Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - Anonymouse (6)

Pages: [1]
1
General Discussion / Mutational Tendency?
« on: December 15, 2009, 10:09:35 pm »

I seem to have a complete misunderstanding of how mutations work.  I am talking of the strange creatures we may get from mutation, or what you always get from improved mutations and fallen druids.

I always thought that the game pulled a random creature graphic and added a random amount to its stats, then gave it a random ability with the creature's type of quanta, and made it cost 1 or 2.  However, I have found that some things happen FAR more commonly than others.  For example:

Sparks have Deja Vu a lot
Firefly Queens have mutations and devours a lot
Colossal Dragons get destroy often
Fate Eggs get burrow often (this tends to stink, especially if it still has 0 attack)
Phase Dragons with Lycanthropy are common
Shriekers with Dive are common

Am I just completely crazy and imagining this, or has anyone else noticed it?  I've played a deck for a while now that mutates things a lot, but this still seems irrational to me...perhaps the game is coded not to spawn random mutations at all, but certain set ones...I'm not sure.

2
Card Ideas and Art / Unstable, self-destroying card
« on: December 15, 2009, 10:09:33 pm »

Very nice idea here, I actually had something like this in my ideas thread.  A low hp creature that enters the game poisoned...but your idea of chance to self-destruct is very interesting too, maybe I should make its destruction more random in keeping with the idea of entropy being chaotic.

3
Deck Help / A Fire/Earth deck I've been thinking about.
« on: December 15, 2009, 10:09:33 pm »

I'm not sure, but my guess would be the lack of Golems is due to the Earth mark being the only Earth quanta source. (One Earth quanta per turn for each Golem, you would gain no Earth quanta with 1 Golem, and lose 1 per turn with 2 Golems)  This Earth quanta lock would of course have the upside of really powerful Golem(s), but if the opponent can reverse time...

Gnome Gemfinders, as mentioned, would help greatly in the Earth quanta crunch.  Maybe the opponent would even waste a creature control card on them, allowing you to play a dragon safely.

4
Deck Help / Time/Entropy Fast mutations, input wanted
« on: December 15, 2009, 10:09:33 pm »

Thanks for the advice, I changed the Anubis to dis shield, I'm not at all relying on the immortality.  Threw out the Abominations and the Fate Egg too, added another Fallen, a Reverse Time, and went on a limb and put in a 6th Deja Vu.  So far so good, I think things work a little more smoothly.

Still not sure about removing mutation, I might even add another, sometimes it is very useful to have a lower entropy cost mutation, for both offense and defense. (You can use these on dragons too!)  It also lacks Life cost, which is good since I usually have just enough Life quanta to get by.

Thanks again.

5
Deck Help / A Fire/Earth deck I've been thinking about.
« on: December 15, 2009, 10:09:32 pm »

I've actually done Fire-Earth before, to some extent...it was more like Fire with a handful of Earth cards as support, but still...

Seems like you could go quite a while without drawing a Crimson Dragon, and if the opponent kills it...although the Farenheit is always good supporting damage.  Enchant Artifact works well with these, but maybe you should include a Fire Shield with all this, it would work well with the theme of your deck I think, delay until you kill them with Dragons...perhaps add a Plate Armor to defend these dragons a bit more...

Also, seems a bit heavy on the Rain of Fires, maybe take one of them off.

The one other thing is, although the idea of using Mark of Earth and no Earth Pillars is pretty cool, it has the weakness of mass dependence on Fire Pillars. If you can't draw any, or just draw one, you are in for a very slow game.

6
Deck Help / Time/Entropy Fast mutations, input wanted
« on: December 15, 2009, 10:09:32 pm »

I've been playing this deck for a while, it's really fun, but I still feel it's a bit off, any commentary is appreciated.

Mark of Time
6X Quantum Pillar
6X Amethyst Pillar
10X Time Factory
2X Nova
1X Supernova (upgraded nova)
2X Chaos Seed
1X Mutation
1X Reverse Time
2X Golden Hourglass
1X Electrum Hourglass (upgraded Golden Hourglass)
2X Sundial
1X Maxwell's Demon
2X Abomination
3X Fallen Elf
1X Fallen Druid (upgraded Fallen Elf)
1X Fate Egg
5X Deja Vu
1X Devonian Dragon
1X Anubis
1X Turtle Shield (upgraded Procrastination)
1X Eternity

What happens varies a lot, but the idea is to get Fallen Elves or my Fallen Druid to mutate Deja Vus, with lots of delay opponent and speed up type cards. (Eternity, Turtle Shield, Maxwell's Demon, Hourglasses, Reverse Time, Sundial, Chaos Seed)

Novas and Quantum Pillars are included, so I can use some mutant abilities, as well as Life for my Fallens and Light for Sundials.

Also note that if I manage to get my eternity out (big if) I can mutate opposing creatures and then reverse them, useful for opponents without sufficient Entropy quanta.

I've considered a lot of changes here, (take out some creatures, more pillars, less pillars, more mutations, more Fallens) but I wonder what you all think...also, what should I upgrade next?

Pages: [1]
anything
blarg: