did 10 10+ turn matches- not too hard
best to play a simple rush to reduce the game length - even playing badly to autolose at 10+ - 10+ turns give up games should count but not sure so best to complete.

hexagram wrote:did 10 10+ turn matches- not too hard
best to play a simple rush to reduce the game length - even playing badly to autolose at 10+ - 10+ turns give up games should count but not sure so best to complete.

harvest4god wrote:hexagram wrote:did 10 10+ turn matches- not too hard
best to play a simple rush to reduce the game length - even playing badly to autolose at 10+ - 10+ turns give up games should count but not sure so best to complete.
....finished....my 30th game....the quitters at turn 9 were abundant......gasp.....water....water....
Callonia wrote:harvest4god wrote:hexagram wrote:did 10 10+ turn matches- not too hard
best to play a simple rush to reduce the game length - even playing badly to autolose at 10+ - 10+ turns give up games should count but not sure so best to complete.
....finished....my 30th game....the quitters at turn 9 were abundant......gasp.....water....water....
Stop spamming op decks and the problem will go away, I have no problems getting duels to last over 10 turns.

asxlen64 wrote:Callonia wrote:Stop spamming op decks and the problem will go away, I have no problems getting duels to last over 10 turns.
well im sure most wont have to play so much should they limit to 5 instead of 10, also adding giving up no matter what turn you are on, should also not be counted.
Peralisc9001 wrote:What do OP decks have to do with it?
What's better? To face the OP deck for another turn (after turn 9) or to HAVE TO roll another duel possibly with another OP deck? :/
I forgot which EN's it was, probably harvest's (i beaten 2 out of 3 only), but the guy managed to suck on all the SP and sphere levels before i could bank some SP for later, so i quit around turn 4 or 6, which i think is normal if you are locked off.
Perhaps my old suggestion would be really helpful right now. @_@
Have crappy units that cost sphere level instead of SP!
Or a grim that removes target closed unit from the field, give you LP-1 and then gives you the unit's original level -1 SP next round.
I know EN has it hard these days, if you make a slight mistake then i am going to exploit it and win the game vs EN (just like anyone else). @_@
But perma lock is basically game over right there.


exemplar wrote:When are we getting the "version up" cards, and when are the set 11 "no recycle value" cards being taken away?



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