Showing posts with label Cards. Show all posts
Showing posts with label Cards. Show all posts

Saturday, August 31, 2013

Trading: Beginners Guide

Trading: Beginners Guide


Trading cards is perhaps the most important aspect of an mmo trading card game and Marvel War of Heroes is no exception.  Trading is everything in this game.  It's how you advance your deck(s) and get to know other members of the community.  This guide will give the reader all the fundamental aspects of proper trading and get them started on the next step of their Marvel WoH journey.

1. Basics

Everyone should know how and to whom you can trade cards and items to already, but I'll repeat the basics for the beginner.  You can only trade with members of your alliance (after 2 week trading ban) and with your 50 team members (after 2 week trading ban).  This limits you to about 80-90 other players that you can actually physically make trade offers too.  How do we trade our cards and items to multiple alliances then?  The answer to that is what the post is all about.  Through 3rd party software (legal software, not against the games terms of service) we advertise trades and then "middle" them across multiple players (called a bridge).  I will teach you how to middle trades later on in this guide.

2. Valuing Your Cards:

Putting a price value on your cards is easy.  The first thing you need to know is that cards are valued by the community by the amount of power packs (pp) they are worth.  Players only use the pp value when trading because silver is not an in-game currency.  If you are just starting out and don't have any pp, I would advise purchasing some from the store rather then purchasing card packs.  PP purchases are a sure thing, while card packs are a gamble.  

The next thing you need to know to value a card is a good "trading guide".  Note that trading guides are just guides, they are not the final say at a cards value.  Only you and the person you are trading with can put an actual value on a card.  The trading guide I currently use is Sleepy's MWOH Trading Guide on Neoseeker. You can use the link to find the guide.  It will be at the top of the forum list under the sticky section.  Sleepy does a good job providing his readers current market value for their cards.  Note that he gives prices in pp amounts only.  Usually players use Sleepy's guide as a reference price and ask or offer a little more or less. 

3. Active Alliance

Players who wish to be active traders in the Marvel WoH community will first want to make sure that they are a member of an active alliance.  I already made a post about how to get into an active alliance.  You can view it by clicking the following link:  Rex's Alliance Post  

An active Alliance is an alliance where members are all active and communicative using 3rd party software like Line App.  Your alliance is your very first trade network and the starting point for building more. 

4. Creating Trade Networks

Above, I mentioned that to be a successful trader that you will want to first be in an active alliance.  The next step is to create a new room using your 3rd Party App (I use Line App).  Give this room a decent trading name like "Bob's Trade Room" or "Bill's Trading Post".  The next step is to invite all of your alliance members and team members into the room.  Players will naturally start posting what they have to trade and what they want in return.  This is the way it's done guys.  

Now ask your alliance members to also invite their Team members to the trade group.  Now you will start seeing posts from players that you can't trade with, but your fellow alliance members and team members, who you can trade with, can!  This is how trade links start to form.  I'll explain middling trades a bit more below.

5. Middling Trades

To become an active trader in the Marvel WoH community you will have to start middling trades for your alliance members and team members.  The way this is done is simple.  Let's say for example you, Alliance Friend (A) and Team Mate (B) are all members of the same trade network.  A makes a deal with B, but they can not trade directly together because they are not linked by alliance or team membership.  So they ask you to middle the trade for them because you are linked to both.  They way this works is player A trades to you his end of the agreement and player B trades you his end of the agreement.  You then trade to A B's side and trade to B A's side.  It's as simple as that.  The trade route looks like this:  A > You < B.

Sometimes, depending on the trade room, you may have to middle a deal containing more than one middlemen.  It is very common to see 1 or 2 middlemen, but is less common  to see 3 or more.  This is because both sides of the trade don't really know everybody involved and are afraid that a middle will steal their cards or pp.  I suggest that you don't steal anyone's items because you will be blacklisted in all trade markets and your account will get spammed with hate.  I do suggest that you middle as many trades as possible because you will get to know other players and get a feel for how much cards are currently worth in the days market.
Typical Line App Trade Room

6. Expanding Trade Routes

Expanding trade routes is important to become an active trader.  Above, I talked a bit about trade routes and networks, but didn't give any examples of how to expand them.  The following is a list of tips on how to expand your trade routes in Marvel WoH:
  • Don't team up with members of your alliance.  You can already trade with these players and you want to fill these spaces up with other active traders.  Drop any team members who are not active or not using 3rd Party Software to communicate with you.  Rallying trades is impossible.
  • When you have a free team member spot to fill advertise it in your alliances trade room.  Team up with this new link and ask them if they can invite you into their own trade groups.
  • Ask your current team members if they can invite you into their own trade groups.
  • Get to know the people that you middle for a lot.  These people will make good team members and will be able to provide you with new trade routes. 


Sunday, August 18, 2013

Deck Building: Beginners Guide

Deck Building: Beginners Guide

Building a proper attack and defense deck is one of the fundamental elements of Marvel: War of Heroes.  I see a lot of poorly constructed decks from beginners and veterans alike, and it always makes me cringe to see a powerful card paired with the wrong cards. 

There are 5 things to think about when building your deck.  They are as follows (in random order):
  • Deck Center Card
  • Card Alignment
  • Card Ability 
  • Card Faction (Hero or Villain)
  • Special Combinations
I'll start out with some basic information that may be helpful.  The center card (or top card) of your deck should be your most powerful card.  The center spot is the only position in your deck that is given an increased chance to proc so you want to start with your best card in the center and build out from there.  I'm going to use my own attack deck as an example:

Photo 1: Rex's Attack Deck
Photo 1 is a screen shot of my attack deck.  I have a Legendary Red Skull placed as my center card.  Next to my center card I have two UR+ Chaos Kings.  My "wing cards" (outer most cards) are two UR+ Carnages.  In the deck edit screen it displays the cards from top to bottom rather than left to right. From top to bottom my cards are listed in the following order; Red Skull, Chaos King, Chaos King, Carnage, Carnage.  I chose my five cards based upon the five deck building items listed above.  I'll explain below how each card effects my deck relative to these items:

Deck Center Card:

As I said above, the only position in my deck where the card you select really matters is the center card.  I put the Legendary Red Skull in the center of my deck because he is my strongest card and I want him to proc as often as possible, and the center card has an increased chance to proc.  The other 4 cards can really be put into your deck in any order.  The game will choose them randomly and they will proc based off of their individual proc rates.  

Card Alignment:

Most proper decks are constructed with five cards of the same alignment.  However, you may have noticed that mine is made up of two alignments.  This is because I do not have any alignment specific boosts, but I'll explain that further below.  For now just know that you have to consider your card(s) alignment when building your deck and that most decks will be constructed of five cards of the same alignment.

Card Ability:

Your card(s) ability is the single most import factor to consider when building your deck.  There are all sorts of abilities.  Examples of abilities are; boosts to self, boosts to all, boosts to single alignment, boosts to single attack alignment, boosts to single defense alignment, boosts to attack faction, degrades to defense, degrades to attack, and degrades to alignment defenses.  That is a lot of information to take in, but if you have been playing the game for a while you should be comfortable with all the terms used.

It is very important to chose your cards based upon their abilities.  A card that boosts all Tactics Defense clashes with any card that is not of the Tactics alignment.  If you are going to use one of these cards you have to make sure that all five cards in your deck are of the Tactics alignment.

My deck does not contain any single alignment boosts.  Therefore, I'm able to have cards of two different alignments.  My Legendary Red Skull and two Carnages degrades the defense of my opponent.  My two Chaos Kings boosts the attack of my "villain" cards.  Since all of my cards are of the villain faction there is no conflict (I'll address card faction in more detail below).  Lets say that I wanted to get rid of one of my Chaos Kings.  Cards that I would want to consider as replacements would have to be of the Villain faction (because I still have a Chaos King that boosts attack of Villains) and either boost attack of all Villains, boost attack of all cards, or degrade opponents defense.  I would not put a Legendary (Friendly Neighbor) Spider Man in my deck because that card boosts attack of all Speed cards in my deck.  The Chaos King (bruiser) conflicts with the Spidey.  Similarly, I wouldn't want to add Legendary Thanos to my deck because he boosts attack of all Bruiser cards in my deck and that would conflict with the three Speed cards that I have.  I can consider adding the new Legendary Magneto though.  This version of Magneto boosts the attack of all cards.

I hope that you understand the logic in the paragraph above.  It really is important that you pair your cards with abilities that do not conflict with each other.

Card Faction:

Your card's faction is either hero, villain, or neutral.  Up until last month a card's faction was used only in special combinations.  With the release of new abilities (boosts to all Heroes and boosts to all Villains) card factions have now become more important.  I built my deck with card faction in mind.  My two Chaos Kings each boost the attack of all my Villain cards.  This is a powerful new boost and it is exciting because it gives me the option to have a proper built mixed alignment deck that isn't made up of all degrade ability cards.  

Special Combinations:

Certain combinations of cards can also give you special abilities.  Therefore, the potential of having a special combination should be considered when building your deck.  You don't necessarily need a special combination to have a strong proper built deck, but every little bit of extra boost counts in battle.  Figure 1 above shows that my deck has a special combo.  Because I have a deck made up of five Villains I qualify for the "Wild Villains" special combo.  This combo gives me a small boost to my attack deck.

The items listed above are the most critical factors to think about when building your decks.  Do yourself a favor and build yourself a proper attack and defense deck.  Also, using the "suggested attack/defense deck" option is a bad idea.  It does not build properly constructed decks.

Saturday, May 18, 2013

Boosting: Beginners Guide

BOOSTING: BEGINNERS GUIDE


One of the questions that I find myself answering again and again is what is the most efficient way to boost a cards level.  Boosting cards in MARVEL War of Heroes is an easy strait forward process, right?  Wrong.  Even though boosting cards is one of the most basic aspects of the game, it is often done improperly.  I have put together this guide to educate rookie players (and some veteran players) on the most efficient way to boost their cards:

FARMING

Farming is a term used in many mmo games for the repetitive action of collecting multiple items.  In WoH players often farm Missions 2-3 and 2-4 for booster cards.  These two missions are used for farming because of the following reasons:  
  • Each attack uses up only one energy attribute.
  • Both missions reward players with common cards of each alignment.
  • Both missions reward players with uncommon cards with special abilities.
  • Both missions reward players with resources (Storm's Cape) which can be used for Alliance donations in the place of actual silver.

BOOSTING BASE CARDS

I see a lot of players boosting their cards without having a well thought out "game plan" of how they intend to maximize their cards level, mastery level, and special ability level.  All three of these should be put into consideration while farming for booster cards.  Here is an example of the "game plan" I use when farming for booster cards:

In this example I have two clean Bruiser SR base Colossus cards that I need to properly fuse into one pmm SSR+ card.  Before I start farming for boosters I want to take a few minutes to come up with my "game plan" on how I will achieve pmm status.  The first things that I note are the following:

  • Each base card is a bruiser alignment.
  • Both cards need to be boosted to maximum level and mastery points before I fuse.
  • SR base Colossus has a special ability that when fused I will want to level up.
The first thing I will do is create a "mastery" offense deck containing both SR base Colossus cards.  I will set the priority of this deck to the highest possible.  I will use this deck to attack low defense opponents before, during, and after I farm for booster cards.  Also, since I have set the "mastery deck" at the highest priority I will randomly achieve mastery points while farming for booster cards.

The most efficient way maximize a cards level is to boost cards of the same alignment.  In this case the alignment is Bruiser so I will choose Mission 2-4 to farm for booster cards.  Farming mission 2-4 will give me an assortment of common Speed, common Bruiser, and uncommon Tactic (special ability) cards.  I will do the following with my farmed booster cards:
  • I will save and fuse all of the uncommon Tactic cards into Rare+ cards.  I will hold onto the Rare+ cards until later on.
  • I will start boosting each SR base Colossus with the common Speed cards, 10 at a time, until I reach card level 10-15 or until I run out of the common Speed cards.
  • I will then boost each SR base Colossus with the common Bruiser cards, 10 at a time, until I reach card level 25-30.
  • After I reach card level 25-30 I will begin fusing the common Bruiser cards into uncommon+ cards.  I will fuse the uncommon+ Bruiser cards, 10 at a time until the base SR Colossus is fully maxed out.  If I have any extra Iso booster cards I will use them to finish off the last 10 levels of the card to save my silver.
I will continue farming booster cards from mission 2-4 until I have boosted both SR base cards to the maximum level.  Once both base cards are at maximum level and are both at maximum mastery level, I will fuse them into one proper SSR+ Colossus.

BOOSTING FUSED CARDS

I follow the same basic procedure when boosting fused cards with one big exception.  The exception is that I now have to consider raising my card's special ability level.  I will continue using the same example as above: 

At this time I will once again take a few minutes to come up with my "game plan" on how I plan to achieve m/m status.  I will create a new "mastery" deck and include my fused SSR+ Colossus.  I will use this deck to attack low defense opponents before, during, and after I farm for booster cards.

Now that I have a proper SSR+ Colossus, I will want to not only boost it to maximum level, but I will want to try and raise it's special ability level at the same time.  Paying attention to raising the cards ability level while boosting will save me a lot of time and silver.  The most efficient way to boost the cards level and special ability level would be to farm Mission 2-3 for booster cards.  Farming Mission 2-3 will give me an assortment of common Speed, common Tactic, and uncommon Bruiser (special ability) cards.  I will do the following with my farmed booster cards:
  • I will save and fuse all of the uncommon Bruiser cards into Rare+ cards.  Note that I still have a bunch of fused Rare+ Tactic cards that I saved from earlier.
  • I will start boosting the SSR+ Colossus with the common Speed and Tactic cards, 10 at a time, until I reach card level 15-20 or until I run out of the common Speed and Tactic cards.
  • I will then boost the SSR+ Colossus with the fused Rare+ Tactic cards, 10 at a time, that I had saved from farming Mission 2-4.  Each time I boost using a Rare+ card with special abilities I have a chance of having the SSR+ Colossus's ability level raised.  I recommend doing this now because it will save me a lot of time and silver.
  • I will then boost the SSR+ Colossus with the fused Rare+ Bruiser cards, 10 at a time, that I had saved from farming Mission 2-3.  Again, doing this now will increase the chance of raising the card's ability level.  I will continue to boost with fused Rare+ Bruiser cards, 10 at a time, until the card has reached it's maximum level.  I do not recommend using Iso booster cards this time because you want to maximize your chances of raising the card's ability level, even if it means spending some extra silver to boost 10 Rare+ at a time to finish off the card.
Assuming that you achieved maxed mastery points and also performed 4 or 5 boosts of 10 Rare+ ability cards you should now have a Proper m/m SSR+ Colossus with an ability level of 2, 3 or maybe even 4. 

Using the method in the example above to boost your cards is the most efficient way to achieve proper m/m on any rarity card.  This method also uses the least amount of total silver and should (depending on the card rarity) give you a few ability level raises as well.  It should also be noted that you can substitute any of the Rare+ booster cards with any higher rarity card (fused or unfused) to increase the percent chance of raising your card's ability level.  I have included a link to to Lopezandym's Ability Leveling % Table in the Marvel WoH links section of the blog.  The table is handy tool to use to help you determine the percent chance you will have at raising your card's ability level.

Sunday, May 5, 2013

Card Leveling, Mastering, & Fusion: Beginners Guide

Card Leveling, Mastering, & Fusion: Beginners Guide

A common element found in many mmo games is leveling your items to the point of maximum potential.  This element is present in Marvel WoH through card leveling, mastering, and fusion.  The process is fairly simple, but knowing when to and when not to maximize a card can be puzzling to a new player.  The following guide will walk players through the card leveling process, explain commonly used terms and phrases, and provide specific examples of when maximizing a card is necessary and when it is not:

Maximizing a Card's Level

Every card has a level that can be increased by boosting the card with feeder cards.  The card's attack and defense points will increase each time the card's level increases.  The higher the rarity of the card, the higher the maximum card level will be.  As you play through the game's missions you will begin to accumulate low rarity (common & uncommon) cards.  These cards are primarily used as feeder cards to boost the card level of your higher rarity (rare and up) cards.  It is not necessary to boost common and uncommon cards.
  
Maximizing a Card's Mastery

Every card has a mastery level.  A card is considered mastered when all of the card's mastery points have been accumulated.  Similar to card level, the maximum mastery points of a card increase as card rarity increases.  Unlike card levels, mastery points do not effect the card's attack and defense points in any way, until the card has been fully mastered.  Mastering a card is a big deal and the game provides a little celebratory animation when this is achieved.  Upon achieving card mastery, the card's attack and defense points will raise significantly.  There are several methods used to increase a card's mastery points.  The easiest is by creating a Mastery Deck in the Offense Deck list.  Include the card(s) that you wish to master in this deck and set the deck to the top priority level.  As you play through the game's missions your card(s) in this deck will randomly begin to accumulate mastery points.  It also helps to assign the card that you are mastering as your primary card.  The quicker way to accumulate mastery points is to battle other players using your Mastery Deck.  After each victory you will receive 1-5 mastery points for each card in your deck, depending upon your opponents level.  The higher the difference in level that your opponent is over you, the more mastery points you will receive upon victory.

When a card has been boosted to it's maximum card level and also has been fully mastered, it has reached it's full attack and defense potential.  A super rare Iron-Man that has been fully maxed and mastered is known simply as mm SR Iron-Man.

Fusion

In Marvel WoH two identical cards of the same rarity can be fused together to make a single + rarity card.  For example, two Uncommon Wolverine base cards can be fused together to make a Rare + Wolverine.  In general, a + rarity card has higher attack and defense point totals than a base card of the same rarity.  All fused cards use the + rarity label except for cards of Legendary rarity.  Legendary cards are simply known as Legendary.  A fused card will also need to be maximized and mastered to reach it's full potential.

Proper Fusion

A fused card is labeled "Proper" when both of it's base cards were maximized in level and mastery points before fusion.  If the fused card's base cards were not maximized and mastered before fusion it is known as an "Improper".   For example, after two base mm SR Hulk cards are fused together the resulting card is now called a proper SSR+ Hulk.  Once the proper SSR+ Hulk is maximized in level and mastery points it is called proper mm SSR+ Hulk, or pmm SSR+ Hulk.  A pmm SSR+ Hulk is superior in stats to an improper mm SSR+ Hulk.  This is always the case.

When to Practice Proper Fusing

Any fused card that you plan on using in your offense or defense deck should be fused properly.  An improperly fused card could still be useful to you, but it's value on the trade market will be significantly lower than it's proper counterpart.  Additionally, proper fusion should be practiced on cards that have event specific enhancements (Raider Cards, Assault Cards, etc.).  These cards usually will have value on the trade market after before, during, and after the event and improperly fused cards are almost worthless.

Always practice proper fusing when fusing two base SR rarity cards or higher together.  A pmm SSR+ card is always useful in your decks and also has a value on the trade market.

I personally recommend proper fusing when fusing two base Rare rarity cards as well.  Even though SR+ cards don't have any value on the trade market, I find them useful to have when creating custom decks for use in various events.

When Not to Practice Proper Fusing

This is a heavily debated subject.  Proper fusing is time consuming and costly in silver, but the benefits of having a proper card far outweigh the benefits of having an improper card.  I personally practice proper fusing on all cards of base Rare rarity and up.  I only fuse cards improperly when I fuse feeder cards together to use for boosting.  SR+ cards don't have much value on the trade market so I would so it is also okay to fuse two base Rare cards improperly if you don't want to spend the resources doing it properly. 

If you have two base Rare rarity event cards and don't want to properly fuse, that is fine.  SR+ cards don't really have any value on the trade market and you can use them as feeders after the event.

If you are a new player and are creating your first deck don't worry about proper fusion unless you are planning on fusing two base SR rarity cards or higher. 
      

Cards, Decks, & Alignments: Beginners Guide

Cards, Decks, & Alignments: Beginners Guide

Marvel War of Heroes is a trading card collecting game that is played via the internet.  Players earn, buy, sell, trade, and collect "virtual" trading cards that all originate in-game.  There are hundreds of cards available to collect.  Each card is unique and can be categorized in multiple ways.  This post will cover some of the basic terms associated with cards.:

Alignment

There are three unique alignments in Marvel WoH.  They are Tactics, Speed, and Bruiser.  Every card is assigned to one specific alignment which will never change.

Rarity

Every card has a specific rarity.  The rarity of a card often determines it's value.  A card's value increases as it's rarity increases.  There are seven different levels of rarity in Marvel WoH.  They are, in increasing order; Common, Uncommon (UC), Rare (R), Super Rare (SR), Super Special Rare (SSR), Ultimate Rare (UR), and Legendary (Leg).  It is very important to learn the card rarity levels in order.

Attack & Defense

Each card has it's own Attack (ATK) and Defense (DEF) points.  ATK points are used when you attack another player.  DEF points are used when another player attacks you.  

Ability

Some cards have special abilities.  These abilities are used when attacking other players or when you are defending another players attack.  Abilities usually enhance your card(s) ATK points or DEF points.  Some abilities degrade your opponents ATK points or DEF points.

Decks

A deck is the term used for a grouping of cards.  A deck consists of one to five cards.  The game will create for you both an offensive and defensive deck (Suggested Decks) based on the cards you have available in your roster.  However, you will want to create your own decks as soon as possible because the suggested decks are usually not the best decks that are available for you to form.