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Old 12-17-2009, 10:01 PM   #1
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Default The Eye of Judgment Trophy Guide and Road Map

ROADMAP

Overview:
-Estimated trophy difficulty: 5/10
-Offline: 39 (1 , 21 , 16 )
-Online: 0
-Approximate amount of time to Platinum: 20-25 hours
-Minimum number of playthroughs needed: 100 individual games
-Number of missable trophies: All - you *must* play the COMP on Normal difficulty or above and with the Official Board Layout for the trophies to unlock.
-Glitched trophies: None
-Cheats: Playing against the COMP you can cheat by not using a hand and just playing any card you wish from your pool of cards. (Details below)

Introduction:
The Eye of Judgment (EoJ) is a trading card game that uses the PlayStation Eye camera and collectible cards as part of its user interface. To platinum this game, you are going to need the following:

-PlayStation Eye camera
-A selective amount of Set 1/2 EoJ cards
-EoJ game board
-The game data updated to Version 3.00
-Sets 2 & 3 DLC ($19.99US bundle on PSN)

The additional requirements make this one of the more expensive games to platinum, but the good news is that you can get through the majority of the trophies using mostly Set 1 cards, with a few Set 2 here and there for some of the challenges. You cannot get platinum with just the Starter Deck that comes with the game. There are a few challenges that are basically impossible unless you have other cards that don’t come with the Starter Deck. Sets 1 and 2 are the easiest to find online. Also, it is possible to find scans of the cards and print them out (the camera will recognize it if it’s a decent color print) if you are looking for a particular card. I am not endorsing that, but at this point in the game’s lifecycle, they have discontinued making the cards, so that may be your only option in procuring some of the harder to find cards and making your life easier. That’s another reason why this game can be difficult to platinum nowadays.

In this guide, you will be partially “cheating” by breaking a few rules that the COMP can’t enforce when you use the Eye camera. The trophies are fundamentally broken in that manner and it’s easy to take advantage of it if you want platinum. To “cheat” for these trophies, you just use whatever cards you want out of your entire pool of cards. The COMP doesn’t know you are drawing cards dishonestly and not keeping a hand. It merely tracks how many cards you have in your Library, Hand and Graveyard at any given time, as well as how many certain types of cards you have played (i.e. you can only play 3 of a specific creature in a game). So while working on trophies, play from your entire pool of cards. Do not draw and carry a hand.

However...there are no true foolproof ways of beating the COMP. You still need to know game strategy, what some cards do, what kind of card limits there are in a game, etc, to be successful because even though the COMP is fairly predictable from deck to deck, it will draw different cards each time and occasionally you may be caught off guard. So you need to know what to play in what situation. And that can only come from practice and really learning the game.

There is no story mode for this game, so really it just boils down to winning a lot of matches against the COMP. Fun, huh?

Step 1: Unlock All the Pre-Constructed Decks
In order to access the challenges in a Set (silver trophies), you must first beat all pre-constructed decks in that Set (bronze trophies, silver for Final decks). They have to be done in order for each Set, but you can do the Sets in any order you wish. The deck order in a Set is always Fire > Water > Earth > Wood > Biolith > Final, with the exception of Set 1, which starts with the Starter Deck before continuing on to Fire. The Starter Deck is not a pre-constructed deck, technically, but you won’t be able to select a pre-constructed deck for Set 1 until you beat it.

The “Final” deck has a different name in each Set:
Set.1 = Arbiter
Set.2 = Parmetic Wrath
Set.3 = Eye of Judgment

Once you beat the “Final” pre-constructed deck for a Set, it will unlock all the challenges for that Set.

Step 2: Complete the Challenges
Next complete the silver challenge trophies. The challenges are the same for each elemental deck across all 3 Sets (i.e. the challenge requirements for the Fire deck in each Set is always the same). I suggest you complete them in the following order:

1. Challenge 2, Water decks (Win without killing an enemy)
2. Challenge 4, Wood decks (Win within 10 turns)
These first two challenges should be easy if you use the same basic strategy you used for unlocking the pre-constructed decks. They are both virtually the same – just win really quick without attacking the enemy and summoning on every turn.

3. Challenge 1, Fire decks (Win without using spell cards)
This is a bit more challenging, because you can’t use spell cards, but the same strategy as before can apply, you’ll just need to improvise a little bit and the match will run a bit longer.

4. Challenge 3, Earth decks (Win without an opponent left on the board)
This one is not hard if you use a God card that can attack all the COMP’s cards at once.

5. Challenge 5, Biolith decks (Win with 5 Biolith fields occupied)
6. Challenge 6, “Final” decks (Win with creatures of the same element on the board)
Definitely the hardest challenges of the game, but once you can do Challenge 5, all you need do for Challenge 6 is use the exact same strategy (using Biolith cards only) and you will have that one in no time.

Step 3: Grind Out 100 Wins
If you’ve been following the roadmap so far, at this point you will have 37 wins and all of the trophies except for the lone gold (Divine Warrior of Juno, 100 wins). You should also have no issues beating the COMP easily. So now all you need to do is continue to beat the COMP offline using the same settings as before (I suggest playing against the Set 1 Water Barrage deck, it is an easy deck to beat) until you get 100 wins and the gold trophy. At that point you will also get your platinum. Yay!

Last edited by Vyrastas; 11-01-2012 at 03:07 AM.
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Old 12-17-2009, 10:02 PM   #2
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GENERAL GAME INFO

There are many different methods and strategies you can use to beat the COMP. This guide will present the ones that worked best for me, as well as a few I picked up from various forums, etc. This guide is not the “be all, end all” of EoJ strategy. You could win doing something completely different. If anything, this guide will help you understand the game and how to really play it. If it does that, then it has succeeded, and you should be able to procure all the trophies.

Before continuing further, make sure you’ve read the game manual/rules and watched the tutorial videos provided in the game. You need to know how to play the game at a basic level. Play a few games on your own to get a feel for it.

Okay, so now that you’ve done that, read on.

Recommended Cards:
I will not explain what every stat on individual cards and such mean; it’s not necessary to the guide and that information can be easily found in the game manual.

Note that there are most likely many different ways to win against the COMP considering there are 311 different cards available to you, the player. In choosing cards I tried to stay within Set 1 as much as possible, but there are a number of really good Set 2 cards that make victory much easier in the silver challenges.

To this guide, I recommend that you have the Set 1 & 2 cards listed below on hand. You can use others that are similar, if you like. Cards marked by * are ones that are critical to have for this guide. The others are still good to have because you never know what the COMP will throw at you and it’s best to be prepared. Card # and element are listed in parentheses. A few are marked with quantity (i.e. x2) – this indicates that you may need to use more than on the board at the same time. For the rest you can get away with one because you can only have 5 creatures max on the board anyway and you can just replay a card if it gets killed.

Creature cards are broken down into tiers based on their general purpose in the game:

Creatures:

Tier 1: 1 SC Cards to quickly grab fields or enhance other cards
Flame Magus (Set.1 #1, Fire) – 1 SC, use at the end to ensure victory
*Monk Elder of Okunada (Set.1 #19, Water) – 1 SC, use on Water, adjacent allies gain a dodge attempt
*Verzar Canine (Set.1 #37, Earth) – 1 SC, use on Earth, adjacent allies gain +1 Protection
Verzar Foot Soldier (Set.1 #38, Earth) – 1 SC, use at the end to ensure victory
Leapfrog Bandit (Set.1 #55, Wood) – 1 SC, use at the end to ensure victory
Bewitching Elf Archeress (Set.1 #57, Wood) – 1 SC, use at the end to ensure victory
*White Cubic (Set.1 #90, Neutral) – 1 SC, can be sacrificed for a high mana creature on the subsequent turn for no SC

Tier 2: 2-3 SC cards to hold a field for a few turns or provide bonuses
*Freedonian Wanderer (Set.1 #3, Fire) x2 – 2 SC, placed on a non-Fire field, you gain 1 mana each time a creature is summoned
Partmole Flame Lizard (Set.1 #4, Fire) – 3 SC, high HP card to use on a Fire field to hold it
Alujah Priestess (Set.1 #22, Water) – 2 SC, use at the end to ensure victory
*Tentacles of Possession (Set.1 #23, Water) – 2 SC, use on Water, gains Possession of enemy in front of it
*Skeleton Soldier (Set.1 #40, Earth) – 2 SC, use on Earth, gain 1 extra mana if destroyed
*Elven Berserker Maiden (Set.1 #59, Wood) – 2 SC, high HP card to use on a wood field to hold it, +2 attack and dodge attempt if HP reduced to 1
*Biolith Stinger (Set.1 #74, Biolith) – 3 SC, if it damages but does not destroy an enemy, it will switch fields with the enemy
Athenix Citadel (Set.2 #175, Biolith) – 3 SC, use on Biolith, all other allies with the same element as the field this is placed on gain +1 MP, magic attack is good for hitting any enemy
Flailmonger (Set.2 #176, Biolith) – 3 SC, adds 2 to the SC of an enemy summoned within 2 fields of the front

Tier 3: 3-4 SC cards with good attack power
*Venoan Assassin (Set.1 #27, Water) – 3 SC, high HP card to use on a Water field to hold it or to ensure a hit on an enemy’s blind spot, as it always attacks the enemy’s back
*Novogus Catapult (Set.1 #43, Earth) – 3 SC, high HP card to use on an Earth field to hold it, long-range attacks, if destroyed you gain mana equal to the number of Earth fields
*Imperial Biolith Guard (Set.1 #75, Biolith) x3 – 3 SC, dual-attack, gain 1 mana each time you summon a creature to a Biolith field
*Biolith Battle Chariot (Set.1 #76, Biolith) – 4 SC, dual-attack, good for corners or taking down two enemies at once
Biolith War Chariot (Set.2 #178, Biolith) – 4 SC, dual-attack, good for corners or taking down two enemies at once, gains +2 Attack if attacking an enemy with a SC of 4 or more
*Behemoth Terrorformer (Set.2 #179, Biolith) x2 – 4 SC, exchanges fields with the target

Tier 4: 4+ SC cards with magic attack or special abilities
Aegis Citadel (Set.1 #82, Biolith) – 5 SC, use on Biolith, all other allies with the same element as the field this is placed on gain Invisibility
Arc Satellite Cannon (Set.1 #83, Biolith) – 5 SC, magic attack is good for hitting any enemy
Scion, Biolith Lord (Set.1 #87, Biolith) – 6 SC, magic attack targets all enemies with the same element as the target enemy, allied Biolith creatures subtract 2 from their AC
*Phaseus, Biolith God (Set.1 #89, Biolith) – 9 SC, magic attack of 4 targets all enemies
Tolicore Zealot (Set.2 #169, Wood) – 4 SC, but will steal exit mana from defeated Earth enemies
Archiver (Set.2 #181, Biolith) – 5 SC, field in front of Archiver is treated as a Biolith field, all allies of the same element as a summoned creature gain 1 HP
Battle Master (Set.2 #182, Biolith) – 6 SC, attacks same target twice, allows a Scion, Biolith Lord to be placed in hand, enemies in front, back, left or right add 2 to AC and cannot dodge

Spells:
*Parmetic Holy Feast (Set.1 #91, Ritual) – 0 SC, only 1 can be played in a game, discard a card to gain 2 mana
*Summoner Mesmer’s Lapse (Set.1 #93, Ritual) – 0 SC, only 1 can be played in a game, enemy loses mana equivalent to a card you discard
*Beguiling Fog (Set.1 #94, Conjuration) – 0 SC, turn a card any direction
Clare Wil’s Banner (Set.1 #96, Conjuration) – 1 SC, boost a card’s attack power by 2 for duration of the turn
*Healing Shower (Set.1 #97, Conjuration) – 2 SC, add 3 HP for allies of the same element as the target
Fissures of Goghlie (Set.1 #98, Conjuration) – 2 SC, fieldquake any field
*Seer Vizak’s Calamity (Set.1 #109, Sorcery) – 5 SC, fieldquake ALL fields at once
*Absolver Sacrament (Set.2 #191, Ritual) – 0 SC, only 1 can be played in a game, Sacrifice an allied creature and gain mana equal to its SC

NOTE: Many of the Set 1 cards can be found in the pre-constructed theme decks that can be purchased.

If you want to know more about each card and their attributes, please refer to the card list in the ZIP attachment below.
Attached Files
File Type: zip EoJ_CardDatabase.zip (38.9 KB, 29 views)

Last edited by Vyrastas; 11-01-2012 at 03:20 AM.
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Old 12-17-2009, 10:03 PM   #3
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Things You Should Know Before Beginning, or General Gameplay Tips:

Game Settings
This is very important. To unlock any of the trophies in this guide, you MUST play the COMP on Normal difficulty or higher and use the Official Board layout. The Official Layout in the orientation it appears on the screen is as follows (front/back):

NORTH
1 Water/Biolith ... 2 Fire/Water ... 3 Wood/Biolith
4 Earth/Fire ... 5 Biolith/Biolith ... 6 Water/Wood
7 Fire/Biolith ... 8 Wood/Earth ... 9 Earth/Biolith
SOUTH

In this trophy guide I will refer to the fields on the board by number, so please familiarize yourself with it. Note that I will reference to the top of the board as NORTH and the bottom as SOUTH when specifying how to place cards. Left and right will be WEST and EAST, respectively.

I also recommend you set the first move to the PLAYER and turn the Battle Animations off (you will get bored of them quick and some can be a bit long). Set the turn time limit to whatever you’re comfortable with, I suggest at least 3 minutes in case you have camera issues. The COMP will move quickly each time so the time limit is more for your benefit.

Card Limits
Though we are cheating, you cannot just play the same card 10 times in a row. There limits to how many times certain cards can be used in this game. Please see the instruction manuals for an in-depth explanation of that. I will only mention that you can only play 3 Ritual cards in a game, creature cards are limited to 3 of each creature and for many special races (God, Ancient, Hero, etc) you can only play one of that Race in the game. Race restrictions are denoted by the multi-colored card icon in the bottom-left corner of the card picture.

Fieldquaking / Field Swapping
Fieldquaking is when a field is flipped and the bottom element becomes the top. Note in the layout above that only fields 2 and 8 are “opposing” fields. By that I mean the opposing element to the default element is on the other side of the field (Fire vs Water, Wood vs Earth). Placing a creature on its native element gives it 2 additional HP (except for Biolith). Placing it on its opposing element removes 2 HP. So if you place a fire creature on field 2 and the field is quaked to water, the creature will lose a net of 4 HP immediately (and most likely die).

There are also few Biolith cards I recommend that allow a player to swap places with an enemy card or swap fields after an attack. This is another way of switching fields on the enemy and automatically removing HP by taking away a field bonus. These cards are:
-Biolith Stinger (Set.1 #74, Biolith) – switch places with an enemy
-Behemoth Terrorformer (Set.2 #179, Biolith) – switch fields with an enemy

Multi-Directional Attacks
Be cautious when placing cards that have multi-directional attacks, especially when your allies are in the direct line of fire. The COMP is often clever enough to attack that card from one side and force it into counter-attacking – which will then attack your own ally card on the other side.

Cards in Hand
Pay attention to how many cards the COMP says you have. You will want to summon a creature every turn for most of the trophies, so using spells prior to summoning will deplete your hand by 1 or 2 cards (depending on if the spell requires you to discard an additional card, like Summoner Mesmer’s Lapse). You should only have to use 2-3 spells for each trophy, but keep it in mind.

Be Passive
It is much easier to beat the COMP on the bronze trophies if you don’t go on the offensive. It helps on a couple of the silver challenges but killing the COMP indiscriminately only gives it extra mana (you get 1 mana back when one of your cards dies, this is called “exit mana”).

Removing / Stealing Mana
Always keep a Summoner Mesmer’s Lapse (Set.1 #93) on hand if the COMP is building up too much mana (at least 4 or more). If you have at least 2 cards in your hand, use this and then discard any card from your pool where the summoning cost is equal to or greater than the COMP’s current mana. It will reduce the COMP’s mana to 0 and give you a huge edge.

A good way to steal mana, specifically against the Earth decks, is to use a Tolicore Zealot (Set.2 #169). It will steal the exit mana from a defeated Earth enemy.

Mana Boosting
There are a few easy ways you can get extra mana during normal play:

-Use a Parmetic Holy Feast (Set.1 #91) and get 2 mana for discarding any card. Can only be used once in a game.
-Place a Freedonian Wanderer (Set.1 #3) on a non-Fire field (except Water, which will kill it). Every time you summon a card while this card is in play, you will get 1 extra mana.
-Place a Biolith Imperial Guard (Set.1 #75) on a Biolith field and whenever you summon an ally to a Biolitih field while this card is in play, you will get 1 extra mana. This is especially useful for the “5 Biolith Fields Occupied” challenge after fieldquaking the board (see “Battle Master” trophy).

Also, if an enemy places a Freedonian Wanderer or Biolith Imperial Guard, take it out as quick as you can to prevent the enemy from boosting mana.

Attack Boosting
Always have a Clare Wil’s Banner (Set.1 #96) on hand. It costs 1 mana but will boost the attack power of any ally by 2 for the duration of your turn. If you need to take out an enemy (to get out of check, for instance) and are 1-2 attack power short and have an extra mana, use it.

Blind Spot
Most creature cards have a blind spot, it’s indicated by a B in the defense pattern on each card. Try to keep the blind spot on the outside of the board as much as possible, because if an enemy attacks the blind spot directly it basically adds a point to their attack. Be careful if you place a card next to an ally and the blind spot is in the direct line of their attack, especially with multi-directional attack cards (as the COMP will attack it in order to get it to counter-attack and hit the blind spot of the ally card).

Protection / Dodge / Invisibility
These abilities can be useful and make or break a game. Some of the recommended cards for this guide grant Protection or Dodge to allies. These cards are:
-Monk Elder of Okunada (Set.1 #19, Water) - Dodge
-Verzar Canine (Set.1 #37, Earth) - Protection
-Aegis Citadel (Set.1 #82, Biolith) - Invisibility
-Athenix Citadel (Set.2 #175, Biolith) – Magic Protection

Attack vs. Magic Attack
Beware that some cards have Perfect Dodge, which means they always dodge a physical attack. However, they can still be hit with a Magic Attack. Magic Attacks have an advantage over regular Attacks in that they can target any enemy on the board and can bypass an enemy’s Dodge ability. The only drawback is that most cards with a Magic Attack have poor HP or Blind Spots on every side and can be taken down fairly quickly.

Summoning Lock
Cards with a lock around their SC cannot be summoned unless placed on a Biolith field or the Summoning Lock is unlocked. The Summoning Lock is in place whenever there are 3 or less creatures on the board. Use this to your advantage when facing the Biolith-themed decks for the bronze trophies.

Last edited by Vyrastas; 11-01-2012 at 03:10 AM.
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Old 12-17-2009, 10:03 PM   #4
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COMP Deck Notes:
Within each trophy description there will be “COMP Deck Notes” that describe a few things to watch for when playing against that particular deck. The deck will always be the same 30 cards (though in random order for the COMP) and it’s helpful to know what cards you can expect to be played against you. The Notes will focus on what cards the COMP plays most commonly. The strategy for beating most of the decks, however, will be very similar and only needs minor tweaking from deck to deck.

Abbreviations:
> AC = Activation Cost, i.e. how much mana it costs to attack with an already placed creature
> COMP = Computer
> EoJ = Eye of Judgment
> HP = Hit Points
> MP = Magic Protection
> SC = Summoning Cost, i.e. how much mana it costs to summon a creature

Last edited by Vyrastas; 11-01-2012 at 03:10 AM.
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Old 12-17-2009, 10:05 PM   #5
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TROPHY GUIDE

Bronze

Gatemaster
For braving the gateway to battle. (Victory vs. starter deck)

Set 1. Select “Starter” as the Deck Type and beat the COMP on Normal difficulty using the Official Layout.

COMP Deck Notes:
** These Deck Notes are for the Starter deck only. Other bronze trophies redirect here for the strategy, but the Deck Notes for that particular deck are listed below that particular trophy.
> 2 Venoan Assassins (#27) to attack blind spots
> 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at the same time
> 2 Bewitching Elf Archeress (#57), long-range attack, will turn attacked card 180 degrees
> 2 Twin Goblins (#61), multi-directional attack
> White Cubic (#90), may use this to try to summon Sciondar Fire God for free, take out immediately
> Stone Wing Dwarf (#39) and Giant Axe Dwarf (#41) on the board at once will boost each other’s Attack and Protection

Game Settings:
Always the same for each trophy, except for the Deck Name
Game Type = PLAYER VS. COMP
Deck Type = Pre-Constructed Deck
Deck Name = listed in trophy description for the trophy you are attempting
Difficulty = Normal
Board Layout = Official
First Move = Player

** Note that the conditions and confirmation of an unlockable trophy for your settings will scroll across the bottom of the screen during game setup. Double-check that to make sure you have the right options selected before playing

Strategy:
Nine times out of ten, you can use the below strategy and easily beat the COMP within 13-15 turns. This strategy applies only to trophies redirected here, namely all the bronzes, and the silver challenges for the Water decks (win without killing an enemy) and Wood decks (win within 10 turns). If you're trying to complete those two challenges, don't place your cards so that they attack the COMP (so you don’t initiate a counter-attack). You don't want to attack the COMP for those challenges. You just want to win quickly and passively.


Turn 1, Player
Cast Parmetic Holy Feast (#91) and show any crap card you don’t plan on playing to the Eye to gain 2 mana. Then start out with a Tier 1 card. I suggest you play Verzar Canine (#37) in Field 9 facing North.

On turn 2, depending on the deck you are playing, sometimes the COMP will play something in Field 3 or 7 to attack your Verzar Canine from afar, for example a Bewitching Elf Archeress (#57). Use a Beguiling Fog (#94) to adjust your card if need be, but don’t worry about it too much.


Turn 3, Player
You’ll want to start building a defense with both Tier 1 & 2 cards now. Play Freedonian Wanderer (#3) in Field 8 facing North. It will now have +1 Protection from the Verzar Canine and give you 1 mana each time you summon a new creature. Try to keep this card on the board as long as possible!

From this point forward on any turn, check and see if you need to do the following prior to summoning a creature (since that ends your turn):

a. If the COMP has 2 or more mana when it’s your turn, then prior to summoning a creature play Summoner Mesmer’s Lapse (#93) and discard any card with mana equal to or greater than the COMP’s mana. This strips the COMP of all its current mana. If you’re playing against a Biolith deck, it’s guaranteed the COMP will have 4 mana by Turn 5, because it always skips the first couple turns to build up mana for the high SC Biolith cards.

b. If you have at least 4 mana and 2 cards in your hand, cast a Healer Shower (#97) on the card that needs it the most.


Turn 5, Player
Keep building with Tier 1 or 2 cards.

a. If the COMP has a card in either Field 3 or 5, play Tentacles of Possession (#23) in Field 6, facing in the direction where the enemy is. This will possess the enemy card and render it useless to the COMP. If there are enemies in both Fields 3 and 5, pick the one that is the strongest and possess it. Your blind side will not be exposed either way and the Tentacles will have +1 Protection (from Verzar Canine).

b. If the COMP doesn’t have cards in neither Field 3 or 5, play Monk Elder of Okunada (#19) in Field 6 facing West. This will give the Monk Elder +1 Protection (from Verzar Canine) and the Verzar Canine a Dodge attempt (from Monk Elder).

At this point the COMP may play something in a corner that has a Magic Attack, in order to remove the Verzar Canine and the Protection it gives allies. Or it may focus on the Monk Elder of Okunada, if it’s on the field. Use Healing Shower (#97) if necessary.


Turn 7, Player
a. If the COMP has taken out one of your preceding cards from Fields 3 or 7 (using a magic attack or long-range attack), consider taking it out with a Tier 3 or 4 attack card, depending on how much mana you have. Some options at this point are Venoan Assassin (#27) or Imperial Biolith Guard (#75) (if the Summoning Lock is broken). Always try to leave at least 1 mana in your bank because you’ll want to summon higher SC cards from this point forward. Use a Clare Wil’s Banner (#96) for 1 SC if you need extra attack power.

b. If the COMP has left you fairly alone so far, play a Tier 3-4 attack card in Field 5 (Biolith) if it is open, preferably a Biolith card. You should have decent mana if you have been keeping your Freedonian Wanderer alive. Your best bets for Field 5 are Biolith Battle Chariot (#76), Biolith War Chariot (#178), Athenix Citadel (#175), Aegis Citadel (#82) or Arc Satellite Cannon (#83). These are high SC/HP cards that should stay on the board for a while. For the Chariots, make sure the dual-attack is pointed away from your allies in Fields 6 and 8. Remember, you can also play these Biolith cards on any field element without worrying about an HP penalty.

c. If the COMP has broken your defenses in Fields 6, 8 and 9, consider building it again in Fields 1 and 4 (i.e. replay Verzar Canine and Monk Elder of Okunada / Tentacles of Possession). Spreading things out is a good way to get an upper hand.

From this point forward the possibilities are too divergent for a turn-by-turn analysis. You should have at least 3 cards on the board now. The remaining strategy is to keep them alive while being able to summon the last cards you need to reach 5 and the victory.


Here are some options to solidify victory:

a. Play element cards on the same element field to get the HP bonus.

b. Try replaying the same element cards as before, but of a higher Tier, in the same spots if they are open – as you should be gaining on mana if your Freedonian Wanderer is still alive and can afford them. If the same spots are taken by the COMP, play in Fields 1 and 4.

c. Playing Novogus Catapult (#43) on Field 4 or 9 is handy, as you will get bonus mana if it is destroyed.

d. Use another Healing Shower to keep a card alive and remember you get to use it 3 times – but don’t forget about how many cards you have in your “hand,” you can only play as many cards as the COMP says you have and if play 2 or more each turn you will soon be reduced to zero cards.

e. If the COMP has you in Check, find a way to kill one of its cards. Something with a powerful magic attack, like Arc Satellite Cannon (#83), is very useful, as it can target any enemy. Any Biolith card with good attack power is optimal for this purpose, just beware dual-attacks and don’t put your allies in the line of fire.

f. Don’t attack the COMP unless you need to get out of Check. Place your final card in a direction to avoid attack / counter-attack and keep the blind spot to the outside of the board or next to an ally.


A note when using this strategy against Biolith decks
The COMP will pass the first few rounds in order to build up mana and summon powerful Bioliths. Use Summoner Mesmer’s Lapse (#93) on your 3rd turn to prevent this. Also grab Field 5 (Biolith) early (perhaps 3rd turn) and keep the Summoning Lock on as long as possible, as a good number of the COMP’s cards are Locked. The Set 1 Biolith deck is probably the toughest deck to win against in the entire game.

Here's a video illustrating the strategy described above. It was done against the Set 1 Water deck.


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Old 12-17-2009, 10:16 PM   #6
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Mourning Ascetic
For training in the rites of the flame. (Victory vs. Set 1 theme deck, Fire Crusader)

Set 1. You must first unlock “Gatemaster” in order to attempt this trophy. Select “Fire Crusader” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) – ignore if placed on Fire fields, destroy otherwise unless you are close to winning
> Didi the Enlightened (#14) – Hero, two attacks, prevents Fire fieldquaking
> 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at the same time
> Skeleton Soldier (#40), multi-directional attack and additional exit mana – don’t destroy unless necessary
> Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary
> Novogus Golem (#46), gains Protection equal to the number of empty fields, played early this card is hard to destroy


Okunadan Monk
For suppressing the aquatic mutiny. (Victory vs. Set 1 theme deck, Water Barrage)

Set 1. You must first unlock “Mourning Ascetic” in order to attempt this trophy. Select “Water Barrage” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> 2 Monk Elders of Okunada (#19), gives adjacent allies a Dodge attempt
> Tentacles of Possession (#23) to take control of one of your cards
> 2 Venoan Assassins (#27) to attack blind spots
> Skeleton Soldier (#40), multi-directional attack and additional exit mana – don’t destroy unless necessary
> Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary
> Juno Tree Haunt (#63), has Perfect Dodge, destroy with magic attack if necessary


Swordsman of East Reach
For gaining the recognition of your earthen comrades. (Victory vs. Set 1 theme deck, Earth Emperor)

Set 1. You must first unlock “Okunadan Monk” in order to attempt this trophy. Select “Earth Emperor” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> Great Minos of Sciondar (#6), has Perfect Dodge, destroy if on non-Fire field (fieldquake or swap)
> 2 Verzar Canines (#37), gives +1 Protection to adjacent allies
> 2 Verzar Foot Soldiers (#38), can boost attack if both are on the board at the same time
> Stone Wing Dwarf (#39) and Giant Axe Dwarf (#41) on the board at once will boost each other’s Attack and Protection
> Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary
> Se Hollyn Fortress (#45), gives +2 Protection to adjacent allies
> Arelai the Protector (#50), gains Protection equal to number of Earth fields, allies on Earth fields gain +1 Protection


Til Vorg Riders
For those who have joined the liberation army of wood. (Victory vs. Set 1 theme deck, Wood Swarm)

Set 1. You must first unlock “Swordsman of East Reach” in order to attempt this trophy. Select “Wood Swarm” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
This deck has a very strong discard component against you, so be careful if you destroy some of the enemies, especially Woods on non-Wood fields. If you have to discard too much you won’t be able to do many spells.
> 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) – ignore if placed on Fire fields, destroy otherwise unless you are close to winning
> 2 Monk Elders of Okunada (#19), gives adjacent allies a Dodge attempt
> Queen’s Servant (#28), has Magic Attack and Perfect Dodge, steals 1 mana from you if destroyed – don’t destroy unless necessary
> Leapfrog Bandit (#55), if destroyed on non-Wood field you must discard 1 card
> Samurai Nagirashu (#60), if destroyed on non-Wood field you must discard 1 card
> Elven Rider (#64), if destroyed on non-Wood field you must discard cards equal to the number of Wood fields


Biolith Castle Gatekeeper
For proving oneself to the Bioliths. (Victory vs. Set 1 theme deck, Biolith Scourge)

Set 1. You must first unlock “Til Vorg Riders” in order to attempt this trophy. Select “Biolith Scourge” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
One way to control this deck is to grab the center Biolith field and then prevent the Summoning Lock from opening. Biolith creatures can only be summoned to Biolith fields if the lock is in place. The COMP will always pass the first two turns to build up mana to summon a Biolith, so remove its mana on the second turn with a Summoner Mesmer’s Lapse.
> 2 Freedonian Wanderers (#3) to generate mana (if placed on non-Fire fields) – ignore if placed on Fire fields, destroy otherwise unless you are close to winning
> Monk Elder of Okunada (#19), gives adjacent allies a Dodge attempt
> Skeleton Soldier (#40), multi-directional attack and additional exit mana – don’t destroy unless necessary
> Novogus Catapult (#43), long-range attack, if destroyed COMP gains mana equal to number of Earth fields – don’t destroy unless necessary
> 2 Imperial Biolith Guards (#75), multi-directional attack, gain extra mana each time a creature is summoned to a Biolith field
> 2 Behemoth Groundbreakers (#79), fieldquakes adjacent fields when summoned
> Ouroboros Dragon (#84), attack boosted by other Biolith allies on the board, if on Biolith field no fields can be fieldquaked – prevent the COMP from summoning this by keeping its mana under 7 if possible and the Summoning Lock in place
> Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board
> Seer Vizak’s Calamity (#109), fieldquakes all fields – I have never seen the COMP play this, but beware if it does, it will boost a Biolith-themed deck immensely

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Old 12-17-2009, 10:19 PM   #7
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Black Goat Prison Guard
For capturing the unscrupulous followers of the flame. (Victory vs. Set 2 theme deck, Fire King's Rage)

Set 2. You must have first purchased the Set 2 DLC in order to attempt this trophy. Select “Fire King’s Rage” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> Behemorph (#118), +2 attack half the time (it seems to get that a lot), can attack in 3 directions
> 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t destroy unless necessary
> Dwarf Sniper (#146), enemies in the 2 fields in front cannot Dodge
> Verzar Golem (#150), +1 attack for every empty field, played early it can take pretty much anything out
> 2 Tree Foxes (#159), turns card in front of it 180 degrees when summoned – easily exposes Blind Spot to attack
> Leapfrog Boss (#162), if destroyed you lose mana equal to number of Wood fields (usually 2) – don’t destroy unless necessary
> Flailmonger (#176), +2 SC for any creature within 2 fields in front – weak attack, but makes it harder to summon in front of them
> Behemoth Terrorformer (#179), swaps fields with enemy after attacking – easily removes your field HP bonus


Venoan Mercenary
For passing the initiation of the water clan. (Victory vs. Set 2 theme deck, Water Conquest)

Set 2. You must first unlock “Black Goat Prison Guard” in order to attempt this trophy. Select “Water Conquest” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
This deck has a strong draw component to it. However, if you don’t attack the COMP and try to limit its mana (i.e. with Summoner Mesmer’s Lapse #93), you won’t have much trouble with it.
> 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t destroy unless necessary
> Tree Foxes (#159), turns card in front of it 180 degrees when summoned – easily exposes Blind Spot to attack
> Leapfrog Boss (#162), if destroyed you lose mana equal to number of Wood fields (usually 2) – don’t destroy unless necessary
> Elven Plaguedancer (#163), magic attack, enemy is rotated 180 degrees if attacked but not destroyed, +1 AC on adjacent enemies if on a Wood field
> Behemoth Terrorformer, swaps fields with enemy after attacking – easily removes your field HP bonus
> Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board


Undead Battalion
For suppression of the earthen dead. (Victory vs. Set 2 theme deck, Earth Atonement)

Set 2. You must first unlock “Venoan Mercenary” in order to attempt this trophy. Select “Earth Atonement” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
Using a Tolicore Zealot (#169) against this deck is fun, as it will steal exit mana from defeated Earth creatures. Nearly half of the deck is Earth cards, so it can be very useful, especially in the Earth challenge.
> Behemorph (#118), +2 attack half the time (it seems to get that a lot), can attack in 3 directions
> 2 Verzar Swordsmen (#143), one of the few cards with 1 SC and 2 Attack
> 2 Relentless Skeletons (#144), has Resurrection on a non-Earth field – don’t destroy unless necessary
> 2 Dwarf Snipers (#146), enemies in the 2 fields in front cannot Dodge
> Flailmonger (#176), +2 SC for any creature within 2 fields in front – weak attack, but makes it harder to summon in front of them
> Behemoth Terrorformer (#179), swaps fields with enemy after attacking – easily removes your field HP bonus
> Parmetic Holy Feast (#91), gives COMP 2 mana for discarding


Green Bandits
For being admitted into the band of wood thieves. (Victory vs. Set 2 theme deck, Wood Unleashed)

Set 2. You must first unlock “Undead Battalion” in order to attempt this trophy. Select “Wood Unleashed” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> 2 Tree Foxes (#159), turns card in front of it 180 degrees when summoned – easily exposes Blind Spot to attack
> Leapfrog Boss (#162), if destroyed you lose mana equal to number of Wood fields (usually 2) – don’t destroy unless necessary
> Elven Plaguedancer (#163), magic attack, enemy is rotated 180 degrees if attacked but not destroyed, +1 AC on adjacent enemies if on a Wood field
> Athenix Citadel (#175), allied creatures of the same element the Citadel is on gain +1 MP – keep an eye on it if you are trying to use magic attacks
> Behemoth Terrorformer (#179), swaps fields with enemy after attacking – easily removes your field HP bonus
> Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board


Biolith Castle Archive Curator
For reaching complete and true understanding of the Bioliths. (Victory vs. Set 2 theme deck, Biolith Godmaker)

Set 2. You must first unlock “Green Bandits” in order to attempt this trophy. Select “Biolith Godmaker” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> 2 Verzar Swordsmen (#143), one of the few cards with 1 SC and 2 Attack
> Dwarf Sniper (#146), enemies in the 2 fields in front cannot Dodge
> 2 Flailmongers (#176), +2 SC for any creature within 2 fields in front – weak attack, but makes it harder to summon in front of them
> 2 Biolith War Chariots (#178), multi-directional attack
> 2 Behemoth Terrorformers (#179), swaps fields with enemy after attacking – easily removes your field HP bonus
> Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board


Theraclave Gatekeeper
For being admitted into the army of flame. (Victory vs. Set 3 theme deck, Fire Havoc)

Set 3. You must have first purchased the Set 2 DLC in order to attempt this trophy. Select “Fire Havoc” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> 2 Partmole Gatekeepers (#211), +1 attack if target creature on Water, multi-directional attack, if no enemies on board then +1 SC to creatures summoned 1 or 2 fields in front of this card
> 2 Rageflame Spitters (#212), cards adjacent to this one cannot be Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an adjacent creature
> Skeleton Archer (#243), has Resurrection if on a non-Earth field
> Stone Wing Veteran (#245) and Dwarf Miner (#247) next to each other gives Dwarf Miner an advantage – when Dwarf Miner attacks, the field attacked is Fieldquaked, and Dwarf Miner also receives 1 mana whenever an adjacent field is quaked
> Elven Berserker Witch (#261), magic attack, gains +1 Attack and Dodge attempt if at 1 HP – either kill off entirely or leave alone
> Drunken Demolition (#298), Fieldquakes any field and the field in front of it
> Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use this on something with 4 or more HP to get a good enough attack to destroy one of your cards

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Old 12-17-2009, 10:22 PM   #8
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Tritonan Palace Guard
For being admitted into the army of water. (Victory vs. Set 3 theme deck, Water of Death)

Set 3. You must first unlock “Theraclave Gatekeeper” in order to attempt this trophy. Select “Water of Death” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
Like most Water decks, this has a strong draw component to it. It doesn’t really make that much of a difference, especially if you can keep the COMP’s mana low.
> 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw a card, long-range attack
> 2 Skeleton Archers (#243), has Resurrection if on a non-Earth field
> Goblin Fanfare (#259), if you have no cards on the board, you lose 2 mana if the COMP summons this
> 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge attempt if at 1 HP – either kill off entirely or leave alone
> Biolith Sentry (#280), if on a Biolith field the Attack is 2 + number of cards in hand, can counter-attack in any direction – hold the Biolith field in the center to counteract
> Corsez Oath (#292), gives COMP mana equal to the number of allies for a chosen element
> Drunken Demolition (#298), Fieldquakes any field and the field in front of it
> Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use this on something with 4 or more HP to get a good enough attack to destroy one of your cards


Blade Guild at Visvar Vaas
For being admitted into the circle of earthen knights. (Victory vs. Set 3 theme deck, Earth Desolation)

Set 3. You must first unlock “Tritonan Palace Guard” in order to attempt this trophy. Select “Earth Desolation” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
Using a Tolicore Zealot (#169) against this deck is fun as well, as it will steal exit mana from defeated Earth creatures. Nearly half of the deck is Earth cards, so it can be very useful, especially in the Earth challenge.
> 2 Partmole Gatekeepers (#211), +1 attack if target creature on Water, multi-directional attack, if no enemies on board then +1 SC to creatures summoned 1 or 2 fields in front of this card
> Rageflame Spitter (#212), cards adjacent to this one cannot be Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an adjacent creature
> 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw a card, long-range attack
> 2 Skeleton Archers (#243), has Resurrection if on a non-Earth field
> Stone Wing Veteran (#245) and Dwarf Miner (#247) next to each other gives Dwarf Miner an advantage – when Dwarf Miner attacks, the field attacked is Fieldquaked, and Dwarf Miner also receives 1 mana whenever an adjacent field is quaked
> Drunken Demolition (#298), Fieldquakes any field and the field in front of it
> Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use this on something with 4 or more HP to get a good enough attack to destroy one of your cards


Alchemist's Lab Worker
For being recommended to the wood research facility. (Victory vs. Set 3 theme deck, Wood Mayhem)

Set 3. You must first unlock “Blade Guild at Visvar Vaas” in order to attempt this trophy. Select “Wood Mayhem” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> 2 Rageflame Spitters (#212), cards adjacent to this one cannot be Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an adjacent creature
> 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw a card, long-range attack
> 2 Goblin Fanfares (#259), if you have no cards on the board, you lose 2 mana if the COMP summons this
> 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge attempt if at 1 HP – either kill off entirely or leave alone
> Bewitching Elf Huntress (#263), attacks 2 fields in front and if does not destroy target, the target is moved to the field in front of card (if empty) – this could negate a field bonus on your card
> Biolith Sentry (#280), if on a Biolith field the Attack is 2 + number of cards in hand, can counter-attack in any direction – hold the Biolith field in the center to counteract
> Corsez Oath (#292), gives COMP mana equal to the number of allies for a chosen element
> Drunken Demolition (#298), Fieldquakes any field and the field in front of it
> Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use this on something with 4 or more HP to get a good enough attack to destroy one of your cards


Biolith Godmaker
For those who might become a Biolith godmaker. (Victory vs. Set 3 theme deck, Biolith Revenge)

Set 3. You must first unlock “Alchemist’s Lab Worker” in order to attempt this trophy. Select “Biolith Revenge” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> Partmole Gatekeeper (#211), +1 attack if target creature on Water, multi-directional attack, if no enemies on board then +1 SC to creatures summoned 1 or 2 fields in front of this card
> Rageflame Spitter (#212), cards adjacent to this one cannot be Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an adjacent creature
> 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw a card, long-range attack
> 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge attempt if at 1 HP – either kill off entirely or leave alone
> Architekt (#275), no attack but allies of the same element the Architekt is on gain +2 Protection, creatures adjacent cannot move or rotate – try to take this out if it lingers more than few rounds and you are having issues with attacks (because you can’t use a Beguiling Fog #94)
> 2 Biolith Sentries (#280), if on a Biolith field the Attack is 2 + number of cards in hand, can counter-attack in any direction – hold the Biolith field in the center to counteract
> Corsez Oath (#292), gives COMP mana equal to the number of allies for a chosen element
> Drunken Demolition (#298), Fieldquakes any field and the field in front of it
> Yaksha Stimulants (#301), target’s HP and Attack are switched – COMP may use this on something with 4 or more HP to get a good enough attack to destroy one of your cards

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Old 12-17-2009, 10:26 PM   #9
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Silver

** NOTE: The silvers are the Final deck battles (to unlock challenges for each Set) and the challenges themselves. The “COMP Deck Notes” for the challenges will be the same as those listed in the individual bronze trophies, since they are the same decks.

Final Deck Battles

Yaksha Ninja
For victory over the federation army. (Victory vs. Set 1 theme deck, Arbiter)

Set 1. You must first unlock “Biolith Castle Gatekeeper” in order to attempt this trophy. Select “Arbiter” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
> Tentacles of Possession (#23) to take control of one of your cards
> Venoan Assassin (#27) to attack blind spots
> 2 Verzar Canines (#37), gives +1 Protection to adjacent allies
> 3 Verzar Foot Soldiers (#38), can boost attack if more than one are on the board at the same time
> Leapfrog Bandit (#55), if destroyed on non-Wood field you must discard 1 card
> Parmetic Holy Feast (#91), gives COMP 2 mana for discarding
> Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board


Parmetic Inquisitor
For meting punishment to the Parmetic heretics. (Victory vs. Set 2 theme deck, Parmetic Wrath)

Set 2. You must first unlock “Biolith Castle Archive Curator” in order to attempt this trophy. Select “Parmetic Wrath” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
This is a really strange deck. The majority of it is 4+ SC creatures, with only a few 1 SC. There are 4 different Missionary cards (Race) that work in conjunction with each other to do a variety of things. The COMP has 3 of each Missionary element in this deck. These Missionary cards are the only real threat here and should be destroyed if you are not able to quickly win within 9-11 turns. The Missionary cards are described below.
> 3 Noram Zealots (#121), steal exit mana of enemy Water creatures, -1 Attack on adjacent enemies for each allied Earth Missionary on the board, -2 SC of allied Earth Missionaries
> 3 Aluhja Zealots (#137), magic attack, steal exit mana of enemy Fire creatures, +1 SC on spells you cast for each allied Wood Missionary on the board, -2 SC of allied Wood Missionaries
> 3 Visvar Vaas Zealots (#154), steal exit mana of enemy Wood creatures, you lose mana equal to allied Water Missionaries on the board during resolution phase, -2 SC of allied Water Missionaries
> 3 Tolicore Zealots (#169), steal exit mana of enemy Earth creatures, you discard a card for each allied Fire Missionary on the board during resolution phase, -2 SC of allied Fire Missionaries
> Parmetic Holy Feast (#91), gives COMP 2 mana for discarding
> Goghlie Altar (#92), both players gain mana equal to the number of enemies on the board – this helps you out, but the COMP will use it more when you have more cards on the board


Sacred Darkness Academy Attendee
For gaining entrance to the academy. (Victory vs. Set 3 theme deck, Eye of Judgment)

Set 1. You must first unlock “Biolith Godmaker” in order to attempt this trophy. Select “Eye of Judgment” as the Pre-Constructed Deck and beat the COMP on Normal difficulty using the Official Layout.

See “Gatemaster” for strategy.

COMP Deck Notes:
This deck has 4 Sacred cards (Race) that have Incarnation. The COMP can summon each one sequentially up to Spire of Juno (#189) or Fist of Juno (#190) that have crazy stats (HP 8+ and Attack 8+). You can generally ignore these for the non-challenge trophy because you can win using the basic strategy before the COMP can really pull off the endgame for this deck.
> Rageflame Spitter (#212), cards adjacent to this one cannot be Sacrificed – this means you couldn’t use an Absolver Sacrament (#191) on an adjacent creature
> 2 Cloudrunner Shipmates (#228), each time this is rotated the COMP can draw a card, long-range attack
> 2 Skeleton Archers (#243), has Resurrection if on a non-Earth field
> Goblin Fanfare (#259), if you have no cards on the board, you lose 2 mana if the COMP summons this
> 2 Elven Berserker Witches (#261), magic attack, gains +1 Attack and Dodge attempt if at 1 HP – either kill off entirely or leave alone
> Venoan Hard Bargain (#291), both players reveal the top card of their Library for Judgment, if COMP wins it gains mana equal to the number of your cards on the board, if you win you get 1 mana – if this card is played find the highest SC card you have and play it to ensure you always win
> Corsez Oath (#292), gives COMP mana equal to the number of allies for a chosen element



Challenges
The challenge for each theme deck element is same across all Sets:
1 Fire = Win without using spell cards
2 Water = Win without killing an enemy
3 Earth = Win without an opponent left on the board
4 Wood = Win within 10 turns
5 Biolith = Win with 5 Biolith fields occupied
6 Final = Win with creatures of the same element on the board

The following trophies are all challenge related.

Mourning Reverend Father
For fending the trespassers off with your bare hands. (Completion of Set 1 Challenge 1)

Set 1. You must first unlock “Yaksha Ninja” in order to attempt this trophy. Select “Fire Crusader” as the Pre-Constructed Deck. You have to beat the COMP on Normal difficulty using the Official Layout without using any spell cards.

See “Mourning Ascetic” for COMP Deck Notes.

This one can be a little tricky, but it is not bad because the Fire decks are easy to win against. See “Gatemaster” for strategy. Use the same basic strategy we’ve been using for all the bronzes, but do not use any spell cards! This will obviously remove your mana edge against the COMP, but staying true to the same strategy will inevitably provide victory because you should be able to improvise at this point if you’ve completed all the bronze trophies. For this challenge use Tier 3-4 cards whenever possible for both the high HP and attack power. You cannot heal so always take advantage of field HP bonuses. Avoid attacking the COMP unless you are in Check – you don’t want to give the COMP too much exit mana.

Here's a video illustrating the strategy described above.



Okunadan Father
For the inspiration required to end a battle swiftly. (Completion of Set 1 Challenge 2)

Set 1. You must first unlock “Yaksha Ninja” in order to attempt this trophy. Select “Water Barrage” as the Pre-Constructed Deck. You have to beat the COMP on Normal difficulty using the Official Layout without killing an enemy.

See “Okunadan Monk” for COMP Deck Notes.

This challenge is easy to win just from using the basic strategy from the bronze trophies. See "Gatemaster" for strategy. Just do the same thing, but do not kill any enemy cards. Ignore them. If a COMP's card is killed for any reason, by you or by the COMP, surrender and start the game over (unless you want to just quickly win for the Divine Warrior of Juno trophy). You can surrender by pressing Start, then right on the D-pad where it says "End Turn" – this will give you the Surrender option.

Last edited by Vyrastas; 11-01-2012 at 03:12 AM.
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Old 12-17-2009, 10:29 PM   #10
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Liberator of East Reach
For conquering every outpost of your enemy. (Completion of Set 1 Challenge 3)

Set 1. You must first unlock “Yaksha Ninja” in order to attempt this trophy. Select “Earth Emperor” as the Pre-Constructed Deck. You have to beat the COMP on Normal difficulty using the Official Layout without an opponent left on the board.

See “Swordsman of East Reach” for COMP Deck Notes.

Strategy:
This challenge can be a bit tricky. You have to win without the COMP having a card on the board, which means your last turn will be one of two things: 1) use an attack from an existing card to destroy any enemies left, then summon your 5th card for the win, or 2) summon your 5th card and have its attack take out the last enemy/enemies. I suggest option #1. There is a very good card you can use to do this, one of the most powerful in the game. Wait for it... wait for it...

BAM!!!!!
Phaseus, Biolith God (Set.1 #89, Biolith)

This card rules. It has a magic attack of 4 that targets all enemies on the board. Yes, all. It starts with 12 HP, with 9 SC and 6 AC. It also has Incarnation, which means you can replace an existing Biolith card on the board with this one and only have the pay the difference in SC between the two cards. And what's even better is that it has no Blind Spot!

Most of the Earth decks have cards with 4 or less base HP, so whenever you attack with Phaseus, you will almost always kill every enemy on the board. This is a good thing.

The only downside to this card is that if it's on a non-Biolith field, it is automatically destroyed. You will always want to play Phaseus on the center field, which is Biolith on both sides. That protects it from Fieldquakes, right? Yes, however… keep in mind the challenge against the Set 2 Earth deck, which contains a Behemoth Terrorformer (#179). If the COMP attacks your Phaseus with a Behemoth Terrorformer, both fields will be exchanged and Phaseus will automatically die.

There will be no turn-by-turn instructions for this challenge, as it may take several turns to get the exact conditions you need for victory. Basically, what you want to do is this:

1. Cast Parmetic Holy Feast (#91) on your first turn for 2 extra mana.

2. Keep ending your turn without summoning or attacking until you have 10 mana.

3. Whenever the COMP has 4 or more mana when it's your turn, cast Summoner Mesmer's Lapse (#93) and discard some high SC card to rob the COMP of its mana. Laugh at the COMP while doing so.

4. If the center Biolith field has been taken, destroy the enemy on it. If you have trouble getting that field open, just surrender and restart the game and try again. Sometimes the COMP plays on it early, but most times it doesn't. You need that center Biolith field to keep Phaseus alive and to get around the Summoning Lock.

5. Summon Phaseus, Biolith God (#89) to the center Biolith field. It will attack all enemies and most likely kill them all. This will also boost the COMP's mana, but that's okay. Just don't forget to use Summoner Mesmer's Lapse (#93) if you haven't yet. #93 is your friend.

6. Build up mana again and summon a Tolicore Zealot (#169) for 4 mana if you can. Place it on Field 3 or 8, whichever is open (for the field HP bonus) and suits the attack pattern / blind spot better. Try to keep it alive for a while.

7. The COMP will probably start to attack Phaseus. Let it. It has 12 HP and will stick around for a while.

8. Build up mana again and summon a couple of 1 SC cards (see Recommended Cards at the beginning of the guide) onto fields of their same element for the HP bonus. You want to just summon 1 SC cards because you need to build your mana back up.

9. Keep alternating between the following steps:

> a. Use the Action Card to attack with Phaseus (6 mana) to wipe out your enemies if they have you in check – try to do this with the Tolicore Zealot on the board, because you will steal all the exit mana for the COMP's Earth cards

> b. Use a Healing Shower (#97) to keep the Tolicore Zealot alive (primarily) or any other card that is down to 1 or 2 HP.

> c. Summon a 1 SC card. Keep replaying them if the COMP destroys them. Remember, limit of 3 for each creature.

> d. Soften up an enemy with a simple summon/attack if the card is over 4 HP – you want it at 4 or below in order to kill it with Phaseus easily.

10. At some point you want to get in a position where you have 4 cards on the board, at least 7 mana in reserve and all the enemies with 4 HP or less. It may take up to 20-30 turns, so be patient. When you finally get in that position, use the Action Card to attack with Phaseus. This will wipe out all your enemies. Then summon some cheap card for the victory.

Beware when playing the Set 2 Earth deck in this challenge. As mentioned before, it contains a Behemoth Terrorformer (#179), which the COMP will use to attack Phaseus and switch the fields between the two. If this happens, Phaseus will automatically be destroyed and your chances of winning the challenge may be slim. But don't give up! This happened to me and I still won the challenge with no enemies left. Hopefully by this point you know the game and cards well enough to improvise on the spot and adapt to new game conditions. If the COMP is weakened enough you could still put it away. Just hope the COMP doesn't draw its Behemoth Terrorformer too early.

Here is a video illustrating the strategy described above. It was done against the Set 3 Earth Desolation deck ("Ten Tyrants" trophy).



Forest Chief
For ambushing the enemy with relentless forces. (Completion of Set 1 Challenge 4)

Set 1. You must first unlock “Yaksha Ninja” in order to attempt this trophy. Select “Wood Swarm” as the Pre-Constructed Deck. You have to beat the COMP on Normal difficulty using the Official Layout within 10 turns.

See “Til Vorg Riders” for COMP Deck Notes.

This challenge is easy to win just from using the basic strategy from the bronze trophies. See "Gatemaster" for strategy. Just do the same thing, but make sure you win by turn 9, which basically means you summon 5 creatures in a row without any of them getting killed. If you don't win by turn 9 or one of your cards is killed early, you can surrender and start the game over (unless you want to just quickly win for the Divine Warrior of Juno trophy). You can surrender by pressing Start, then right on the D-pad where it says "End Turn" – this will give you the Surrender option.

Here is a video illustrating the strategy described above. It was done against the Set 1 Wood Swarm deck.


Last edited by Vyrastas; 11-01-2012 at 03:12 AM.
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