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Topics - Hitori

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Trading Post / Hitori's Grand Sale
« on: November 13, 2014, 11:09:20 AM »

Hello fellow warriors. It has been a long time since I've found the time to play Infinity Wars, so here I am selling what remains of my account. As a whole, if you want, or by tiers if you prefer (for example: buying just the Epic cards, or buying the Rares + Double Premiums). I'm accepting various offers, including getting the account itself which has some extra soul-bound cards and benefits like titles and some points.

Payment will be accepted through PayPal unless you have a different method in mind, in which case let me know and we'll see if I can abide.

You can leave your offers here or send them in a private message, and as I said - you can offer to buy just the trade-able cards, the account as a whole, or just some of the rarity tiers. I don't exactly wish to quit Infinity Wars, but I've recently invested heavily into a new business and I need some cash.

Don't be shy!


Cards I own:

Legendary -

4x Agent Coyle, Firestarter


Epic -

7x Hidden by Clouds   
3x Titan of the New World PLAT 
2x Titan of the New World
4x Ultra Unit PLAT 
6x The Dragon Project
6x Demon of Gluttony
1x Subjugated Dragon
5x Vasir, the Chained Prince PLAT
1x Vasir, the Chained Prince
4x Aberion, the Hammer of Dawn
4x Dragon of Summer Flame
4x Hilderic, the Fist of Dawn PLAT
4x Ireul, Vanguard of Ruin PLAT
7x Bloodbath PLAT
1x Bloodbath
1x Ao-Shun, Dragon of Wisdom
5x Avatar of Lingbao PLAT
3x Surprise Defense PLAT
3x Shrine to the Heavens 
4x Patient Zero
2x Zombie Abomination PLAT
1x Zombie Abomination
6x Hungry Abomination PLAT
4x Nysrugh the Hungry PLAT
3x Tygrugh the Insane PLAT
1x Tygrugh the Insane
3x Azael PLAT
1x Azael
1x Enyah PLAT


Rare -

1x Aleta, Immortal Careatker
6x Aleta, Immortal Survivor PLAT
4x Granthar, the Elder Ape PLAT
1x Granthar, the Elder Ape
4x Matriarch
6x Skraar

11x Sydern PLAT
5x Sydern
3x Never Forget the Fallen PLAT
5x Never Forget the Fallen
4x Untapped Wilderness

6x Ancient Aether PLAT
6x Ancient Egg PLAT
4x Ancient Egg
5x Aleta, Immortal Searcher PLAT
1x Aleta, Immortal Tinkerer PLAT
1x Aleta, Immortal Tinkerer
6x Inter-Dimensional Phase Bot PLAT
2x Orion, Master Architect PLAT
4x Orion, Master Architect
4x Orion, Master Engineer PLAT
2x Orion, Master Engineer
6x Unstable Bomb-Bot
2x Angelify

3x Lanstead PLAT
2x Lanstead
4x Junkyard PLAT
3x Mechanism PLAT
3x Shield Generator PLAT
1x Shield Generator
6x Aleta, Immortal Sorceress
8x Apparition PLAT
2x Demon of Fear
6x Grotesque Brute PLAT
2x Grotesque Brute
4x Rita,  Shadow Priestess

1x Annihilate
2x Sinister Corruption
4x The Hellmouth

3x Misery Stone PLAT
1x Misery Stone
2x Summoning Stone PLAT
4x Bromich, Field Commander
1x Emberstarter
5x Kali, Ascended PLAT
1x Kali, the Flaming Blade PLAT
4x Kali, the Flaming Blade
4x Kali, the Purifier PLAT
1x Kali, the Purifier
6x Mark 1 'Brimstone' Battle Tank PLAT
7x Mark 1 'Brimstone' Battle Tank
5x Pras, the Traitor of Dawn PLAT
1x Pras, the Traitor of Dawn
3x Protector of the Dawn
5x Pyr, Fortress of the Flame Dawn

6x Aberion's Banner PLAT
5x Aberion's Banner
3x Brimstone PLAT
5x Bromich's Banner PLAT
1x Daode, Sage of Strength
6x Eagle-Eye PLAT
4x Gao Han, the Stalwart PLAT
5x Gao Han, the Stalwart
4x Jialan, Guardian of Life PLAT
6x Jialan, Guardian of Life
5x Lingbao, Sage of Discipline

7x Phalanx Commander PLAT
1x Phalanx Commander
6x Yuanshi, Sage of Ferocity
6x Humble
2x Great Wall of Jinhai
3x Heaven's Bell
3x Shifting Stone PLAT
6x Aleta, Immortal Sufferer
6x Cyber Infested Dragon
1x Cyber Infested Dragon
4x Hehkeem, the Corrupted
2x Hehkeem, the Corrupted
1x Recurring Nightmare
1x Raise Dead
5x Rampant Virus
4x Kyrallic, Origin of the Virus PLAT
3x Undisturbed Necropolis PLAT
2x Undisturbed Necropolis
6x Decrepit Crystal
9x Engine of Reincarnation PLAT
4x Cresill the Mad PLAT
1x Cresill the Mad
1x Devil of Despair
2x Dehumanize
1x Dehumanize
4x Descension
3x The Demon Waste PLAT
6x Chalice of Madness PLAT
1x Chalice of Madness
6x Crystal of Madness
1x Crystal of Madness
4x Cassial, Champion of the Cause PLAT
1x Cassial, Champion of the Cause
6x Irial
7x Lilariah PLAT
4x Precautionary Measures PLAT
4x Aleta, Immortal Traveler PLAT
6x Aleta, Immortal Traveler
4x Cheryl, the Forward Scout PLAT
1x Cheryl, the Forward Scout
4x Dugg
3x Jubalia, the Messenger PLAT
4x Jubalia, the Messenger
4x Navi
4x Raa
1x Radariah, the Untouchable PLAT
4x Radariah, the Untouchable
1x Shikana, Who Demands Tribute PLAT
8x Shikana, Who Demands Tribute
5x Shirazius the Cruel PLAT
1x Shirazius the Cruel
5x Varyus, Master of Choice
1x Deflect


Soulbound -

1x Agent Coyle, Mechborn

1x Mega Unit 03 PLAT
1x The Dragon Project

1x Dark Wish
1x Aberion, the Hammer of Dawn
3x Ao-Shun, Dragon of Wisdom
3x Shrine to the Heavens

1x Patient Zero
1x The Virus of Avarrach

1x The Calamity

1x Aleta, Immortal Caretaker
3x Matriarch
1x Skraar
2x Untapped Wilderness
1x Ancient Egg

2x Aleta, Immortal Tinkerer
1x Orion, Master Architect
1x Angelify
4x Angelify Special Edition
1x Aleta, Immortal Sorceress
5x Demon of Fear
2x Rita, Shadow Priestess
1x Mass Death
2x Sinister Corruption
2x The Hellmouth
1x Misery Stone

1x Bromich, Field Commander
1x Kali, the Flaming Blade
1x Pyr, Fortress of the Flame Dawn

3x Daode, Sage of Strength
1x Gao Han, the Stalwart
1x Lingbao, Sage of Discipline
2x Yuanshi, Sage of Ferocity
1x Great Wall of Jinhai

4x Aleta, Immortal Sufferer
2x Raise Dead
1x Decrepit Crystal
1x Tome of the Dead

2x Cresill the Mad
1x Dehumanize
1x Liliriah
1x Aleta, Immortal Traveler
1x Jubalia GOLD
1x Jubalia
4x Radariah, the Untouchable Special Edition PLAT
2x Radariah, the Untouchable
2x Shikana, Who Demands Tribute
2x Varyus, Master of Choice
1x Deflect Special Edition Steam Release


I'm hoping to find a deal that pleases both sides.
Thank you for reading.

Suggestions / Foil/Gold/Platinum Borders Suggestion
« on: February 11, 2014, 03:17:59 PM »
As been stated elsewhere, I'd like to suggest that all cards that 'spawn' tokens/cards, if they have an effect (foil/gold/plat) should spawn the same effect on the cards they spawn.

Example: gold border 'Xi' should summon gold border ghosts.

Yes, it's been implemented in Hearthstone, and yes it's not an important feature, but I think it would add a very nice touch.

Deck Building / Hitori's Guide For The New Deck-Builder!
« on: December 29, 2013, 10:55:54 AM »

This guide was made for the benefit of new players, though my hope is that even veterans may find it somewhat useful for reference, if nothing else. Although I'm not an Infinity Wars top-notch player, I believe myself capable of shedding some light for those wandering in the dark land of deck-building.



Deck Size - A deck has to contain at least 40 cards, but no more than 100 cards, excluding the 3 commanders.

Duplicate Cards - A deck can contain up to 3 of the same card, excluding commanders. 'Unlimited' type cards are an exception to this rule. Including commanders, a deck can contain 3 Ability cards, 4 Unique Character cards (1 in command) & 6 non-Unique Character cards (3 in command). This rule can be ignored by certain cards, such as using 'Varyus, Master of Choice' as a commander.



Purity is determined by your 3 commanders. Each commander contributes 1 purity, for a total of 3 (at the moment, dual-purity characters don't contribute to either purity, and count just like Factionless characters, so I'll ignore those).

You may have a tri-faction deck containing 3 different factions at 1 purity, a duo-faction deck using 2 purity of one faction and 1 of another, or a triple-purity deck containing a single faction.

Factionless commanders do not count towards ANY purity, thus limiting your total purity if you pick them for command. This rule may possibly be excluded by specific cards in the future.

All non-Factionless cards require a specific purity (command-setup) combination. This can be viewed at the top-left corner on each card. Factionless cards have no purity requirement and can be played in any deck.



Purity -
Purity is Infinity Wars' unique way of creating interesting choices when approaching deck-building. A tri-faction deck can give you tons of useful cards that will lend themselves to more choices and flexibility. At the same time, a single-faction deck allows you to focus on a core mechanic and synergy of a faction (which tends to lead to less flexibility but more consistency from a conservative point of view). It is important to know what your aim is when you build a deck, what is your win condition is a key question and you need to know it before you build a successful deck ('fun' decks do not require this though!).

Deck Size -
Deck Size is thing to consider when looking at flexibility and consistency. Picking the minimum deck size leads to a more consistent gameplay (in terms of cards you draw). Going for more cards reduces your chances of seeing each specific card, but can grant access to more choices overall. Another way to approach this is picking up many different cards with a similar role, thus allowing consistency by increasing the overall deck size (for example: taking 2 Assassinates & 2 Called Shots instead of only 3 Assassinates).

Duplicate Cards -
Same as deck size, duplicate cards allow for more consistency but less flexibility. You can take 40 different cards in your 40 cards deck and have 40 different options (thus being very flexible). At the same time a deck consisting of 60 cards with 3 copies of each card will yield more consistency theoretically (20 options overall).

Most common decks are built using 40 cards only, to increase consistency. They contain 3 copies of important cards that are desirable during the early to mid-game, 2 copies of cards that are desired at the late game or simply optional responses (Vandalize is a good example of that) and sometimes 1 copy of a card that is only rarely required but can be 'filtered through' using the trading post.


Deck Building:

A deck usually is built around a core concept.
It can be a general idea - 'this deck is aggressive'.
It can be a specific card(s) - 'this deck is built around Dragon Project'.
It can be a combination of both 'this deck is an aggressive deck built around Aleta, Immortal Tinkerer & Kinetically Overloaded Drone'.
It can be a counter-deck 'this deck is built to counter Verore by using Untouchable Characters'.

When building a new deck, first pick the cards that really define your core concept. If it's an aggressive deck, look at the aggressive card options (usually Flame Dawn) and start with that. Expand upon your core concept with cards that increase its strengths OR cards that balance out its weaknesses, a Flame Dawn aggressive deck could be strengthened by adding mid-late game control cards (Verore) or mid-game support cards to buff them (Descendants of Dragons) - this include solutions to problems you might face using your core concept.

A deck must have at LEAST one win condition, most will have more. Identifying your win conditions and making sure you can use them is extremely important. If your flying units are your win condition, do not let them die before you can make sure you win. Make sure to keep a win-option safe for as long as possible, but seize the victory when it is available. Making sure to not play your win-conditions before they can be realized is important, but using them on time is just as important.

After you picked your concept, win condition, and supporting cards, it's time to trim the deck down. There are 2 methods I recommend:
1. Trim by usefulness - remove anything that is visibly not as useful as other cards, or any excess cards that tend to sit dead in your hand for long periods of time. This include cards that don't really support your deck's core concept(s).
2. Trim by curve - remove anything that 'spikes up' your resource-cost curve. Having a balanced curve is important in Infinity Wars, curves can vary based on the deck's core concept, but a curve very much determines a deck's 'feel' and, of course, tempo. It is important to note that not ALL cards' cost are as they appear, for example - you don't usually play a 'Demon of Fear' on turn 5, but on your statistics curve it will fill up the 5 resource bar.

The 2 methods above are usually combined with play-testing the deck and realizing which cards are dead draws and how well your curve works. Just as important to note while play-testing is that you can add cards that solve situations/problems you did not foresee when first building the deck. Lacking removal cards is such a case, or protection from flying units.

It's also important to consider the 'meta-game' (or popular decks) when designing your deck. Even if your concept is new, you can always test it up against the popular decks to make sure it can work. If you're not sure what the 'meta-game' is, all you need to do is queue up for some games and see which type of decks you tend to face the most.


Hope this proves helpful to some.

Suggestions / Faction Purity Based Auras/Buffs
« on: December 07, 2013, 08:22:56 PM »
...a good solution could be linking to purity rather than player level.

So for example if each faction had 3 small aura type effects, you'd pick 1 for each purity of that faction in your deck, so a 3 purity deck would have all the bonuses of that faction while a 3 faction deck would have 1 from each of those factions.  The biggest problem would be to come up with 3 unique passive effects for every faction that only influence the game and not determine it. Like reduced morale damage for sleepers or +1 attack in assault zone for flame dawn etc etc. I'm not so sure atk/def/morale is enough to make 3 abilities for every faction, and most other stats/effects are probably beyond the realm of influence. Also adds another step to deck building I guess, but maybe that's why it's so appealing to me.

I liked this idea by Paradox and so I took the freedom to come up with something very much based on his suggestion (though he may have had something different in mind). Clearly, discussion is welcome and I doubt I'm creative or fair enough to make this suggestion good on its own, but perhaps it will lead to a great addition to the game as a whole!


Warpath is the deck of life, the strength of nature. I think a +0/+1 buff for all characters you control (per commander) would be decent.

Flame Dawn:
+1/2/3 Attack sounds a bit too strong for me, for some reason I value attack over life. I'm thinking something along the lines of 'For each character that is placed in the Assault Zone at the end of each turn deal 1/2/3 damage to the enemy fortress'. Very aggressive, kinda supports swarming a bit (may be a bad idea but I'm not good enough to judge that considering all the other suggestions combined).

Descendants of Dragons:
Deal 1/2/3 morale damage to your opponent for each attacker that fails to kill your defender (essentially, turn all your units into Invincible Defenders but only works in the Defense Zone). At 3 purity it's 3 Morale, and really enforces restrictions on your enemy (and I believe it does so in a good way). This might be the rebirth of morale decks, but who knows.

For each character you kill using ability cards, gain 1/2/3 morale. Works well as far as lore goes (especially considering DoD's bonus)

For each GI commander you have you begin the match with +1/2/3 cards. Makes a lot of sense (they have advanced tech, which equates resources in the long term). Would really help make the GI combo-style work better and I have a feeling it wouldn't hurt balance too much (correct me if I'm wrong of course).

Since I already suggested 2 versions of morale bonuses I'd like to change it up for the Sleepers. I think having characters you control heal for 1/2/3 health if they survived a combat (attack/defense/fight etc) it might be fine.

At the beginning of each combat phase (after abilities take effect) a random character under your control that is in the Combat Zone receives devour 1/2/3 for this combat phase only. This may very well be the weakest one, but I haven't slept in a while and I could probably come up with something better tomorrow. Also, I need to see more of their cards to know how they really should function.

I know it sounds crazy but...what if a factionless commander 'absorbs' the the 'purity-buff' from the other commanders he's played with?
So, let's say, in a 2 purity Exiles deck a Radariah commander would grant you a random 'Devour 3'. What happens when it's 2 factions and a factionless? Double bonus is the answer! A single purity GI/Warpath mix will grant you +1 card at the start of the match and +1 health to all characters, and with a factionless as the 3rd commander it will become +2 cards +2 health. Sounds unreasonable? We all know that using a factionless commander is a huge sacrifice to most if not all decks, and the purity doesn't change with my suggestion. A 2 purity FD deck with Radariah will still not be able to play Bloodbath, but it will gain the bonus from being a 'pure' FD when it comes to this aura/buff suggestion.
So then, what happens with 3 factionless commanders? Possibly...get a 1x from each faction's buffs (but only the single purity one). Sounds crazy? HELL YEA IT DOES, probably is, but who plays pure factionless except Militia decks? And they kind of died, no? Let's do something fun with it. If having ALL the bonuses on tier 1 is too much (probably is...) make it a random 3 or 4. Sounds like a cool concept to me.


Rip it apart people, or come up with better ideas if you have them, at the very least it's a fun activity (for me...).

Edit: would like to note that it's very possible this system is nearly impossible to balance in the long run, and may scare some people away (be it due to complexity or any other reason), so it may not even be a valid suggestion, I guess you could call this a creativity session of sorts.

Suggestions / A Thought Regarding Morale
« on: September 13, 2013, 10:51:24 PM »
With the discussion regarding Morale decks being quite the hip thing lately, and with the Repair thread blowing up, I came up with a silly (logical?) idea that may help with the overall situation. Keep in mind it is a very raw(?) idea and I did NOT think of all the implications of it, but I'm sure anyone reading this can come up with some and list them.

I figured that if 'morale' control/stall decks are to remain part of the meta, which I hope they will, we need some answer to their morale clocks (clocks being, anything that deals permanent damage over time, basically). An easy reply to their clocks would be cards that tick damage, but that seems to have been tried (in the QA test server) and rejected outright. I can see why that type of a clock could be too strong with how the game is currently played (tempo heavy, I think that's how the pro-TCG players call it).

I had a different thought:
In combat, when you are on the losing side (your defenses keep dying, your fortress is crumbling around you) - your troops naturally lose morale. Why not entertain that thought for a moment?
What would happen if there would be a morale clock implemented that deals morale damage in direct ratio with the damage you already took? Or what if that clock would run based off the difference in health between you and your opponent?
If most creature aggressive decks can score 50+ damage before a pure control-morale deck can take over the game, what if the enemy would still lose 10% of this difference (100 to 50) in morale? 5 morale a turn, based on that difference, means that the enemy can't stall forever and their clocks may not be enough to win on time, especially if the aggressor can keep some pressure up.

Now, I can already see SOME issues with that. I can see FD/COV becoming even stronger, with early rush for the morale tick, and then sit back and play their clocks and control. Clearly if this change comes up it will come up with or after some major balance.
I think it's an interesting enough concept to entertain though, and I'd love to hear some feedback (be as negative as you like, I can't say this is an ideal solution, just an interesting one).

This could also lead to some cool mechanics overall. What if Rallying General (an amazing character as is) would also make it so that DoD doesn't lose Morale based off the difference of health? That could make a control-morale deck wish to run some creatures.
Maybe this could also be part of the buff to Lingbao, what if he had a passive ability in addition to his active, what if this passive would be really tied to the discipline of DoD, to never lose morale even when you're 'down'. This is all fitting into the 'lore' and logic of the game and factions. I think it could lead to some interesting game play and if done right could negate some of the 'ewwy' nature of current control-meta.

Trading Post / Hitori's Guide For the New Trader!
« on: August 21, 2013, 03:49:26 PM »
Hello ladies(?) and gentlemen. I've decided that it is time this game had some general trading guidelines for newcomers, hopefully this will help any and all newbies - and perhaps even some veterans - make the most out of their current collection. First, however, I'll add a short introduction to this guide.

Some of you may be asking yourselves 'why should I trust THIS guy to make up the values for MY cards?' - the answer is, you shouldn't. This guide is made using my own personal values, and until we have an open trading platform with some form of currency to use we each make our own subjective values (we may continue to do so after such a platform is introduced, but then we at least have objective standards to judge it by).

The less serious, and perhaps more offensive, answer is - because I was born into a Jewish family. Yes, you heard it here. Now you know two things:
1. This guide is going to be useful for anyone that's into trading, as 'my people' are good with all forms of exchange
2. You ought to tread carefully when trading with me

Now, on to the guide!


Section A -  Tier Listing:

This is the tiresome part, I'm going to make a list of all the cards sorted out by TIERS of value (rarity + tier), this should be used as a reference guide. The tiers can and should be judged by your own values, and if you lack specific cards or simply wish to collect specific cards you may place higher value on some of the cards that I didn't think were worth a top-tier mention.

I'm using asterisks (***) to differentiate even further within the tiers themselves, they are nuances but quite relevant to most trades. One asterisk means that the card's standing within the tier listing is relatively low, while a triple asterisk means it is relatively high.


There are a few exceptions to the tier system, examples are - Paladin of the Flame Dawn, Demon of Fear & Dark Wish. Those 3 are really sought after and can be considered to be worth beyond their actual rarity level!

(note: all cards are links, mouse-over to see the card, or click them!)

Currently out of date, can still be used for a general idea

Top Tier Legendaries -

***Martyr Golem
**Agent Coyle, Primal Hunter
**Agent Coyle, Immovable
**Agent Coyle, Zomborg


Middle Tier Legendaries -

***Evellee, Mage Guild Recruiter
**Agent Coyle, Alpha One
**Agent Coyle, Mechborn
*Tygris, the Architect
**The Defiant Hermit
*Princess Hinekri


Bottom Tier Legendaries -

***Agent Coyle, Firestarter

(Note: Firestarter is the only Legendary that you can directly buy in the store, through the 'Collection Starter Pack', thus it is in the bottom tier, but its still a good card as far as play-value goes)


Top Tier Epics -

***The Calamity
***Dark Wish
**Vasir, the Chained Prince
*Mega Unit 02
**Prophet Karani
**Hunted Dragon
**Hungry Abomination


Middle Tier Epics -

**Call the Warpath
*Mega Unit 03
*Demon of Gluttony
**Subjugated Dragon
*Aberion, the Hammer of Dawn
**Ireul, Vanguard of Ruin
*Dragon of Summer Flame
**Ao Shun, Dragon of Wisdom
*Surprise Defense
**Shrine to the Heavens


Bottom Tier Epics -

*Enyah, of the Endless Possibilities
**Hidden By Clouds
***Mega Unit 01
*The Dragon Project
***Ju-Lin, Who Rewrites History
**Patient Zero
*The Virus of Avarrach
**Avarrach Has Risen
**Nysrugh the Hungry


Top Tier Rares -

***Demon of Fear
**Mass Death
*Daode, Sage of Strength
**Yuanshi, Sage of Ferocity
*Granthar, the Elder Ape
***Paladin of the Flame Dawn
*Protector of the Dawn
*Recurring Nightmare
*Tome of the Dead
*Devil of Despair
**Cresill the Mad


Middle Tier Rares -

*Radariah, the Untouchable
**Jubalia, the Messenger
**Aleta, the Immortal Traveler
*Orion, Master Architect
**Aleta, Immortal Tinkerer
**Aleta, the Immortal Searcher
*Inter-Dimensional Phase Bot
*Unstable Bomb-bot
**Kali, the Flaming Blade
*Kali, the Purifier
*Bromich, Field Commander
**Lingbao, Sage of Discipline
*Heaven's Bell
**Aleta, Immortal Caretaker
**Untapped Wilderness
**Aleta, Immortal Sorceress
**Summoning Stone
**Sinister Corruption
**Aleta, Immortal Sufferer
***Hehkeem, the Corrupted
*Cyber Infested Dragon
*Kyrallic, Origin of the Virus
**Raise Dead


Bottom Tier Rares -

***Shikana, Who Demands Tribute
***Cheryl, the Forward Scout
**Varyus, Master of Choice
**Ancient Aether
*Ancient Egg
**Never Forget the Fallen
**Shield Generator
***Rita, Shadow Priestess
**Grotesque Brute
***The Hellmouth
*Misery Stone
***Pras, the Traitor of Dawn
***Mark 1 'Brimstone' Battle Tank
**Aberion's Banner
**Pyr, Fortress of the Flame Dawn
***Gao Han, the Stalwart
**Jialan, Guardian of Life
**Shifting Stone
***Great Wall of Jinhai
*Undisturbed Necropolis
**Decrepit Crystal
***Chalice of Madness
*Crystal of Madness
**The Demon Wastes


Section B -  Foil, Platinum, Gold:

Normal card example:


Platinum (A.K.A: Beta / Plat) -
Currently it is very hard for me to judge the actual worth of a Platinum border. I believe that it comes down to your perception of collection value versus play value. If you put more emphasis on play value Platinum isn't too much of an issue and you can trade it away quite easily. If, however, you're a collector, these can be invaluable as some of them are near impossible to get (I'm looking at you Demon of Fear!).
Platinum cards are a limited edition, and so far have only been available as part of a pre-order (either of the game itself by supporting it before the closed beta, or by pre-ordering RISE boosters).  Once you missed your chance to pre-order, you can't get a hold of them except by trading - and that's where this guide comes in.
For you collectors out there, I can easily say you should trade whatever you want for a Rare/Epic/Legendary Platinum (especially super Rare ones such as Demon of Fear, Paladin of the Flame Dawn and so on). I can safely say you should treat it as worth 3-5 times more than your normal card of equal value. That, however, is not an actual value since currently I doubt they are worth more than two of the same non-Plat card. I do believe that this value will change once the game goes live (open beta / release) and more players join the community. This will make the Platinum-per-player ratio much lower and thus make them more valuable overall.
For you normal players, or 'play-value traders', I believe you should consider a Platinum to be worth twice as much as the normal card, as you should be able to find someone to trade it for 2 of that same non-Plat card very easily (and possibly gather even 3 without much of a hard time). This, of course, depends on the card and the overall trade, but as a general guideline the minimum worth I attach to Platinum borders is that of 2 non-Plat versions.

Platinum card example:


Foil -
To me, personally, a Foil card is worth anywhere between 2-3 of the same 'normal' card. This is more true regarding Commons/Uncommons than it is for Rares+ because the chance to actually get a Rare+ Foil card is pretty damn slim. If you are a collector, these hold more value than they may hold for me (so try and learn just how Rare your specific card is - or what tier of rarity it's at - and combine it with the 3-5 value mentioned above). These are, of course, far more valuable for any collector than they are to someone seeking a play-value card. If you have a good Foil card that people need and you're not a collector I wouldn't hesitate to trade it for the value of 5 times the normal card, this can buy you a lot of play-value very easily if you got lucky with a nice Foil card.

Gold+Foil card example:


Gold -
Seeing Gold borders are as Rare as Foil cards are, I would treat them the same. Keep in mind that while a Gold border may be somewhat rare right now, once some time passes by Platinum borders ought to become the more valuable ones and there will be no reason to consider Gold to be worth more than Platinum unless you like the color scheme gold offers better than the platinum. Again, same rules apply as Foil.


Foil-Plat / Foil-Gold -
These should be considered extremely Rare, especially the Foil-Plat combo as these are EXTREMELY limited in quantity. Even the Commons and Uncommons that are Foil-plat should be considered with some care as there shouldn't be too many of them in the game (depending how many packs exactly have been pre-ordered from RISE). I can't quite put my own values on these as they are extremely collectible and I am by no means a great collector (I just like to have some pretty cards, not obsessed about it). For the right person these are extremely valuable and should be considered to be worth at least 10 times of the regular version (and even that might be too low for some). Let me just say this right now, if you have a Foil-Plat Legendary, keep that stuff hidden inside your mattress until you simply HAVE to trade it to get some very needed cards (CARDS!! NOT ONE!). I would probably never trade mine, at least not until an Auction House or some form of currency based trade system was introduced so I can see the objective value people place on it.


Section C - Trading Guidelines:

In this section I'll give you some general guidelines to help make trading easier, but keep in mind (again) that these are guidelines I use personally, they are not absolute by any means and should not be considered as such. I would also like to mention that depending on who you're trading (at least now, with the relatively small community), you may wish to forsake these completely - I often find myself trading with new players and simply give them a few extra cards more than the worth of their offer because they need them and it will barely scratch the surface of my card pool (it still hurts to give away Platinum, but it can't be helped). I don't say this to sound like a 'good guy', I say this because this is how I started the game as well - by getting a few very good trades from veterans - and I think this sort of thing helps develop the community and the game overall, and will come back to you once these new players become veterans and may have a few cards that you need (or they may simply pass it along themselves to the next new player they meet).

So, without further ado, to the guidelines -

1. Inter-Tier Trading:
I always prefer to try and trade within the tier since it makes it much easier to judge value, but since often times this is impossible you will need to know how to judge different tiers of value and keep in mind your own play/collect value and your trade partner's values.
My general guideline is that a top tier card is worth about 1.5 x mid tier card, and 2.5 x bottom tier card of the same rarity. This is not absolute, again, especially not when it comes to Legendary cards (as the top tier is way more valuable than the mid/bottom and CAN be said to be worth 2x mid and 4x bottom perhaps, PERHAPS).

2. Inter-Rarity Trading:
Again I always try and trade within the same rarity, but that is even harder to do than it is to trade within the same tier. My general guideline is that an equal tier Legendary is worth 2-3 Epics, and 3-5 Rares (and an equal tier Epic is worth 2-3 Rares). This varies a lot, cards like Paladin of the Flame Dawn (before RISE was released) could be traded at a 2 for 1 ratio with a Martyr Golem, and some people may even trade them 1 for 1.
You may also ask yourself the value of Uncommons and Commons, and my answer to that is - regardless of the rarity, if you need certain cards and can't get them for 'free' from a friend or a friendly person, you should trade some of your low tier Rares for the Uncommons and Commons you need. Keep in mind you may get Platinum versions which are worth more than the play-value and that alone is an added bonus. A basic guideline to these is 3x Uncommons for a low tier Rare, but these Uncommons better be relatively rare (Xi, Who Honores the Dead comes to mind), otherwise you can ask for 5-10 depending on who you're trading with. Commons are essentially worthless, but if you need them to play a certain deck you have in mind don't hesitate to trade your low-tier Rares for 10-15 Commons you need (don't be greedy though, no one likes greedy traders).

3. Combining Guidelines:
Since most of the time you may find yourself trading inter-tier AND inter-rarity AND inter-versions (Foil/Plat/Gold), you need to know how to combine them together. Keep in mind that the versions mentioned are not worth anymore as far as play-value go, but they do mean a lot for collectors even if you're not one yourself.
I dare say that you can generally take the lower numbers of the ratio that I mentioned above for each trade value, let's say, a Foil is 3x normal, and a top tier Legendary is 3x top tier Rare, and combine them together. So in this example, you're trading a top Foil Legendary for top tier regular Rare. I will easily make a trade for 9-10 of top tier Rares for a Foil Legendary, but that is BEFORE considering the potential trade value these may hold later on when the game grows. This is, again, a very very personal guideline and you SHOULD make up your own guidelines. These are most useful for people who are completely new and got somewhat lucky with a nice Rare pull that may be worth more than they can imagine it does.


To wrap this up, let me just state again that this guide is not absolute whatsoever. This is a guide to help new players that have absolutely no clue what's the value of the cards they pulled and may only gather it through friends with experience, or trust strangers to be truthful and not try and take advantage of them (you can also take a look at the trade channel in game, or forums, to make up a general value of a card - but I want to believe this guide makes it easier).

Don't come at me later complaining that you traded your Foil-Plat Legendary for 15 top tier Rares and now it's worth 1000$ (hopefully) and your 15 Rares are only worth 150$. This may very well happen, this guide doesn't take the collector's value as the only guideline, it keeps a lot of focus on play value (while keeping in mind the fact that the cards are collectible and should be treated as such).

Feel free to start a discussion regarding trade values here, or simply criticize my values, guidelines or the guide as a whole (BUT LEAVE YOBO ALONE!).

I hope this proves helpful for some, and at the very least does not harm anyone.

General Game Discussion / Shikana Art
« on: August 20, 2013, 12:31:01 PM »
Anyone can manage to get a Shikana Art without the card text/textures and so on?
I've randomly noticed a glowing blue guy on the corner at the bottom left and I'd like to view it clearly :)

General Game Discussion / A Comprehensive Guide
« on: August 02, 2013, 03:48:05 AM »
Hi guys and gals. I was thinking of writing a guide to supplement the GiantBomb wiki page.
Then I figured...hey, I suck at this game and my win ratio is probably only 50% or so. Someone that actually kicks ass should do THAT part of the game page!

So, if anyone has some quality time to put into a decent guide that encompasses all the things a beginner must know about the game, including different factions and game mechanics, please do so :)

Whatever you do though, don't post it in public so you won't be accused of copying your own work, yup...

Trading Post / Hitori's Lonely Trade Club Band
« on: July 26, 2013, 07:50:41 PM »
Closed, for now!
I'll be back :P

Deck Building / GI Discussion
« on: July 21, 2013, 09:23:43 PM »
Getting annoyed by losing to anything with more than 2 control abilities, I'd like to start a discussion!

First off, who are, in your opinion, the best 3 GI commanders and why?
I've been using Secluded/Aleta/Mechborn until I got myself an Orion which I figured is an ideal 3rd commander (replacing Mechborn), starting to think perhaps Orion isn't needed before your GY is full and your hand is empty though.

I know the current 'meta' is to splash a 2nd faction but for now I'm keeping my main deck pure, at least until I can get a Starter Deck and go for something nice without trading.

My 2nd question is, which of the GI cards can you completely ignore and why?
I'm running 55 cards and that's before having 3 copies of every ability/character I want (only 2 Angelify, only 1 Bomb-Bot). I feel like I need more chance to draw into Unending Drones (running with 11 right now but it seems not to be too reliable with 55 cards). Also worth mentioning I got 3 Defense Golem and 3 Wealthy Noble.

That's all for now folks, trying to figure a way to make my pure GI deck better, but feel free to start any discussion related to GI deck building in this thread.

General Discussion / Fight, Commanders!
« on: July 21, 2013, 05:08:44 PM »
Another whine post, trying to follow naming logic.

Commanders are outside of the combat zone, in essence they are not in play since you need to pay to play them. I'm not sure why the card 'Fight!' allows them to get killed or join the fight without paying their cost. It's a cheap card unlike 'Assassinate', and while it has its drawback I don't think it makes any real sense for it to affect commanders. If it was 'Hunt', on the other hand, it would make sense. Seek and destroy (Assa/Hunt) Vs. Fight, which to me make no sense that should affect commanders.

Yes, I'm saying this because I've just lost my Secluded Constructor to a 'Fight!' card that didn't set the enemy back one bit and destroyed me completely.

General Discussion / Death Worshipping of Mechanical Destruction
« on: July 21, 2013, 05:02:17 PM »
Hello, my name is Hitori and I enjoy playing GI and losing a lot.
Now that my QQ is out of the way, let me ask this:

When GI sacrifices their own drones, a tactic on which they are built upon, how come a Death Worshipper gets buffed? Verore are already a pretty solid pick against GI with Lightning Blast and the huge amount of control. I don't think 'deconstructing' drones, or any mechanical being, should buff the Death Worshipper.

Sure, I can see this as a pure whine as well, but I don't think it makes sense that all that I can do against a spam of Death Worshipers is sit idly back and let them kill my weak minions, or kill them myself and make the enemy stronger. I realize 'Rise' should fix some of the GI issues, and make us less reliable on Secluded Constructor, but until then I am questioning the worshiping of mechanical destruction.

Suggestions / AFK Game
« on: July 21, 2013, 04:28:40 PM »
Not sure if on purpose, or perhaps he disconnected, but I've just been in a game against an AFK opponent.

Each turn taking 3 minutes to finish (or so), I don't see why if a player does not take any action in 3 turns or even 2 (unless he clicked 'end turn') he should stay in the game. I think an auto-concede would be a good idea since I'm now on turn 5, and even though it could take me 1 minute to finish this game it took me 15.

In addition, at the end of this match (before he was about to lose) I kept getting spammed:
'Error: Other player timed out while waiting for their action list'
So now not only did I have to play against an AFK or disconnected player, I also can't win and I have to concede on my end.
Also, this message kept repeating itself endlessly, and if I tabbed out of the game to do other things I would come back to a black screen that only cleared after I clicked 'OK' on the endless messages that stacked up.

Clearly this is some error, but the auto-concede suggestion is a valid one in my opinion.
So yea, semi bug report (?) semi suggestion post.

General Game Discussion / Thank You Lightmare...
« on: July 20, 2013, 09:01:53 PM »
I just wanted to say thanks, really.
Ever since I've started playing Infinity Wars I find myself enjoying things I used to enjoy less and less.

Magic? Pfft, I get ticked off each time I get mana screwed with my 25 lands in deck. Knowing what the opponent does on his turn before I need to react, boring as hell. Not being forced to predict every little thought process that might be going on in the background of his mind? That's just boring!

You guys really need to tone down the creativity, make this game less interesting please. I find myself putting too much time and effort (though I can afford to, for now) into this game. And having a welcoming community that helps new players as they join really ticks me off as I find myself logged in just for the chat. Hell, I even log in just to stare at some of the animations. You guys make it impossible for me to enjoy another TCG.

So thank you Lightmare, really.

General Discussion / Lucca, Combat Mechanic
« on: July 14, 2013, 01:59:27 PM »
I for one, as a noob, am feeling that Lucca is a great card.
That said, with her being Uncommon (and not rare), I feel like the 'Unique' thing is a bit too much. I mean, I can see why you would want to limit dropping her only once a turn, but for a card that isn't that hard to get I'm not sure I like that.

Could we see her become Rare or simply remove the Unique thing?


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