What are the best cards/races/race mix-ups in Hidden dimension? I think that almost all races elite/legenndary units are good (I havent get all off them, jet so I cant be 100% sure).Good normal units are imo:Akata,Nagato,Hiraga,Thorong bomber,Guardian,Exion`Exus,all XY ships exept Nebula scout,Soldier Drone,Berserk,Overseer,Nanobot carrier,Battle cruiser,and Dreadnought.I havent played much whit MT or TM so I cant say much about their units. And what I have seing, usually having hybrid deck is better that only 1 race, because then you can have more variety between units, and if you dont get enough some energy, you can use ships that wont requir it.But I havent played much with hybrid deck too, because I have been trying to get race elite/legend ships and testing races. But what is your opinion?Feel free to say
.I havent played much whit MT or TM so I cant say much about their units.
For shame! TM and MT have the best cards.
A good TM deck is almost unbeatable. Data Node + Technowall make for a fearsome combo.
A rainbow deck featuring the right MT cards makes an excellent beatdown deck. Abomination absorbing Prismatic Demons and Derelict Battleships? Toss in Armored Growth and Adaptomorphs an you're powering up one card by a heckuvalot. Throw in a few support cards (Technowall, Scanner Ghost, Firewing, Darwing, etc.) and you're pretty much golden. Doesn't guarantee a win though.
And the weirdest imo :P because they have really odd (I dont mean odd as negative,only unexeptable) units, like scanner ghost what disables units in front of it... And all (2 :P) times what I have played with MT I have lost, even I set to enemy easy cards (I allways do that I dont like that I need to beat something like 2 dreadnoughts).Maybe because I havent used to their strategy, as I said they have different cards than most.
Imo XY is best race, since their normal (- xyloxi named units) all increase your base hp, and their nebula sprite-building can repair base.Rift demons (just unlocked them) are really good too, since they have lot of powerful ships (all imo :P). And thanks for correcting my typo in topic
Rift demons (just unlocked them) are really good too, since they have lot of powerful ships (all imo :P).
I find the Rift Demons too difficult to play properly. They require a lot of energy (and some luck to get the right energy cards out) and are better combined with other races.
It should be a challenge to beat the following deck on Insane, even with the possibility of the opponent running out of cards (total 40 cards). There are a few catches to stop the deck from running out of cards even for the Computer, but the Computer doesn't exactly play like a human. It should be even more difficult to beat the deck without winning on a technicality, i.e. beating the Computer before it runs out of cards.
Now I have played some nice matches with TM abd their proving their effectivness Their data nodes (1st ship) is really deadly, since it spesial avability is increase attck by 2 and def. by 2 but prevent getting card a next turn.When I first saw enemy using it, I though that it was useless, but because of it I almost lost!And they are even deadlier in groups, because if 2 or more use that skill (in same turn), it only prevents you getting a card a one turn... Their radar silhouettes are also good, because it copies att. and def. stats from opposing ship, so its almost impossible to kill with one unit
It should be a challenge to beat the following deck on Insane...
I van believe that, I havent even played agains hard CPU :P so I cant believe how hard it would play agains insane TM...
Btw what you think about ultranoughts?I personally dont like them,they destroy all your structures...It has high stats, but it wont replace my destroyed structures *snif* Same reason i dont like trashers, but luckily they only destroy 1 yours and 1 opponent`s structure.
Data Nodes can also attack the same turn, making them more effective than Battlecruisers. You won't even need to draw a card because the Data Node is so effective. Coupled with Hacker Gate, nothing short of an action (Energy Burst, Data Echo, Techno Quasar, Hammerhead's ability, Sabotage, Antimatter Bomb) should be able to stop it from it's relentless assault. The Hacker Gate tackles the Scanner Ghosts.
Radar Silhouettes only buy time because they recover after each round. Otherwise, they are useless. With the right timing the can destroy the ship they're opposing, but after that they've got nothing going for them, especially not against a ship/action that attacks multiple ships or a ship that can attack the first turn it is launched.
One of my other favorite MT cards (Abomination and Armored Growth being two of them) is the Hydramorph (Hydranought has the same ability and is stronger.), which deals damage to all opposing ships when it attacks. Toss in Armored Growth and Combat Nodes? It can clear a field. You could even throw in a Nebula Spire for a bit of extra boost per turn, sacrificing essential cards in return.
Dreadnought isn't that much of a threat. It can't move from its spot (and there isn't an action to allow that) and it's only one structure. Stick cannon fodder in front of it and you can stall for a bit. Alien Artifacts are a must and make up for any lost Energy structure. Offensive and Defensive structures are helpful, but they aren't a necessity.
It's a bit unfortunate that the computer is handicapped though since it can't use Questionable Tactics or Galactic Cookie.
Data Nodes can also attack the same turn, making them more effective than Battlecruisers.
Yah I agree with that
Radar Silhouettes only buy time because they recover after each round. Otherwise, they are useless. With the right timing the can destroy the ship they're opposing, but after that they've got nothing going for them, especially not against a ship/action that attacks multiple ships or a ship that can attack the first turn it is launched.
Yes they buy you some time, but I thnik that they are best agains heavy ships, since it gets same stats.They are not good for attacking, defensing only *sight*
Dreadnought isn't that much of a threat. It can't move from its spot (and there isn't an action to allow that) and it's only one structure. Stick cannon fodder in front of it and you can stall for a bit. Alien Artifacts are a must and make up for any lost Energy structure. Offensive and Defensive structures are helpful, but they aren't a necessity.
Where you got dreadnoughts?I was talking about ultranaughts,rivi`s legendary ships.Or was that only general note...Well I hate hem, because as long its in play and you dont have ship to block its attack, you cant deploy anything at structure place in front of it, its gets destroyed...
Where you got dreadnoughts?I was talking about ultranaughts,rivi`s legendary ships.Or was that only general note...Well I hate hem, because as long its in play and you dont have ship to block its attack, you cant deploy anything at structure place in front of it, its gets destroyed...
Oh right. I was thinking and looking at the Dreadnought card while I was typing up my post. You can place structures in front of an opposing Ultranought. It's opposing Dreadnoughts you can't place structures in front of. Ultranoughts have the ability to destroy any target structure, which cannot be blocked. They aren't particularly useful for the player for their cost (except maybe as a last ditch effort or just for fun to power up an Abomination). You'll need Gravitational Wave Buoy's to make up for the lost Energy structures. Otherwise, you've seriously crippled yourself, because there are multiple cards that can destroy or return your ship.
You'll need Gravitational Wave Buoy's to make up for the lost Energy structures. Otherwise, you've seriously crippled yourself, because there are multiple cards that can destroy or return your ship.
Now i have played some matches with MT and they are proving their effectivness Their adapthomorps are fun, since they get more att. (and def, but that is not so effectivly) if there is card at opposing slot. Negator is normal heavy unit,entromorp is basic cannonfodder,devourer can assist units whit it`s spesial avability... Hydramorph`s spesial avability is good, however ships attck is so weak, that it usually need att. increase by combat node,mutate-action or somethink else.I personally like more higher att. ships, so to me Greater gravity demon is better choise (even its cost is high is compered).
MT is nothing but beef up. The cards are weak for their cost.
Greater gravity demon is better choise (even its cost is high is compered).
Greater Gravity Demon also has the perk of healing itself for 4 by using up an Elemental Energy. I find that RD cards are better used as a support race rather than the main race due to the high cost and extra abilities each RD has. Putting too much weight on RD cards is only asking for lower cards (Spark, Antimatter Bomb, Sabotage, etc.) to quickly knock down anything you took time to put up.
I find that RD cards are better used as a support race rather than the main race due to the high cost and extra abilities each RD has.
Omg!And I found them to be ultra-effectivly race if not mixed with others, because their units have pretty good stats if compered with other races ships...But to be honest, havent make much mix-ups yet, I have been focused for testing other races and unlocking cards (only one anymore!) so I havent made much mix-ups.
Btw what you think about voidBrigers and derelict battleships?To me voidBringer seem to be useless (I havent tested it), since it destroys random allien ship or structure per turn,and if there isnt allied ships/structures it sefl-destructs (I know that gives +4/+4 but not so useful, if you lose any turn some ship/structure).And derelict battleship requirs 5 random energy each turn, so not seeming were good ship to me, and it has same stats as Tarynn`Ixia.
Human indeed has better cards overall but Technomancer is the strongest race because some of their cards are just insane.
Best cards in the game:
Human Nagato (best fast attacker) Akata (good support ship) Hiraga (best capital ship in the game) Firewing (solid defender) Artillery Turret (good support structure) Power Plant (the best resource structure in the game)
Ca'anian Thogrom Bomber (easily the most imbalanced ship in the game) Plasma Screen (supports bomber) Railgun Turrent (can hit enemy base) Antimatter Bomb (solid removal)
Xyloxi Spark (most powerful 1-drop ever although all other ships of this race sucked. All decks must have counter against this ship) Thunder Shard (good support)
Caes'Cix Overseer (best support ship in the game, it is so powerful you can mix this race only for this ship)
Mith'ri'aeil Hydramorph (Overseer's best buddy) Negator (seals the deal) Devourer (powerful support ability) Combat Node (good for aggro)
Technomancer Data Node (prevents you from running out of cards) Radar Silhouette (best defender in the game, can beat any other ship except Hiraga if unsupported on both sides) Mirror Shield (best blocker in the game) Technowall (basically +40 or more HP) Techno Quasar (best direct removal)
Rift Demon Lesser Chaos Demon (the most insanely undercosted ship, unstoppable when abused) Lessor Techno Demon (if you play 2 or 3 of them in succession it is essientially game over) Greater Solar Demon (solid capital ship that you can count on) Greater Nebula Demon (even stronger then nanobot carrier but high cost) Nebular Rift (damages enemy ships for no cost) Energy Burst (decent removal)
Multi-color All energy generation artifacts
Xyloxi is the worst race in the game due to lack of good ships and utility cards, although Spark is insanely overpowered it can also be used by other decks.
Caes'Cix mix with Mith'ri'aeil can be the fastest killer in a fair game although it is hard to play in handicap. I still got over 80% win ratio with such a deck, I like how the deck ends game fast but there are more powerful decks that can make over 95% win against insane such as Technomancer mix with Rift Demon.
Rift Demon has the best power to cost ratio but their energy production structure are all delayed, which is a huge disadvantage that is difficult to overcome.
Omg!And I found them to be ultra-effectivly race if not mixed with others, because their units have pretty good stats if compered with other races ships...But to be honest, havent make much mix-ups yet, I have been focused for testing other races and unlocking cards (only one anymore!) so I havent made much mix-ups.
They take way too much energy to be effective in a pure RD deck and it'll be difficult to summon a (good) ship in the first few rounds. If a deck has something like Antimatter Bomb or Sabotage, you're set back even further while the enemy continues bringing out low cost ships and outnumber you while you have absolutely no defense. While RD has no defensive structures, it does have Black Channeler but that card only stalls the enemy an uses up energy, so you're pretty much a sitting duck if you can't get ships out quickly enough.
Btw what you think about voidBrigers and derelict battleships?To me voidBringer seem to be useless (I havent tested it), since it destroys random allien ship or structure per turn,and if there isnt allied ships/structures it sefl-destructs (I know that gives +4/+4 but not so useful, if you lose any turn some ship/structure).
I've never liked the high-cost cards and cards that cost structures/ships. They're strong and/or have good effects, but they take way too long to summon and you're banking way too much on one card, so you should probably only ever have one in your deck and that's not even a guarantee you'll be able to use it and it may just take up space. The Void Bringer is worse than the Terrornought. As a coup de grace, sure, I'd use it, but I wouldn't depend on those.
And derelict battleship requirs 5 random energy each turn, so not seeming were good ship to me, and it has same stats as Tarynn`Ixia.
Derelict Battleships are deadly awesome in spectrum decks. I like using them and the two Demons to power up Abominations. That's a +10/+10, +8/+8, or +16/+16 attack/defense bonus to a ship that can already attack!