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connman116

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A member registered Apr 04, 2024

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I was playing the browser version reloaded the game then it wouldnt work anymore. I cant tell if the new update broke it or if the bug was there before. Using firefox if that helps
Also when the pokemon that buffed everything near it but doesnt attack evolved its sprite turned invisible for me

part 3

part 2

Good luck beating this record

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I largely agree with both of what you said but theres a few things to consider,if they dont stop your draw whats stopping you from taking every piece of quartz (retain resource) you see plus some draw and a aquifer or 2 ( action that upgrades every card in your hand by 1)? So it feels to me that they will need some kind of downside to make up for them not stopping draw

as corite (2cost +3 to your upgrades) vs cube (3 cost X3 on your upgrades)
you can use tools to bypass the energy cost so paying the actual cost should be rare, for almost every upgrade card coreite actually upgrades more then cube 1+3 =4 vs 1*3 = 3 and that feels really dumb but there are some cards that do upgrade cube more though jerb ( the kangaroo rat thing) that hits random targets by 3 (3x3 = 9) you can control him kinda by removing ores with tools for example and having actions in your hand that they cant upgrade. Corkscrew 2 cost so expensive but 3 on the upgrade and hammer upgrade in the store.

overall i think that corite is better and thats the cheaper one so that feels very strange for me 

Card draw will always be strong in deck building games, especially in games like this where you stack all your upgrades on individual cards. Drawing your key cards more often is just makes sense. Axe isnt your only drawing option, mineshaft is a strong card (10-10 for 1 and refunds the energy and draws if in a action combo) and builds together quite well with minecarts (3-3 draw 2 cards cost 1 refunds itself if used in a action combo) compass plays well with these cards situationally it can be better then axe. Axe is by no means a bad card in fact it is quite strong but it also needs your deck to be strong to be good, in the first store i would take pickaxe, mineshaft even mybestfriend (the 15ore actioncard) and screwdriver before i would take axe

had a jerboa run 

Part 2

The Omega Run

No offense but i think you need to think about your deck construction more if you can only win with wrenches they are really not that op compared to other top teir strats wrenches are good dont get me wrong but action combo strats just as good imo. Something that might help you if you have a ton of tools in your deck it is probably a good idea to take a few gems in the lategame for good resources and drawing 

I think you are severely underestimating how good action combo is i think wrench makes it comparable in strength  

It was so meta defining that you could win on adventure reliably adding no cards to your deck and unreliably on brutal



Btw for anybody playing browser version firefox has fullscreen if you care about that

I didnt realize until i checked but apparently fullscreen doesnt show up on chrome but does on firefox

Mineshaft goes crazy, also one of the rare cases where compass is better then axe 

The elusive 7 turns

this cube deck was sick

If you look at my gem and cube posts i use a combo that you get axe or in theory compass you draw your big card then prospect your big card then play it with trowel (0 cost tool play a resource) alternatively energy generation to play your big resource works too, lenses also are very helpful for it too but i didnt get offered them in my shops 

first run found spellbook realized instantly it was very strong. my attack spell was a lightning bolt or something? that did 7 damage then i realized that close wounds was doing more block then heal then enemy damage when there was only one enemy left so id pick combats with multiple enemies zap them all until 1 was left then cycle spellbook and close wounds back up to full hp and mana every combat

I made a gem that draws my whole deck when i play it

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There is you just didnt find it :P

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First time trying out cube, to be honest i think cube is kinda meh even though i won with it I feel like overall its kinda weak because to work it needs tool support and other ores have comparable upsides or are better ( the +1 per upgrade seams to be similar numbers while not needing tool support, score pando has ore that also kinda scales with it, kaz support is stuff you basically always want anyways meteors and geodes and draw). Drill theoretically has good synergy with it but every time you use it you arnt going to have energy to upgrade the cube and feels bad to not upgrade it and also has its on energy issues that are harder to resolve because you cant cheat it out with a tool so you basically need a super thin deck or get really lucky with the most expensive card in the game? minecart. Corkscrew in theory works well with it to but corkscrew feels to similar to prospect for me to really want to add it, and seams like it would make prospect turn into a brick knowing theres a better version in my deck 

Score panda (pando) is great 

I think you are overlooking axe it doesnt play as nice as compass with amber but playing a resource for free with the draw is huge especially early before you have your deck super slim and i also think you are underestimating kaz (score in particular) it basically solves score in the early rounds letting you focus almost entirely on ore or upgrades and gets stronger as you add cards like geodes that are very cheap and upgrades on them are almost never a waste because you will play them every time you see them similar story on meteorites but not quite as good because they dont replace themselves 

Do you mean total resources or more ore, ill post my good runs both ways though


Resources arnt always bad to buy but it makes sense that adding to many would be bad, theres many zero cost effects and anything that doesnt draw makes it take longer to get repeated value out of them.

Score is way more important then ore, its more brick resistant if you waste a bit of energy getting too much score while not ideal it wont lose you the game unlike if you greed to much on ore, more score makes you more free to upgrade cards and focus on ore while being ahead of the score curve.

Geodes while not as good as helmet or ingot are very cheap to buy so if you can afford them even if they suck technically theres very little downside to taking them they are cheap cost 0 and replace themselves they add potential synergy later for example kaz resources ( the +5 per resource played) or from mole and just general little bonuses and when upgrading they are a decent target because every round you see them you will play them.

Meteorites are good basically just a resource that you will always play when you see it, great synergy with draw. 

Kaz resources are very good (esp score) in paticular early but also late, good synergy with meteorites geodes Axes are very good with them to play a resource and also look for more zero cost resources with them

Amber resources are generally good (tiny amount of anti synergy with axe but still playable even then) 

Gems are good if you commit to them but they wont fit into every deck they play nice with tools to bypass the energy cost and cheap upgrade options (lenses and aquifer)

I think quartz is a noob trap though because good decks basically play every card in the deck every turn and your upgrades are half value if not playing them but i could see them working i just think they are weak overall
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My best run so far axe is still a top teir card but i actually saw its downside of having the draw being conditional I mitigated it when possible by doing stuff that would normally feel dumb like using a axe on a geode a few times but well the results speak for themselves  

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you are correct that tool cards have a purple outline and actions have a blue outline. I think having a colorblind option with the full word or first letter on the card makes sense. Though if you didnt memorize what the card did you probably shouldn't be playing the card without double checking what it does. Tools all need to be used directly on a resource and actions are all used without targeting anything for example even though aquifer upgrades your resources because you dont target anything its a action.

Drill go brr also i really should have had some draw and energy to make it more consistent but i wanted energy before draw because otherwise it would brick me from the drill combo also was really focusing on removal 

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Some thoughts on the current balance I have a few cards that i need to test more like drill to have a proper opinion on but have tested a lot
The geode cards are kinda a joke because you spend so long to upgrade and them for them to turn into a helmet / ingot I think that something needs to change maybe something like using a geode buffs it by 1 at the same time? Could also nerf ingot and helmet but im not sure thats needed but honestly i think people would take them if they did 5 instead of 10 but that would still leave them better then most geodes.

Meteorites are in a weird spot for me I think they have some potential to brick you but the 0 cost can make upgrading them feel a lot easier then normal resources

Quartz (thats the retain one right) eating into your draw really hurts its viability especially because when you get a good deck with a lot of draw it effectively makes them just worse then regular resources because the upgrades are getting half effect if you have good cycle and if you want to get rid of them without wasting your whole turn you need a tool so it seams like its just a early game trap.

Cave cat seams almost unplayably bad i haven't tested it directly but looking at numbers its quite bad.

Jerboa targeting random might be possible to make work with very careful deck manipulation but it seams like it would never be worth the effort compared to screwdriver and thats already kinda bad compared to lenses i would suggest nerfing it to +2 but make it hit 2 targets instead.

this isnt directly a balance thing but theres a tactic that i do quite often thats quite strong but feels really stupid, When you have the option to draw for no reason a lot of the time thats going to be a good idea because you play all your good cards first so they end up in your discard pile that often means you get like 3 resources at the end of your deck so very likely to brick on your next draw so to help avoid that its optimal to check if you have draw in your draw pile and if you dont waste a bit of energy to not brick. 

 

The more I play the more i like torch and i already really liked it once i read it the flexibility of energy vs draw makes it very good much less likely to brick you and is also useful in all stages of the game 

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lol my build was so good, but despite that i almost lost because i bricked the last turn lol. Thankfully i played it safe and got all the score needed on the second last turn instead of being even more greedy then i was lol
I think the gems are quite good ( esp the score version) if you have high energy generation also plays really nice with axe and shovel I was kinda surprised by it because i didnt find what i was looking for at the start (mineshafts)

ha i got that it technically wasnt infinite but it did take like 5 mins for it to work its way free