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Messages - ManOfManySpoons (128)

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1
Can you cast it more than once on the same permanent?  I was reading your other topics and it seemed like that was the case with the  :death one, but that shouldn't be with this one.  I'm imagining casting it on a stack of pillars, which just seems too good. 

Actually, paying 2 :life to turn any perm into a SoG seems pretty good even without that.  After you've drawn enough, turn those hourglasses into SoG.  Does it eliminate the original ability too?

2
Card Ideas and Art / Re: Boomerang|Boomerang
« on: July 29, 2010, 08:08:40 pm »
Aha.  In that case, it's way underpowered. 

Unless your opponent doesn't have a shield (or only has Turtle Shield, I suppose), it is little to no use.  This would be most useful for decks that take a long time to set up and need an anti deckout strat, yet if the game goes on long enough where you're at risk for decking out the opponent will likely have a shield that can reduce one point of damage, meaning Boomerang won't complete and attack and won't fulfill its purpose. 

Unless we get momentum on a stick, it's not very good as is. 

If you were to give it momentum on its own, it would become a staple in every rainbow.  1 random instead of 3 time each turn to prevent deckout in rainbows which value  :time greatly?  It could cost way more AND require  :air, and it would still be a staple in rainbows because they're usually light on  :air usage (unless you run Air Nymph instead of Elite Queen) and very heavy on  :time

3
Card Ideas and Art / Re: Boomerang|Boomerang
« on: July 29, 2010, 06:13:41 pm »
So it just has to attempt to attack?  It doesn't need to deal damage?

If this is the case, Permafrost/Turtle Shield doesn't seem like it would prevent it.  Actually, only a Sundial would stop it from working....

4
Card Ideas and Art / Re: Dark Soul | Dark Shade
« on: July 28, 2010, 05:27:45 am »
"Played on the field"=chosen from the hand?  Or is it every new creature that enters the field? 

It should only be chosen from the hand, if possible to code.  Otherwise this increases  :death :darkness synergy with Malignant Cells to a dangerous extent. 

5
Crucible Archive / Re: Aquarius | Aquarius (Zodiac Series)
« on: July 02, 2010, 05:22:18 am »
Likely would become a staple in rainbows.  Water is underused, and this would be a tremendous help against poison decks, saving your Oty from poisonous creatures and your HP from poison. 

6
Crucible Archive / Re: Fountain of Youth | Fountain of Youth
« on: June 28, 2010, 07:55:30 pm »
It would then treat the card as if it had just been played, correct?  So, if I use this on an opponent's creature (say, an Oty that is threatening one of my important creatures), the opponent would have to wait a turn before using its ability?  This seems very good, but then again Time/Water isn't exactly a powerhouse and 7  :time to summon + 2 :water a turn is a hefty price for shutting down an opponent creature. 

The more useful (and probably intended) use is to save your creatures that are poisoned/at low health (due to CC spells/Fire Buckler)/delayed/antimattered/any other debuffs.  I like the idea of being able to deal with debuffs, so I support you. 

7
Card Ideas and Art / Re: The Manipulator|The Manipulator
« on: June 26, 2010, 10:37:10 pm »
Is the bonus permanent or for one turn? 

Even if it is permanent, you're effectively giving up your weapon slot for a variable amount of damage each turn.  It's risky, unless you're packing aflatoxin to fill their field (and willing to take 23 damage every other turn from cells).  Full potential would be using it with a dive creature, but that means going duo.  Doing those together means aflatoxin is a bit pricey outside of a rainbow, which usually need Eternity. 

Not sure what to think of it overall, to be honest.  What are its stats when flown?

8
Crucible Archive / Re: Weaken | Weaken
« on: June 21, 2010, 05:11:39 am »
Perhaps a name like Burden or Strain would work? 

I like the idea a lot.  It's useful, good anti-rainbow utility, but not game-breaking unless you dedicate multiples of this card to shutting down one opponent creature. 

9
Crucible Archive / Re: Focused Gravity | Crushing Gravity
« on: June 20, 2010, 08:16:43 pm »
I may have missed it, but didn't see anyone mention the utility it has when facing Antimatter as well.  Opponent antimatter your creature?  Hit it with this, no more healing for them!

You lose a creature+this card, but they find a VERY valuable card wasted. 

10
Forge Archive / Re: Cheetah | Fierce Cheetah
« on: June 11, 2010, 10:42:42 pm »
So right now momentum lasts forever?  You could just make the active ability only last one turn.  Maybe decrease the cost to 1 :gravity, so now you have to re-pay for momentum each turn and it's much more difficult to keep going. 

Keeping the cost at 2 :gravity is also reasonable, to make up for the fact that it's 1 card instead of 3. 

11
Card Ideas and Art / Re: Vampire Lord/Vampire Lord
« on: June 11, 2010, 10:35:12 pm »
Vampire: 5 :darkness for a 4/3
Vampire Lord: 6 :darkness for a 4/7, with an ability that buffs it for each Vampire

Looks OP to me.  Why not make it start weak?  A Vampire Lord with no minions probably shouldn't be a 4/7, that's awfully strong.

12
Card Ideas and Art / Re: Fire elemental | Great fire elemental
« on: June 11, 2010, 05:11:13 am »
It's basically an unupped virus, except it has a higher casting cost and its ability cost isn't free.  It has 2 more attack, but that absolutely does not make up for it.  Am I misunderstanding something?

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