pm
In topic Ittle Dew vs Ittle Dew 2
Both are great, if you had to choose which to buy, buy Ittle Dew 1 first. If you like it, buy Ittle Dew 2. Also, Ittle Dew 2 is much, much, much longer than Ittle Dew 1. I personally like Ittle Dew 2 more as I feel you get more "bang for your buck" (even though it costs more).

Both are great though, seriously. :tipheal:
Sep 21, 2017 @ 11:07am
In topic Archive banks+prism setup/strategy OP/boring?
On top of that you'll sometimes get really neat reversals, and there is nothing that makes me smile more than my agents all getting extra AP for several turns.
Sep 16, 2017 @ 12:48pm
In topic Any% World Record speedrun? Also undefeated run!
Hey hey. The time I got was 2 hours, 30 minutes in-game time, stopping at the screen where your final rank is obtained. I wanted to get all the achievements for the game, so I did the 2 plays per turn challenge. It looked like a ton of fun and a new way to play the game, and I figured I'd speedrun it for funsies. It was a ton of fun, and I had some incredibly close calls late in the run that kept it exciting.

I didn't manage to get all the cards I was going for, but I got most of them. It was immediately clear to me that any losses (even a single round in a best of 3) is a huge time loss, since any match that isn't a win means you aren't getting coins, boosters, or progress in the story. You also want to avoid any optional battles if you can afford it. I did exactly one optional match against Business Casual Man (my deck's strength was real poor at the point in the game where you meet him), so it helped me with a little catch up. So overall I am very satisfied with this run.

I didn't record it, but I did of course grab a screenshot. Is anyone else interested in competing? :hype:
Sep 16, 2017 @ 12:23pm
In topic Patch 1.2.0
When battling Mesomorph in the computer room, after you beat him (and assuming even if you lose), the music isn't correct when you get back to the room screen.
Sep 15, 2017 @ 3:41pm
In topic Patch 1.1.0
I am experiencing the same thing as Piph0. So far I won 2 of the sleeves, but I can't switch to them.
Sep 14, 2017 @ 5:50pm
In topic Geezer
I think one of his messages mentions that he is doing some shady stuff with his deck. Beating him only using common cards though? That sounds really difficult. Your best bet might be to stall him out using what few control cards are available on common cards, and beat him with fatigue. The horsegun cards are easily the most dangerous thing he has, so silence/remove/steal would be great, but yeah...common cards only.
Sep 14, 2017 @ 2:48pm
In topic "MANA" deck?
I haven't tried myself, but I've heard the same thing that Mithalan posted. There aren't enough mana-giving cards. To me though, I wonder if there is something else that you can do to make it work. There are some really powerful mana cards, especially if you can get a lot of tokens. What I think might work well in a mana deck, is do all the usual mana cards (generation and usage), but for all the other slots, put stall cards. Mana decks don't do anything in the short term, you need to get your cards out onto the field to make it powerful, since theoretically you will deal boatloads of damage with all your mana tokens in play.

So in addition to the mana cards, cards that shield, heal, and mess with your opponent cards. Tosca X, Jam, and Lean Boo would be particularly useful cards for this purpose. Of course there is still some trouble with getting cards in the right order, you don't want to have a hand full of cards that use your mana tokens before you have any at all. Bonus note, Role Reversal and Cardplaya would also be fiendish choices, since your mana cards are useless to your opponent, their non-mana cards are probably going to be useful for you.
Sep 14, 2017 @ 2:40pm
In topic This friday: Card City Nights 2 Versus Day!
Unfortunately I have work at this time, but I'll be there in spirit. Good luck to everyone participating! :hype:
Sep 5, 2017 @ 6:42pm
In topic tips for mind parasite
I literally just beat this gatekeeper, and I agree, he is a wake up call boss. He is significantly harder than anything you've faced yet, so don't be afraid to change up your deck to account for his strategy.

He likes shields, popping his shield to deal damage to you, and caging your cards. You've dealt with opponents caging your cards already, so I'll assume you know how to deal with this (there are many ways, which includes just not being bothered by it.)

There is a hidden card in one of the scenes that has penetrate, which will help with the enemy's shields. If you don't have that, make sure you have damage 1 cards pop the shield before any damage 2 cards do. There are some neat cards you can trade for by this point, such as Pitch and Catstrike which should help to keep up with the parasite in case he uses the hydra when he has a shield up (pops his shield and deals 2 damage to you on placement). I think Pitch and Catstrike is also in the Sweet booster, which I also believe has Potato in it, which is also a really strong card in any deck (free damage anyone?)

Additionally, Orka is a strong card in this fight as it has lots of arrows, and because of the parasite frequently throwing shields up, he will oftentimes have as much or higher health than you (also it has lots of arrows). If you have shield cards by this point, they will also be valuable to combat the hydra and tetron cards that he likes to play.

Other than that, make sure you are keeping your cards activated as much as possible. This allows you to ensure you have no waste on the board. If this isn't enough, you might want to get a couple boosters or trade for higher damage cards.

The tl;dr version: Get shields, get penetration, get more pew pew. :hype:
Jul 3, 2017 @ 7:08pm
In topic Thanks for participating in the beta!
Thank you for letting us test out the game ahead of time, looking forward to the release!
Jul 2, 2017 @ 11:00am
In topic I encountered a "DivideByZeroException"
Yeah that happens if you add cards to your deck when you already hit 0.
Jul 1, 2017 @ 5:40pm
In topic Beta Update: Version b02
I agree Mickmane, I loved the vibe of the first game, and I wanted more of the single player campaign. More characters, more opponents, more cards, more locations. I would gladly pay full price for DLC so I could (hint hint Ludosity). I gotta get around to playing Psycard (it's on mobile, not on Steam unfortunately), since based on the screenshots I've seen, it looks like it has much more of the same type of art and vibe that CCN1 had. Considering how many cards are in CCN2 already from that game, I kinda gotta sooner rather than later!

We've all been talking about the competitive balance, and I agree with you, that's important for the game's lasting success. I agree also though, that the fun of building a deck with nothing but fishbuns and turnips will be fun, even if it isn't viable. I've made a few decks of specific types for the lulz, and had fun doing it. Are they competitive? Nah. Are they fun? Sure. Given what content is in front of us right now though, really the big focus feels primarily like bug fixes and balance. Of course the music is great. Of course the core gameplay is great. Of course all the flavor text is great. We're looking at a game which will be tons of fun from day 1. What I hope we are succeeding to do though, is make sure this isn't a 9/10 game, that it is instead a 10/10.
Jul 1, 2017 @ 2:07pm
In topic Beta Update: Version b02
Originally posted by .pxl | Haku:
Potato is a card everyone thinks is OP - but I don't want to change the card itself. I really just like the idea of the players throwing potatoes at eachother too much to change it. But I guess I could remove it as a card that can be added to your deck and buff Fasen somehow... Oh, how about something like "Resolve: Add 4 potato cards to the bottom of your deck" on Fasen, that way you have a deck that wants to get to fatigue as quickly as possible, because that's when the final strike happens! =O

I like the idea of throwing potatoes at each-other too. Currently, Fasen is an extremely weak card. It is effectively "deal 2 damage to your opponent eventually". Taking Pitch and Catstrike as an example, if does that immediately upon resolve AND it has more arrows. Adding 4 potatoes to the bottom of your deck is cool (and powerful), but most "force to fatigue" decks currently rely on adding cards to your own deck. So it's not about hitting your opponent hard, it's about simply outlasting them. Does this mean that a Fasen which adds 4 potatoes to the bottom of your deck wouldn't belong? I don't know. It is certainly an interesting idea, and I think it is certainly worth a try.

My first instinct originally would be to give Fasen more arrows; leave his effect as-is but make him have hmmm...5 arrows? Comparing him to Pitch and Catstrike, you are sacrificing the ability to deal damage immediately to gain two entire arrows for chaining and ease of use. I also by the way, would be all for removing potatoes from the game as something you can by default put in your deck.

Originally posted by Matmor:
Trick I just discovered: Passel, RR, DS - you can play Disillusioned Snakes forever (or until the opponent fatigues or until the board is clogged up). Also, none of the opponent's cards can resolve while you're playing the Snakes.

When I first saw Disillusioned Snake when I was last tweaking my "no arrows" deck, I really felt like I wanted to make it work, but I just wasn't seeing it. This is a strong combo, but what I've learned in this game is that building around one combo alone is not feasible, unless there are multiple ways to apply it. In my experience, having several ways for certain cards to "pop" are the key. So what makes your combo strong is that you don't even have to have those three cards to make a good combo. You can do other things which are also pretty good, but if you get those three cards together? Woo-wee it's gonna be a fun time. What you can do is extremely powerful, but Rainbow Ring and Passel work with many other cards too. To allow your combo to ever occur, even rarely though seems a little...broken. Like, automatically win the game no matter what if it happens kind of broken, in the right deck of course.

I first thought maybe Disillusioned Snake might need to be nerfed (on Resolve vs on Placement), but I'm concerned that the snake isn't the issue here, that it is instead Rainbow Ring or Passel. This combo is clearly powerful, but is Disillusioned Snake too powerful as-is? I'm not sure.
Jul 1, 2017 @ 12:31am
In topic New unbeatable deck? Mass sustain
I tried to make a shutdown deck after the first patch here. The one I had before the patch would fatigue out the enemy by stomping on the opponent's cards much-like yours seems to do, but I wasn't able to replicate it this time around. Where yours keeps the opponent from acting, mine just takes whatever they throw at me. I like how they satisfy the same purpose but with different approaches.
Jun 30, 2017 @ 11:47pm
In topic New unbeatable deck? Mass sustain
So this deck is simple, boring to play, boring to play against, and it basically makes you a bad person if you play it; but I am more or less certain that it is ACTUALLY unbeatable, maybe, MAYBE except for in a King and Queen deck if it works just right.'s the deck! :tipheal:

Tosca x1
Tosca X x1
Rainbow Ring x1
Portal World x1
Blueprint x1
Passel x1
Dark Lord X x1
Jenny Bunny X x1
Shop at Itans x2
Iji x2
Jam x2
Masked Ruby x2
Princess Remedy x2
Frallan x2
Crossover Adventure x2
Jenny Flower x2

Survive until your opponent fatigues to zero health. It's that simple. We have a ton of "add to own deck" cards, and everything else is designed to either help survive, or allow cards to activate.

So generally, you get your "add cards to deck" cards out of the way when convenient. Specifically, you want to activate Itan's Shop as early as possible to allow the wands to stagger through your deck. Cards like Iji are useful for ensuring your cards are able to easily activate. And lemme tell ya by the way, using Passel to give Iji 7 turns of activation is ridiculous.

So the name of the game is simple, stack HP, shields, and extra cards, and your opponent is guaranteed to fatigue out. Even in a King and Queen deck, if you have all the cards running active that you should, you won't be burst down by damage all at once. I can't think of a counter, since the healing is useless to your opponent, and this has almost every "add card to deck" card in the game. If you feel particularly ridiculous, you can Passel a Rainbow Ring, then throw Itan's Shop everywhere.

Unfortunately, this deck takes forever to play through, and it's not a lot of fun. Does anyone know a reasonable deck comp that can stop this?
Originally posted by matmor:
Edit: I wonder, why don't you have Tosca X in your deck? It's good if you play arrowless cards after it.

Would you believe I overlooked it? You're right, it seems like a rather obvious choice. I will try it out.
Jun 30, 2017 @ 8:04pm
In topic Beta Update: Version b02
I am excited for these changes! Thank you for taking our feedback into consideration and putting this update in!

My hope, what I think this update moves towards, is to remove a lot of the "goes in every deck" types of cards, and this is a huge step in that direction. I do believe control is powerful in all TCGs, and maybe in a competitive deck in CCN2 control will be mandatory, or maybe it won't; looking at this update right now I am unsure if control is necessary or not right now, and that is a great thing! I'm going to experiment right now :hype:

EDIT: Alright, so got to do a ton of experimenting, and here's what I have:

Before I go into all the cards, the game is more balanced than it was in b01 or b02. The game is getting better with every change!

Business Casual Man seems fairly balanced now. It's still good, but it's not overpowered.

Dumped X and Cyber Jenny look very well-balanced now. I use Dumped X in one deck, but not another, and that's good. I like to use Hype Snake as a method of (hopefully) allowing me to ignite it more or less when I want to. Love the sound effects when it moves.

Cyber Jenny is a pretty hardcore penalty for placement, so I think it's just about where it needs to be to be balanced. I still include it, because worst case, I am sacrificing a hand slot for a free damage, and I can drop her as a finisher if my opponent lets me have my turn with 1 health and no Princess Remedy on the board.

Speaking of Princess Remedy, I think she and Helios are balanced as-is. I use Passel in all my decks, and I think that he is actually pretty good. Overpowered? Well...I use him in all my decks. I'm just worried that bringing him down to activate on placement (like Key X) might make him too weak. I think if his delay was set to +1 instead of +2. that would bring him down to where he should be. He can't combo with cards like Business Casual Man, Princess Remedy, or Helios as well, but he is still two -free- activations. Granted of course, if you activate a good resolve effect with him, it's a drawback for the delay to be higher, but that's not what he's for! As he is right now, I feel like he is a stronger Key X, because even if I'm placing a good Resolve effect, it is oftentimes worth waiting 2 extra turns. Also, love Rainbow ring -> Passel -> Passel -> Helios. Hurt your enemy forever.

Dark Lord X is also really strong. Like, it didn't seem overpowered to me before because it was too slow; but now that a lot of really powerful cards were brought down in value, Dark Lord X is what is left at the top. Theoretically the delay for it to resolve balances it but consider this: if my opponent activates a Jenny Slayer or even any 2 damage card at a high activate number, and I'm able to drop a Dark Lord X so my card activates first, I can steal a 2 damage card, which is a 4 damage card (prevent 2 damage, cause 2 damage). This isn't even taking into account any exposed arrows you can use. And on top of that, you have versatility with it, you're never going to have just one choice. When you do this, there is also almost nothing your opponent can do about it, unless they have a Dumped X and an open up-right arrow. Even if you're not in a situation to activate after a high activation card and steal it before it resolves, you could activate Dark Lord X proactively. Suddenly your opponent's cards are poison. Sure you might be forced to steal a card that isn't of value to you, but 99% of the time you're stealing something of value. It's not a horribly ridiculously overpowered card, but it is very, very good. I think bringing it down to a single down arrow (as opposed to a single arrow would balance it by making it harder to activate. That, or maybe increasing its delay to 3. There is a dual-arrow rare that switches an opponent's card for an activate cost of 2, and one of your own (which isn't a bad card either, by the way); so it seems more or less like a fair trade, since Dark Lord X is (right now) a better card (don't need to switch one of your own cards.)

Potato is still must-have in all decks. What is really interesting to me, is I have started to think having a smaller deck on its own is actually preferred. Sometimes I get bad hands, and if my deck was smaller I would be able to better control what I might draw. So maybe I would rather have 22 cards in my deck instead of 24. So considering this, now you will give me 2 random 1 damage effects in my deck for the privilege of having a 22 card deck? Where do I get in line for more of these? Yes, fatigue definitely happens, and not having those cards hurts, but even if you're worried about fatigue, 1 potato brings you 1 step closer to fatigue, which means even if you DO reach fatigue, it equals out at this point instead of being a drawback, since you only take 1 extra damage for reaching fatigue 1 turn earlier. At 2 potato this becomes a risk, but It's still worth it to me.

Rainbow Ring is a card I love, but I don't know if anyone else does as well. I'm continuing to discover some ridiculous combos with it. One match I did this: Metonym -> Rainbow Ring (my opponent didn't endanger my Metonym by linking) -> Portal World (choose Metonym) -> Metonym -> Portal World -> Metonym. It's no more than effectively 1 damage per turn, but it allowed me to deal a lot of burn damage without linking. The combo's fine, Rainbow Ring can do other great things, like I referenced earlier Rainbow Ring -> Passel -> Passel. The very next card gets delayed 4 turns, whew. Hope my opponent doesn't switch/remove that Helios I just played. If nothing else, it's an easy way to get a little extra of what you need when you need it. It's versatile, and if you play Passel THEN Rainbow Ring, you can duplicate a card a TON! It's able to help where you need it as long as you are willing to spend a turn putting it on the field.

Portal World lets you get an extra placement benefit of any of your cards. I get that maybe you don't want to bounce a card to your hand, or you would rather be able to draw a card, but this bad boy gives you an extra turn away from fatigue if that is what you are worried about, and it has 8 arrows. It's a better Bob's Ship, that's how I see it.

Blueprint is a card I find myself using more and more. It is a more powerful super fan, as it remains conductive (even with half the arrows), AND it adds a card to your deck. A cruel thing to do is drop it where all four sides are open. Even at three open sides it will make your opponent very sad, since they can't stop whatever you might do next. Is it overpowered? No, I don't think so. But I'm keeping an eye on this one.

Like everything I'm seeing, can't wait for the full game.
Showing 1-20 of 39 entries