Friday, November 30, 2012

Assault Cards

In Marvel War of Heroes Assault Cards are the primary source of wall damage. Anybody who has attacked a wall notices that although it only has 50000 hit points it also takes a significant reduction in damage. Versus other card games where the assault card used is based on realm, Marvel War of Heroes actually has different rankings of Assault Cards.

Arsenal Punisher S Rare:

This card offers the the highest boost to wall damage at 1000% increase to damage. If the card is fused into its SSR quality it increases the damage by 2500%.

November Foxtrot Nick Fury S Rare:

Marvel war of Heros Nick Fury

This card offers the second highest boost to wall damage at 500%. If the card is fused into its SSR quality it increases the damage by 1200%.

V.T.R.B.S. War Machine Rare:

This card offers the third highest boost to wall damage at 400%. If the card is fused into its SR quality it increases the damage to 1000%.

Leopardess Tigra S Rare:

Marvel war of Heros Leopardess Tigra Reward

This card is tied for the fourth highest boost to wall damage at 300%. If the card is fused into its SSR quality it increases the damage to 600%.

Maria Hill Rare:

Marvel war of Heros Maria Hill

This card is tied for the fourth highest boost to wall damage at 300%. If the card is fused into its SR quality it increases the damage to 600%

Since Leopardess was a charity card its not shocking to find it being such a low buff. Overall, I think Arsenal Punisher S Rare is well worth it to add to anybodies deck. Walls will always exist so investing in wall breakers is worthwhile.

Wednesday, November 28, 2012


In Marvel War of Heroes, as in all trading card games, people over-complicate boosting. They start to get into the deep math of it and pretty soon you have mathematician figuring out exactly how much every level costs on each card. Personally, I don't care for the long winded explanations.

Boosting Levels 1-30:
The easiest and cheapest levels to boost, I recommend players use common cards found in Operation two. When boosting in this level range I recommend beginning by using any cards that are not of the same alignment that are found. After you run out of these cards, start using cards of the same alignment.

The reason for this is that at lower levels, it is cheaper to boost. At higher levels, it becomes more expensive. Cards of the same alignment offer a higher boost. By doing it this way you reduce overall silver cost.

You should also try to boost 10 cards at a time. The reason for this is if you do it only a couple at a time you'll experience every price hike as they happen since at each level is a price hike. Bypassing levels, bypasses price hikes.

Boosting Levels 30+:
When boosting cards in this bracket it can get expensive. The cheapest way to do this is to first fuse all the cards farmed from Operation two and then using them to enhance. Although fusing the cards costs silver, it is less than than the amount per card at level thirty or higher and it will allow you to better bypass levels, thus bypassing price hikes.

(For this I recommend fusing the uncommon cards in these early missions to their are forms, the boost is huge and this way you can sell all the normal cards you find to offset. This will take longer but will save on silver.)

The same rules of using any alignment at starter levels and same alignment once you run out of them. 

One you start hitting very high levels boosting in SSR/UR cards it becomes worth it to start using ISO-8 if you have it. It saves you a fortune and ensures three levels. I normally recommend you do this on the last ten level home stretch.

Don't waste time boosting cards you're not going to use

Monday, November 26, 2012

Shield Enforcement Training Tips

Marvel War of Heroes upcoming Shield Enforcement Training will pit groups of players against each other to see who is the strongest, and most importantly which alliance is the strongest. I have been thinking of alternate ways for this to progress given the way the event is described and the leader positions in an alliance, and the only thing that really makes sense is that it will progress like a Holy War in Rage of Bahamut. They might add a twist or two, but reasonably the main strategies should hold true here.

For the first Shield Enforcement Training it's important to get a high rank because that will allow alliances to maintain high level players and recruit high level players. If an alliance that was previously active only achieves a rank of 2000, you can expect anybody over 30k base stats to jump ship.

Here are some quick tips for this event that should hold true. They are taken from my experience in Rage and even if twists are added to the event should hold true here.

Tip 1: Defense for the win
If your defense leader is rocking a mammoth defense, most Alliances won't even fight back. The defense leader is the first experience they have battling your alliance and if they can't break through him, they just save their power packs for the next battle.

Tip 2: Kick inactives
It is better to have nobody in the spot in the alliance than an inactive player. Inactive players are just targets for the other alliance. They use them to accumulate points easily.

Tip 3: Take down the walls
The walls reduce point gains, taking them down doubles point gain. If there are no wall breaker cards this can be a daunting task, but is still easily accomplished through coordination. Lets say it takes every member of an alliance two Power Packs worth of attacks before the wall comes down. Once the wall comes down, they will receive double points. So each PP they use will be worth double the points. It only takes two until they break even, and then they gain double points per pack after.

A lot of people are hesitant to attack the wall, but if you have the juice, burn it to the ground. If the other team doesn't and you do, it's virtually impossible for them to keep up.

Tip 4: Coordinate
This is the toughest one for alliances to accomplish and are normally done through Line or Palingro. If the entire order attacks the wall, it goes down very fast and then you achieve double points from the opponents you're attacking. It also ensures that your team will be victorious since an alliance with 5 members on will have a tough time against an alliance with 20 members on.

Tip 5: Target the titles
Attack leaders, defense leaders, alliance leaders all have bonus stats as a result of their rank, but also give bonus points. If you are able to easily beat the leaders, farm them for points. Keep an eye out though because after being repetitively farmed they will be reduced in value and switching targets might be viable.

That's all I got on Shield Enforcement Training until it releases. These tips should work no matter how they decide to configure the event but I'd bet that this will mirror Holy Wars almost exactly.

Saturday, November 24, 2012

(Leopardess) Tigra and Shield Training

Marvel war of Heros Leopardess Tigra Reward 

I feel that Leopardess deserves her own post since I'm sure a lot of questions are revolving around her for the next event. For those who don't know she is listed as having a weak ability to partially intensify ATK and DEF of all your cards, but then has an asterisk an comment: Exclusive ability for the upcoming Special Training Event. This leaves a lot of people wondering what the exclusive ability is.

Well, I will list the likely possibilities for the possible abilities. First I will let you know that this event should mirror Rage of Bahamuts Holy Wars. Holy Wars in Rage of Bahamut is the only event where players are pitted directly against each other and the only event that utilizes Walls. This mirrors the description of alliances against each other and Protection Walls to protect your alliance. Both games are developed by Mobage and recently there was a cross over in that Rage introduced 'Frost Shards' similar to ISO-Shards in an event. Because of these similarities I'm fairly certain in my predictions.

Wall Breaker: 
Although I think cards like Juggernaut would be more suited to the role, its possible she's a Wall Breaker. The walls have very high health but also receive greatly reduced damage from normal decks attacking them. For example, if your deck normally does 40k, the wall may only take 5k damage. A Wall Breakers ability multiplies that damage, so where you may normally only do 5k, a Wall Breaker may boost you up to 10-15k.

Point Boost:
I think this is the more likely card only because it doesn't make sense that a speed card should be a Wall Breaker. A point boost card would result in additional valor points being rewarded upon victory in a fight. The amount of points normally seems very small, but they add up quickly over the course of the event.

These are the two most likely abilities, with Point Boost being the most likely in my opinion.

Special Assignments

I view the special assignments kind of like quests, and I really like them because it makes the generally boring grind of questing pretty refreshing. The normal special assignments are pretty easy and not worth talking about since most of them are for performing a basic game function or leveling up. The Special assignments for the event from November 22nd to November 27th though are worth touching on.

Marvel War of Heroes Special Assignments:

Batch 1: Unlocked at start
Battle Once - 1 Personal Power Pack
Attack and win 2 times in a row - 2000 Rally Points
Attack successfully 3 times - 30,000 Silver
Steal 2 resources - 1 Shield Barrier
Attack successfully 5 times - 1 Personal Power Pack

This batch was really easy once I stole two resources using my full attack deck. Afterward I placed two cards in my deck and looked for people I had previously marked as having 10 defensive points and farmed them five times. Once they are all finished you receive the (Leopardess) Tigra card which is a rather weak SR.

Batch 2: Unlocked after Batch 1 is complete and after November 24th
Battle 2 times - 1 Personal Power Pack
Activate 2 skills in Battle and win - 4000 Rally Points
Win with raised morale - 50,000 Silver
Attack successfully 10 times - 1 Personal Power Pack
Attack successfully 20 times - (Level Up) ISO-8

This batch is more time consuming but still follows the same principle. Four of the five achievements can be completed easily by farming people with 10 defense with a one or two card deck. There are a lot of high level farming accounts with 10 defense. The activiate 2 skills in a battle and win is also easily completed and in most cases should occur naturally using a 2 card deck as long as they both have skills. Once they are all finished you receive the second (Leopardess) Tigra card which can be combined with the first card.

Leopardess Tigra Reward

(Leopardess) Tigra:
According to the special assignment description (Leopardess) Tigra is supposed to help somehow in the following event so I wouldn't say trade her away or toss her yet. Although a lot of the events in Marvel War of Heroes parallel Rage of Bahamut, it's possible Mobage adds a little bit of a twist on the events. Kind of like the rotating alignment for bonus damage when attacking Loki. It's possible they are doing something along those lines with Tigra.

Friday, November 23, 2012

Secret Agent Black Widow Referral Card

Marvel war of Heros Secret Agent Black Widow

Marvel War of Heroes is a relatively new trading card game so it didn't surprise me when they released a pretty nice referral card, it always helps getting people in the door. Over time as cards tune up I'm sure we'll find Secret Agent Black Widow will turn out to be weak in comparison, but as far as new decks go, she's solid.

She is the only card at the moment that requires four cards to hit final form making her more expensive to max than normal rare cards though.

Her final form stats are around 6500 atk/def and she comes with a 9% boost to all cards attack and defense. Although the boost doesn't seem great, it's really solid in comparison to most easily accessible cards.

When compared with Rare Nova evolved into SR, she has 400 more attack and a better buff. Although she is still lower than true SR cards.

The nice part is with the game being so new, there are a lot of people out there to join that need to be referred. I would highly recommend players new to Marvel War of Heroes try to gather a deck of Secret Agent Black Widow.

Marvel Alignment

So in other games players are stuck an alignment to gain a bonus but Marvel War of Heroes avoids that. Instead players can choose which cards they want in their deck without worrying about losing a buff. A lot of players though still have questions about which alignment is best and that's what this will address.

The main three alignments are Speed, Bruiser, and Tactics.

There are a couple reasons why speed is the best alignment at the moment, first and foremost being (Friendly Neighborhood) Spider-Man. As far as Ultra Rare cards go, Spider-Man is the best. The reason is he is the only Ultra Rare at this moment that has an attack boost to one alignment. This means that all speed cards get his boost and it is a high percentage boost because it is focused to only attack and only one realm. Other reasons that Speed is currently the best alignment is because many of the rewards from the first event such as Fox-Trot Nick Fury and Maria Hill are speed based and decent for their rarities. Finally, the referral card which is easy to come by is speed based.

I would consider tactics cards second best at the moment. Despite bruiser having two Ultra Rare, both of them are self buffs. This means that although they may have powerful cards, the deck as a whole is slightly weaker. Ultra Rare quality Iron Man is the second best card in the game at the moment offering a boost to attack and defense of tactics alignment.

Bruiser has to be the third best for a couple reasons. The first reason being that despite being the only alignment with two Ultra Rare cards it lacks the highest level buff to a specific alignment. Both Speed and Tactics have an Ultra Rare card that boosts the alignments attack or defense, but Wolverine is a boost to selfs atk/def and Hulk is a boost to selfs atk. The upside to Bruiser is that there were several Rare, SR, SSR Thor released onto the market making it a little easier to create a high level Bruiser deck than a high level tactics deck.

There are two of what I would call Sub Alignments, Hero or Villain

This only comes into play for activating special combos in cards. To gauge with sub alignment is better we need to look at skill boosts. Currently, Hero is FAR SUPERIOR to villain as a sub alignment. At the moment there are only three boosts to villains that I am aware of and all of the cards that receive the boosts are sub par.

I felt this was worth mentioning because when looking for speed/tactics/bruiser cards to supplement your deck, it should be important at this point in the game to look for heroes. Unless the combo skill you have doesn't require all five.

Of course in the future as new cards release this could change.

Thursday, November 22, 2012

Shield Enforcement Training

Starting on November 30th and ending on December 5th Marvel War of Heroes will be running their Shield Enforcement Training Event.

The event revolves around players facing off against other alliances to achieve valor points and ranking. There will be rewards based on a players individual ranking as well as the Alliance Ranking of the player. These are arguably the most important events in Marvel War of Heroes because not only do they yield the highest rewards for players and their alliance, but the ranking attained here is important to recruiting powerful players.

Individual Ranking
Individual ranking is based purely on the valor you attain during Shield Enforcement Training. It is common that more powerful opponents will give more points. Valor can also be increased if the player has the attack leader, defense leader, vice leader, and alliance leader rank within their orders. If a player is normally worth 100 valor, an alliance leader will be worth 150. You must win a battle in order to gain points, losses will yield nothing. If you are not powerful enough to attack alliance members for points, you can also attack the shield barrier for points.

Alliance Ranking
Alliance Ranking is also based on the valor attained during Shield Enforcement Training. The major difference is that it is the team accumulation of points and there is an overall victory/defeat at stake. In order to rank highly as an alliance it is important to coordinate attacks so players can make the most of their attack power. You cannot carry alliance ranking solo to a high rank, it requires contribution from all members.

Barriers are built before the Shield Enforcement Training and cost silver, so donate to your order so they can build barriers. Barriers cut the points enemies receive in half. Once the barrier is down the opposing team will gain full point values. Because of the heavy difference, if your order does not have a barrier, it will lose almost every match.

Defense Leader
Before alliance members can be attacked, the defense leader must be defeated. Because of this it is important to test to make sure you can defeat an alliances defense leader. If you are unable to beat a defense leader, you should save your attack and power packs until the next Enforcement Training.

ISO-8 Shards
You will gain ISO-8 Shards for participating in battle, so be sure to participate every time to maximize cards packs. Even if you are only able to attack with a weaker deck once during a battle make sure to do it in order to gain shards for card packs.

1) Don't have inactive/really weak players in your alliance. A weak player can be targeted continually.
2) Defense leaders prevent everybody from being attacked, having a powerful one prevents an enemy from acting against you.
3) Taking down barriers as a team will help the entire team net more points.
4) Make sure enough of your members are contributing so you can purchase barriers.
5) Remember the role your assigned to. If you are defense leader attack, but make sure to keep a powerful defense deck 

Wednesday, November 21, 2012


Well, farming is considered commonplace in all trading card games and Marvel : War of Heroes is no different.

Farming is the repetition of a zone in order to gain some items . In this case the desired resources are cards that can be used to boost a main card and the zone is the specific operation.

The best operations for farming vary based on what type of card your are boosting and can fall around different philosophies.

Philosophy 1: My Philosophy

You should try to use bruisers to boost bruisers, tactics to boost tactics, and speed to boost speed for best results in boosting. Because of this, I suggest using Operation 2 Mission 4 when wanting to boost bruiser cards. This is because 2-4 drops a common speed, common bruiser, and an uncommon tactics. I prefer this level because uncommon has less chance to drop, thus ensuring larger amounts of bruiser/speed cards for enhancement. I choose to farm 2-4 for bruisers only.

I choose 2-3 for farming both speed and tactics because it drops common speed, common tactics, and uncommon bruiser. I save any random uncommon bruisers for future bruiser boosting.

Philosophy 2: The alternative

Since level 2-4 drops uncommon tactics and level 2-3 drops uncommon bruiser some people prefer to farm those for their tactics and bruiser needs. I personally don't like this strategy because although it will net uncommon cards of the same alignment they drop less frequently. But different strokes for different folks.

Quick Farming Tip: One quick tip when farming 1 Energy cost levels. Everybody knows it takes forever but if you progress through the mission until the first reward is given and hit proceed, you can continually click back/proceed to quickly farm the level. The reason I recommend this method is it saves you a couple second each time by removing the need to scroll to the proper mission.

Boost Tip: Uncommons have skills and are easy to farm so if you have high level cards that can be skilled up, save your skilled boosters for those cards. I will note I love the fact that skilled boosters are available at 1 energy cost levels.

Resource Cards

Currently there are four types of resource cards released in Marvel: War of Heroes. Each treasure card is made up of six pieces of treasure, once the six are collected a treasure card is given to the player.

Each set of resources in the game can be collected three times each resulting in three rewards. The first reward is always a card that is unique to the treasures, the second card is an ISO-8 rare, and the third card is the same card as the first so the player can fuse it into a final form.

Storms Cape is the first resource and results in the card (Queen of Lightning) Storm.
(Queen of Lightning) Storm has roughly 3000 atk/def when maxed. In final form she is approaching 4000 atk/def for only 10pwr.

(Queen of Lightning) Storm Resource

Suitcase is the second resource and results in the card (Legal-Eagle) She-Hulk.
(Legal-Eagle) She-Hulk has roughly 3300 atk/def when maxed. In final form she is just under 4700 atk/def for only 12pwr.

(Legal Eagle) She-Hulk Resource

Sword of Proficiency is the third resource and results in the card Taskmaster.
Taskmaster has roughly 3500 atk/def when maxed. In final form he is just under 5000 atk/def for only 14 pwr.

Taskmaster Resource

Assassin's Choker is the fourth resource and results in the card X-23.
X-23 has roughly 3800 atk/def when maxed. In final form she is just over 5000 atk/def for only 16 pwr.


Completion of all four sets will result in 8 Rare cards and 4 ISO-8. Another thing to note is that since these cards are very abundant, they are worth far less than normal rares. But X-23 and Taskmaster are worth considering maxing and using in your deck.

Monday, November 19, 2012


So, fusion is pretty straight forward in Marvel: War of Heroes. Fusion itself is the process of combining two of the same card to increase its potential power as well as its rarity.

A card that is uncommon quality fused with another uncommon card will be boosted up to rare quality. Each card will also have 5% of its current stat points carried over to the final version if it is not maxed. If the card is max level it will carry over 10% of its current stat points.

So, to show how this works I will use cards that don't exist with stats that don't exist but will illustrate the point:

Emma Frost: 1000 base attack 1000 base defense
                      3000 max attack 3000 max defense

Emma Frost+: 2000 base attack 2000 base defense
                        4000 base attack 4000 base defense

1) Using this example, if two base Emma Frost are combined they will each carry over 5% of 1000 atk/def to the final form, so 50pts each. This means the final form will begin at 2100atk/def and end at 4100atk/def.

2) Using the same example, if two max Emma Frost are combined they will each carry over 10% of 3000atk/def to the final form, so 300pts each. This means the final form will begin at 2600atk/def and end at 4600atk/def. Obviously this is a large variance.

Now, Fusion does not end with pure levels, there is also Mastery to be considered. Mastery increases a cards stats by roughly 37% of the base stats once it is maxed. If it is not maxed it doesn't increase the cards stats.

3) Using the same example from above, an Emma Frost maxes level and mastery resulting in 3370atk/def. Using two max level/mastery Emma Frost she will retain 10% of 3370atk/def in the final form, so 337pts each. This means the final form will begin at 2674afk/def and end at 4674atk/def. Obviously this variance seems small.

Now, at first glance it appears that leveling mastery isn't very important, but it can be if the cards base stats are high. There is also a perceived value to people you want to trade with eventually. The easiest way to computer the mastery stats is the end result will be an extra 7.4% of the base stat of the card if you max mastery and level on both.

Also, if a card is Fused at max mastery, it will carry over 100% of its mastery points to the final form, saving you on work. Because of this I always view mastery as free points and should be maxed as much as possible.

Hopefully this helps with any questions on fusion.

Marvel: War of Heroes Beginners Guide

Marvel War of Heroes is a relatively newcomer to the Trading Card Game (TCG) genre for mobile gaming. Like any TCG it revolves around the collecting of cards and the strengthening of a players deck. To anybody who has played games like Rage of Bahamut much of this guide will be a repeat of information. For those who haven't played a TCG before hopefully this guide serves to help you.

The game will begin by helping you with the most basic of the basics. After completion of running through a quest, evolving a card, and battling an opponent, the game will then progress to the referral code screen before you continue to give you a chance to attain a bonus.

Referral Code:
You should always use a referral code to begin the game since it gives you a rare card as well as starter cash. There are hundreds posted all over but I'd appreciate if you use mine:

q w y 7 0 1 6 7 9

Quick Tips for this point:
Do not pull your silver out of presents, you only have 10 defense and as you power quest for levels you will attain treasures. People will attack you for these treasures and take portions of your silver so keep the silver safe in your mail for the time being.

Stat Distribution:
As you get started you will notice that you have the option to allocate status points as you level. The points can be distributed between three stats: Energy, Attack, Defense.

Energy is used in order to progress through quests and is the resource that is used during the leveling process. At the start of the game you want to put anywhere from 100-180 points in Energy to power through the leveling process. *Sidenote* If an event is going on that requires attack, participating in that event is important so level your Energy to 100 or so and the start putting points in attack, this will allow you to participate in the event. After the event continue into Stamina until you're comfortable.

Attack points determine the total power of the cards allowed in your deck while attacking as well as the number of times you can attack somebody. For example if all your cards power equates to 50pwr, and you have 100 attack, you can attack twice with that deck. On a different note, if your five cards power equates to 100pwr and you only have 50 attack, you can't attack at all.

Defense points determine the total power of the cards allowed in your deck while defending as well as the number of times you can defend against an attack (this is calculated differently than attack). The same example from attacking holds true with a variation. Normally you will only lose about 10% of your defense each time you are attacked.

So how do you distribute them. I generally follow the guidelines of 100-180 Energy to start. Afterwards I level defense up to 100 and then attack up to 100. After that I generally get them both to 150 each before finally pumping all of my points into attack.

Missions are your main source of cards+xp. After every 5 quests you'll fight a boss. This boss once defeated will give you silver, power packs, shield barriers, and rare enhancement cards. Do not use
any of these until you are higher level.

Missions also drop resources, resources can be used to create a rare card.

Resources are six pieces of treasure that can be combined into rare cards. There are three ways to attain resources: Mission, Battle, Donation. You will randomly attain treasure in missions, you can battle people to steal their treasure, and your friends/order can donate a treasure to you. Each resource can be completed 3 times. The first time will yield a card, the second time ISO, the third time a card.

Team Members:
Every time you have a spot open in your team members you should be inviting people to be your team member. Each member gives you 5 additional stat points to allocate. Once you have a team member for two weeks you can trade cards/items with that team member. Also, daily you can send a rally (short message) to that team member to earn points you can spend on card packs.

Alliances are groups of players that are your actual team. Many of the events have personal reward and alliance rewards, joining an active alliance can help you progress rapidly through the game. Once you are in the alliance for two weeks you can trade with any member who has also been in the alliance for two weeks. For the reason of trading I advise you don't overlap your team members and your alliance.

Battles are the main part of the game where decks are pitted against each other. The attackers deck is faced against the defenders deck. After the battle is complete the winner will earn silver based on the opponents current silver. Also, if the attacker targets a treasure and wins, he will gain the treasure.

Some notes: Battles are the best way to gain mastery for your cards. Battling somebody significantly lower level than you will normally result in a loss as a punishment. Write down the names of high level players who only have 10 defense. These are stamina accounts and can be farmed 3x a day for mastery and money.

Energy and Power Packs:
As you level you will gain energy and power packs. Currently I am only seeing Energy/Power packs for personal use. These cannot be traded. Eventually there should be energy and power packs that are tradeable. Save these until you are higher level. A pack has a value based on recharge times.

For example, every minute you gain a point in energy/atk/defense. So, if you have 500 Energy, an energy pack (EP) is worth 500 minutes to you. Because of this, using an EP when you have 30 energy can only be described as foolish. I also don't recommend using these items unless there is an event running and it will aid you in that event.

Always participate in events. They are the best way improve your deck and gain resources. Nuff said.

Currently the only option for trading is with people above level 10 that you have either had on your team or in your Alliance for two weeks. Eventually there will be an auction house system, but for the moment it is important to keep cards in motion to make your deck more powerful.

Cards come in various rarities. There are Common, Uncommon, Rare, Super Rare (SR), Super Super Rare (SSR), Ultra Rare (UR), Legendary (Can only be accomplished by combining two UR). Be aware that when a card is combined it will achieve a higher rarity and gain a + sign at the end of its name. It will also have full stars on the right side of the card instead of one missing. The difference in value between Rare and SR is very large. The biggest struggle players have is gaining SR cards. Build a strong deck of evolved Rares before going after Super Rares.

Fusion is the combining of two of the same card into its final form. Boosting a card is feeding cards to a different card in an effort to gain levels and stats for the card. If cards are fused below max level they will transfer 5% of their current stats to the final form as a bonus, if cards are fused at max level they will transfer 10% of their current stats to the final form as a bonus. If a card is maxed mastery, they will transfer 5/10% of their bonus stats from mastery to the final form as well as however many mastery points it has. This will be covered more in depth at a later time. For arguments sake, you want to max a cards level and mastery through boosting and battling before combining it with one of the same type for maximum results. Cards below Rare should just be combined with impunity since they have much lower value and leveling them would be a waste of silver.

Don't get discouraged. I know a lot of people who get frustrated because they don't feel that they can progress in these games. Trading card games are meant to take quite a bit of time. Some people spend money and get ahead fast, but if you don't want to spend money it takes more time. Personally I prefer not spending money because its a lot more of a challenge and allows more gameplay for me. Good luck, have fun.

Sunday, November 18, 2012

Avengers Recap

 War of Heroes Avengers Guide
So, having been my first event in Marvel: War of Heroes, I would say I didn't do too poorly. Of course it took me halfway through the event before I learned some pretty important aspects to the event.

Fortunately with what I learned I will be ready for the next event. Personally I think this event is severely flawed because of the way it distributes points to the players, but overall it was an awesome way to gain a ton of silver and feeders for my deck.

The way The Avengers event works is a specific boss is attacking and the Avengers are called to defend against the boss. The boss has a specific weakness that shifts daily between Bruiser, Speed, and Tactics. The boss has two health bars, one is for Parts, the other is for Health. A boss is defeated once his health is depleted, but if his Parts are destroyed the player gets a bonus. The rewards for defeating a boss are ISO-Shards which can be traded in for cards. 

Player ranking is determined by points throughout the the event. The points a player gains also goes toward their team ranking. Event rewards are decided based on players/teams points and in order to qualify for certain tiers of team rewards, a players individual points need to meet a threshold.

How Points are Gained:
In the Marvel Avengers event player ranking was determined by the points that they earned. Unfortunately the way to earn points if flawed. You only gain points if you generate the most damage out of the group or if you deal the finishing blow. This means that if you blow all your attack on a boss and deal 49% of the damage, then ask for team members help you could end up with zero points.

How Shards are Gained:
There are two types of shards, green and purple. Green shards are gained by damaging the main health, purple shards are gained by damaging parts. In essence parts damage is enhanced by using the daily alignments cards and is recommended. As long as the boss is defeated and you contributed you will gain shards.

How to Make the Most of Avengers:
Because of the function of points players have to kind of be asses to gain points.

Rule 1: Always do 51% or more of the damage to a boss before asking for help. This way you will get the star agent bonus and the points that go along with it.

Rule 2: Only heavily contribute in fights where you can either perform the finishing blow or do 51% of the damage as these are the only two ways to get points from a boss.

Rule 3: Always save a low power card to do one attack. Do one attack on every boss available. As long as you attack once you will gain ISO-Shards to purchase cards.

Chances are this will be a recurring event so hopefully this helps people on the next event. I can tell you I didn't realize how points were attained and probably cost myself 1000-2000 in ranking by just attacking bosses and receiving no points.

Saturday, November 17, 2012

Special combos

A cool feature of Marvel: War of Heroes is the chance to activate special combo abilities by using certain hero/villain combinations. When triggered the effects offer specific boosts. Currently a lot of research is still being done in the community to find them all and determine the boosts. The boosts are based on the heroes/villains used, so the rarity of the hero/villain doesn't matter. For example the highest level Wolverine could be combined with the highest level Captain America and still activate it.

Here is a list of currently known boosts and which cards activate them. The boosts are strange and I'm not sure about the exact percentages different team compositions offer. Some will trigger only when on defense and some trigger only on offense. Generally if it's a Hit to offense or a boost to defense, it only occurs on defense. If it's a boost to offense or a hit to defense, it only occurs on offense. Information for these was found on about five different forums going through post by post and I haven't verified them all.

One interesting thing to note, combos only seem to activate when the cards are either hero or villain. There appear to be no activations that are a hero and a villain combined. For example Wolverine and Sabertooth you would think would have a combo, same with Kingpin and Daredevil.

Five Card Combos

-5 Heroes on Defense - Marvel Hero Team - Def Boost to Your Deck
-5 Villains on Offense - Dark Powers - Def Hit to Opponents Deck
-5 Male Heroes - Fury Blast - Atk Boost to Your Deck
-5 Female Heroes - Alluring Heroes - Def Hit to Opponents Villains
-5 Male Villains - Wild Villains - Atk Boost to Your Deck

Four Card Combos

-Mr. Fantastic, Invisible Woman, Human Torch, The Thing - Fantastic 4 - Atk Hit to Opponents Deck
-Human Torch, Ghostrider, Thor, Storm - Ignition Spark - Atk Boost to those four   

Three Card Combos

-Daredevil, Captain America, Iron Fist - Combat Masters - Atk Boost to Tactics
-Wolverine, Ghost Rider, Human Torch - Bikers Organization - Atk Boost to those three cards
-The Thing, Hulk, She-Hulk - Unlimited Power - Atk Boost to Bruiser
-Mr. Fantastic, Iron Man, Dr. Strange - The Great Brains - Atk Boost to Your Deck
-Captain America, Iron Man, Thor - The Big Three - Atk Boost to those three cards
-Silver Surfer, Nova, Human Torch - Shooting Star - Atk Boost to Speed
-Ultron, Iron Monger, Sentinel - Modern Weapons - Def Hit to Opponents Heroes
-Mystique, Enchantress, Medusa - Coven Banquet - Def Hit to Opponents Deck
-Spider-Man, Blade, Ghost Rider - Ogre, Devil, and Spider - Atk Boost to All

Two Card Combos

-Wolverine, Captain America - Super Soldier - Atk Boost to those two cards
-Wolverine, Daredevil - Brotherhood - Atk Boost to those two cards
-Wolverine, Punisher - Atk Boost to those two cards
-Wolverine, Mystique - Merciless Heroes - Atk Boost on those two cards
-Iron Man, War Machine - Drive Reactors - Atk Boost on those two cards

Please list any I haven't mentioned and I will add them.

Combo's I would think would do something but haven't found or been able to test:
Most Villain Combinations
Cyclops+Wolverine+Storm (dunno if any other X-Men are active)
Captain America, Thor, Hulk, Iron Man, Hawkeye/Blackwidow/Nick Fury (the movie and all)
Any combos involving Spiderman really, I think he should have more.


Card skills play a huge role in determining victories or defeats. Generally match outcomes aren't determined by card stats as much as they are by card skills. In Marvel: War of Heroes the skills are broken into attack and defense orientated skills that target allies or enemies.

The power of the skill is determined by two things, first is the descriptor of the ability. For example, an ability offering a Notably buff will be weaker than a skill offering a Extremely. The second thing that determines a skills power is the level of the skill, the higher the level the stronger the effect of the ability.

I have developed a theory on buffs based on my testing as well as applying theory from Rage of Bahamut skills.

There are five base power levels: Partially, Notably, Remarkably, Significantly, and Extremely
The effects are: Intensify or Degrade. Intensify being boost, degrade being debuff/hit. I will note  whether its intensify or degrade it has no bearing on the percent of boost.
The effected are: Specific, All
Stats effected are: Atk or Defense (AorD), Atk AND Def (AD), or Self (S)

Feel free to let me know if you've experienced different results:

                                  Partially     Notably     Remarkably     Significantly      Extremely

Specific (AorD):           5%             8%               12%                   15%                 20%
All (AorD):                   3%             6%                 9%                   12%                 15%
Specific (AD):              3%             6%                 9%                   12%                 15%
All (AD):                      2%             4%                 7%                   10%                 12%

Currently all self buff stats are unknown, but if I were to guess I would say that they cap at around 50% at the highest specific self buff, then drops to 40, 30, 25, 20.

Self Attack AND Defense buffs I would guess would be 5% less then their specific counterparts.

Feel free to let me know if any of my info is inaccurate.


One of the more interesting things in Marvel: War of Heroes is the mastery system. Every card has a certain mastery number, once that number is hit the stats of the card increase significantly.

What is the point of mastery?

I see mastery serving several purposes. Purpose one being that it gives people something to work toward other than simply feeding cards for skill ups and levels. The second purpose is it adds an extra dimension to the basic two card evolution.

Some tips on mastery:

1) Max a cards mastery before evolving it in order to gain the bonus stats. This normally equals something around 100 attack points and 100 defense points per card but it all depends on the amount of stats given as the mastery bonus.

2) When a card is evolved at maximum mastery (lets say for this example it's 30) it will retain that 30 mastery in its final form. So if you have two max mastery cards you're evolving the final one will have 60 mastery out of whatever the evolved cards requirement is.

3) The fastest way to gain mastery is to attack opponents that are higher level than you. You will gain 3/4 Mastery for each card in the attack deck. If the opponent is lower level you gain 1pt. If you have one card you're looking to gain mastery on and you find somebody with really low defense you can do multiple attacks with a one card deck to gain quickly.

4) You can randomly gain mastery during quests. The card chosen to gain mastery is from an attack/defense deck that is the TOP PRIORITY, but the deck can not be the 'recommended' you need to custom create and increase priority on it. If all cards in it are mastered, a random card will gain the points.

Hope this helps people understand mastery.

Thursday, November 15, 2012

Rage of Bahamut vs Marvel

For my first post on this blog I thought it would be most beneficial to do a comparison between Rage of Bahamut and Marvel: War of Heroes.

Most people would recognize me from my blog about Rage of Bahamut. Having played Rage of Bahamut since before the second Holy War, I have come to realize a lot of intricacies of that game. Recently I started playing Marvel: War of Heroes and feel it has a lot of potential.

Marvel: War of Heroes is another trading card game from Mobage. Obviously I titled this post Rage of Bahamut vs Marvel, hence I will not be wasting time discussing what a TCG is nor will I be wasting my time on this comparison explaining how to advance in them. Instead, I will assume the reader of this has some background with Rage of Bahamut and will focus more on what marvel has going for it and against it.

Immediately I will say Marvel has a huge advantage over Rage because of the popular lore. Marvel has developed some of the most popular characters of all time and they make appearances in the cards. I remember collecting comic trading cards when I was younger and this game really hooks that part of me. The gameplay mirrors Rage almost identically past that with some variations.

Cool Things in Marvel:

1) Comic Book Heroes
2) Only needing to evolve two cards to reach final form
3) Team bonuses (Will touch on this shortly)

Dumb Things in Marvel:

1) Card art quality is random
2) Two week limitations on trading and no auction house system to supplement
3) All Energy/Attack/Defense boosters I've seen thus far are bound to account
4) The number of heroes at the moment is very small (Will touch on this shortly)

Team Bonuses: This is by far the coolest thing about deck assembly in Marvel: War of Heroes. When you create an attack or defense deck all cards have their normal bonuses you are used to. They will boost your deck or debuff opponents decks in various numbers but those buffs/debuffs are supplemented. Depending on what cards you have in your deck, certain cards will gain special buffs. For example if you have all Male Heroes, you will get a buff. If you have Wolverine/Punisher you'll get a buff. This creates huge levels of variations in decks. Just awesome.

Number of Heroes: Ok, so the game has lots of cards, but it reuses heroes. It's not all bad but it almost seems like there is a duplicate hero in every rarity bracket. Marvel has no shortage of heroes/villains so I don't really see a reason to use so many duplicates. Have four Thor cards with different titles is unnecessary.

Marvel vs Rage: Rage is a vastly superior game at the moment, but that is no reason not to get into Marvel at the ground floor. Currently no trading makes the game a grindfest with very little to do other than keep questing. With all the energy/attack/defense boosters being bound to your account I struggle to see what the main currency will be if an auction house is ever released. Building decks/making money is damn near impossible because of the trade bans, but fortunately the devs are being very generous with rare/sr/ssr/ultra rare drop rates.

If you're a Marvel fan and enjoy trading card games, I'd suggest picking it up. Don't drop Rage of Bahamut just yet though because with no trading and only grinding available, there is still a lot to be desired in Marvel: War of Heroes.

Thursday, November 1, 2012

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