Advertisement
6ray6

Faeria review

Aug 15th, 2019
204
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.12 KB | None | 0 0
  1. This review is old. I will update it later. It's been a while since I played it last, but I plan to play it again. It changed from a free to play to a one time payment plus one time expansion payment system and I've been too cheap to play it since. One reason I stopped playing it was overall frustration with all card game RNG.
  2.  
  3. This game reminds me of the single player game Final Fantasy Tactics for playstation, which was a lot of fun. This game however is not single player. It's also a collectible card game like Hearthstone. The mechanics of the game however are closer to those of Magic: The Gathering.
  4.  
  5. Events==Spells
  6. Creatures==Minions
  7. Haste==Charge
  8. Gift==Battlecry
  9. Last Words==Deathrattle
  10. Gods==Heroes
  11. Orb==Face
  12. Faeria==Mana
  13. Lands==Locations for creatures to inhabit.
  14. Wells==Resource nodes for collecting faeria.
  15.  
  16. The game board is 37 tiles in total, 2 are god orbs, 4 are Faeria Wells. The rest of the 31 tiles start out as sea tiles and are owned by neither player. You get a power wheel as a 'god' and can use it once per turn to generate land over the sea. The 5 types of land are basic(usually called plains or prairies I think), lakes, deserts, forests, and mountains. Plains are not special, meaning you can play 2 of them in a turn instead of just 1. Positioning is important when attempting to play lands, and you cannot convert lands with just the power wheel, except in the case of converting your own basic lands into special lands, but that will use up your only power wheel option that turn. Alternative power wheel options are draw 1 card, and gain 1 faeria.
  17.  
  18. Every non-neutral card in this game has both a faeria cost and a secondary requirement to play it. I don't know if they made a technical term for it yet, but there's a number below the faeria cost and it indicates the number of lands you need to have to summon it. Fortunately, lands don't deplete for the turn when playing cards, unlike mana crystals, so if you have 2 forests for example, you can play all the cards in your hand that require 2 forests as long as you haven't run out of faeria yet. Your faeria doesn't deplete and restore to maximum from turn to turn like mana crystals do, and you gain 3 faeria passively at the start of your turn, from your god or your orb? Difficult to say.
  19.  
  20. There are neutral, green, blue, red, and yellow cards. They can all mingle together in a deck if you desire.
  21.  
  22. Compared to Hearthstone:
  23. Same sized decks, same rarity names and legendary cards may include events in addition to creatures. The other rarity cards you can have up to 3 of in your deck rather than just 2. This definitely makes epic and rare cards feel more valuable, since you can increase their consistency of drawing with more copies, while still making legendary cards feel special.
  24.  
  25. Creature information:
  26.  
  27. Haste is a keyword that allows a creature bearing it to nullify 'summoning sickness' and move, attack, and collect faeria on the turn they are played.
  28.  
  29. Dash is a keyword with a number attached that allows a creature to immediately move that number of spaces in a straight line when being played from hand.
  30.  
  31. Taunt is a keyword that prevents adjacent enemy creatures from being able to move or attack other creatures or structures that are not in fact bearing the taunt keyword. Certain events can override taunt by moving lands or creatures.
  32.  
  33. Charge is a keyword with a number attached that allows a creature to move that number of spaces in a straight line before attacking.
  34.  
  35. Jump is a keyword that allows a creature to move 2 spaces instead of one. It also lets them go over lands already occupied by a creature or structure.
  36.  
  37. Flying is a keyword that allows a creature to move over any tile not already occupied.
  38.  
  39. Aquatic is a keyword that allows a creature to move over the sea and lakes, but prohibits them from being on any other sort of tile.
  40.  
  41. Ranged is a keyword that allows a creature to attack a target in a straight line of sight from a distance, but prohibits them from moving on the same turn.
  42.  
  43.  
  44. The single player content is partially free. It seems to be the primary way to earn a colection for new players, aside from playing a lot of games. Doesn't seem to provide very much for free, but it's better than nothing.
  45.  
  46. The ratio of disenchant to craft for each rarity type except for common is 0.25 to 1, just like in Hearthstone. Common takes a larger penalty, at 0.2 to 1. Still not as bad as Hearthstone's 0.125 to 1.
  47.  
  48. Mythic cards in this game are the same as golden cards in Hearthstone, except they are flowery-looking rather than class-color purging and animated. And if you like disenchanting the fancy cards, there's good news. The mythic-disenchant-to-craft-regular-version ratios are all(except for common) found to be 1.25 to 1, rather than the 1 to 1 in Hearthstone. And for commons, it's 2 to 1 rather than 1.25 to 1.
  49.  
  50. At first I thought you needed 3 legendary cards to be competitive in this game, but I realized you can only have 1 of a certain legendary in your deck. I haven't analyzed all the rarity data available yet, there's a lot of data to consume, but at the moment it looks like it isn't quite as difficult as I first thought to make a deck for this game.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement