Booster Pack Possibilities
Worried about buying boosters? Want to know more about them before you do it? I understand, we've all been there. They're $3.00 each in American dollars. For your money you get one rare, four uncommons and five commons. That's 30 cents a card. You can also by from Saga Units and Saga Traders to buy cards.
Here are the results from some booster packs that I bought so you'll have an idea of what you might get in yours:
pack one
Swordmaidens (Light common unit)
Orc Infantry (War common unit)
Heavy Infantry (Neutral common unit)
Wood Spriggans (Magic common unit)
Heavy Cavalry (Neutral common unit)
Hold Fast (Neutral spell)
Phoenix (Light rare unit)
Lightning Bolt (Light spell)
Catapult (Neutral uncommon unit)
Heavy Lancers (Light uncommon unit)
pack two
Light Cavalry (Neutral common unit)
Heavy Infantry (Neutral common unit)
Light Infantry (Neutral common unit)
Mercanaries (Neutral common unit)
Elven Archers (Nature common unit)
White Dragon (Light rare unit)
Covered Ram (Neutral uncommon unit)
Orc Crossbowmen (War uncommon unit)
Ogre Magi (Magic uncommon unit)
Dwarven Hunters (Machine uncommon unit)
pack three
Archers (Neutral common unit)
Mercanaries (Neutral common unit)
Javelineers (Neutral common unit)
Pikemen (Neutral common unit)
Dwarven Axemen (Machine common unit)
Orc Crossbowmen (War uncommon unit)
Orc Berserkers (War uncommon unit)
Orge Champions (War uncommon unit)
Dwarven Mechanists (Machine uncommon unit)
Green Dragon (Nature rare unit)
pack four
Light Cavalry (Neutral common unit)
Crossbowmen (Neutral common unit)
Archers (Neutral common unit)
Dark Elf Magi (Magic common unit)
Orc Infantry (War common unit)
Black Dragon (Magic rare unit)
Elven Druids (Nature uncommon unit)
Dwarven Munitions Experts (Machine uncommon unit)
Clerics (Light uncommon unit)
Orc Arsonists (War uncommon unit)
pack five
Crossbowmen (Neutral common unit)
Archers (Neutral common unit)
Javalineers (Neutral common unit)
Spearmen (Neutral common unit)
Pikemen (Neutral common unit)
Chersus (Nature rare unit)
Unstable Footing (Light spell)
Elven Bear Riders (Nature uncommon unit)
Wood Giants (Nature uncommon unit)
Dwarven Crossbowmen (Machine uncommon unit)
pack six
Crossbowmen (Neutral common unit)
Mercanaries (Neutral common unit)
Cavalry Archers (Neutral common unit)
Swordmaidens (Light common unit)
Light Infantry (Neutral common unit)
Rage (War spell)
Move You Slugs (War spell)
Righteous Indignation (Light spell)
Dwarven Mechanists (Machine uncommon)
Light Lancers (Light uncommon unit)
pack seven
Heavy Infantry (Neutral common unit)
Wood Spriggans (Magic common unit)
Orc Infantry (War common unit)
Javalineers (Neutral common unit)
Cavalry Archers (Neutral common unit)
Fireball (Neutral spell)
Siege Giants (Light uncommon unit)
Heal (Neutral spell)
Human Knights (Light uncommon unit)
Dwarven Balloonists (Machine uncommon unit)
What factions you get is totally up in the air, but that's what the market is for. When trading, just put something up (without a buyout) with a note of what faction you are and see what offers you get. If you don't get more than one offer you might want to check with someone else or a fellow guild member to see if it's a good trade. If you get two or more offers, accept the best one. If you don't get any offers after posting the same things once or twice, trying mentioning them in the trade chat, or putting up a buyout. Be careful with buyouts, don't cut yourself short. Never put up a buyout that has a total of less CP points than what you're offering (unless we're talking about spells, where trading gets very complicated). Most units can be based in value by there CP. If you're not sure, check an offer with it's worth in dollars from SagaUnits or SagaTraders and then the worth of what you're offering.
Create your own free site with blog land.