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Messages - MaxMilen (116)

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1
Design Theory / Re: Steal My Idea!
« on: July 22, 2010, 03:10:00 pm »
How about a colorless creature that, when played, becomes the same element as your mark and gets an ability appropriate to that element? I don't really have much of a firm idea on this one, but I see it as a relatively small creature (2 or 3 power, 1 or 2 HP), and the abilities as costing 1-2 quanta of the appropriate element and being relatively weak, but not useless. For example,  :time  might let you see your opponent's hand,  :fire  might do a small amount of damage to a target creature, and so on.

2
Crucible Archive / Re: Power Shield | Power Wall
« on: July 18, 2010, 01:38:36 pm »
I think a turn limit could work, I'd put it at 5 though.

There are generally less things that get through this than wings, but this requires a 2 card combo to work. If it's temporary the combo isn't nearly as scary, as you'd need a PA for each shield, which would slow your deck down a lot.

And if you didn't PA it then they could break your shield.
Works for me. If I do add the turn limit, should the cost be adjusted? Currently, this is at 8|7. By comparison, Dimensional|Phase Shield is 6|5, and Wings is 4|3.

3
Crucible Archive / Re: Power Shield | Power Wall
« on: July 15, 2010, 02:42:27 pm »
You all make good points. Thoughts on adding a 4-turn time limit to both versions?

Also, if anyone has better art for this, by all means, feel free to show it.

4
Forum Game Archive / Re: Chain Reaction!
« on: July 13, 2010, 04:44:19 pm »
Hill Valley

5
Crucible Archive / Re: Power Shield | Power Wall
« on: July 13, 2010, 03:44:00 pm »
Hi,

Sorry it's taken me so long to get back to your request for more feedback on this. There was a shinny object and I was distracted.
Yeah, I know what you mean. I can get like that too -- ooh, shiny! (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitlem4f37xq499gk)

Quote
My main balancing concern would be something like the following combo:

Ruby Dragon + momentum + Quint
and
Power Wall + Protect Artifact

After playing this you would be completely immune to anything that didn't have an attack score higher than 15. No creatures start with an a attack that high, and very few can be reasonably boosted that high.
I could argue that Ruby Dragon + Momentum + Quint is already pretty much a win condition, and that the Power Wall + Protect Artifact could easily be Phase Shields instead.

Quote
Yes it is a 5 card combo from 4 different elements, but they're elements that tend to get along fairly well, and even getting part of that combo out would be really strong. Throw in a couple SOG's and it would be nearly impossible to kill that deck.
Sounds like an effective deck, but somehow, I fail to see how Power Wall is responsible for making it broken. Not saying you don't have a point, of course, and it could be creator bias.

That said, if the text fits, I could see giving this a time limit. Considering that Dimensional Shield/Phase Shield is 3 turns and blocks everything, and Wings is 5 turns but a little easier to hit through, maybe this should split the difference at 4 turns.

Thanks for the feedback!

6
Forum Game Archive / Re: Chain Reaction!
« on: July 13, 2010, 12:21:05 pm »
Man-Handle

7
Deck Help / Re: Time for some Rainbow Nymphomania...
« on: July 11, 2010, 03:40:09 pm »
I decided to try dropping the Plagues, as Gl1tch suggested, for a fourth Hourglass and a fourth Phase Shield. So far, it looks like he was right; the Plagues really weren't that important, and it does seem like having the additional Hourglass and Phase Shield have helped. I will update the deck in the top post with these changes.

Further constructive feedback is, of course, always welcome. I will note a few things, which should help get the ball rolling.

  • First and foremost -- Please, if you plan to suggest that I add a particular card, help me find something to take out for it. That's been the hardest part of tweaking this deck.
  • That third Shard of Gratitude really does seem to be working better than the Feral Bond it replaced did. Yes, Feral Bond would tend to give me more health later in the game, but its higher cost, coupled with it being less effective earlier on, were not enough to make it worthwhile.
  • I still have yet to work in anything that would make significant use of the  :fire  quanta generated by my Fireflies. Other than setting off Unstable Gas and fueling Dissipation Field, those  :fire  quanta really aren't doing much. I'm trying to figure out what I could do to make better use of those quanta. I've considered a Burning Tower, to then be made into the  :fire  Nymph, but what little testing I've done with that idea has not gone well.
  • Alternatively to the above, I have considered replacing the Firefly Queen with a Pharaoh, but I'm iffy on this at best. The deck is already so hungry for  :time  quanta that adding in another thing that would make heavy use of those quanta seems too risky.
  • While the draw generated by the  :time  Nymph is only sometimes helpful, the ability to guarantee  :time  quanta generation beyond my mark has been far more helpful. No surprise, considering just how hungry this deck is for  :time  quanta.  If anything, I kinda wish I could find a slot for a second Time Tower.
  • In addition to the two Water Nymphs I'm using, I have a Life Nymph and a Gravity Nymph, each of which I have considered using, and have done some experimenting with. However, either I haven't been incorporating them effectively, or they're just not that good for this deck, since I've yet to really see them shine. Life Nymph only helps if it shows up at just the right time (so that I can then Adrenaline my creatures before immortalizing them), and Gravity Nymph tends not to be able to hit the board early enough to be helpful.
  • I've mentioned before that I was considering replacing the Elite Queen with the unupped version, and working in a second FFQ and a Hope. I experimented with that, and... not a good idea. That's the kind of idea that'd only work in a deck more dedicated to it.
  • I'd like to be able to work in a third Steal, if there were a good slot. Alternatively, I could see working in Butterly Effect, though given the way this deck is now, I'd probably also have to work in a Graveyard, otherwise I'd not really be able to use it effectively.
  • Another thing I've been considering working in would be another Elite Anubis. Again, though, I'm iffy; as with Pharaoh, it'd be yet another demand for  :time  quanta, which are already this deck's most used element, by quite a bit.
  • I commented earlier that I was considering dropping the Obsidian Tower, abandoning its Nymph. I still might, though if I do, I am definitely replacing it with Ulitharid. The most useful aspect of the  :darkness  Nymph has been its ability to get rid of dangerous opposing creature effects.

8
Design Theory / Re: Steal My Idea!
« on: July 07, 2010, 11:00:32 am »
Mutate creature.
Get Ruby Dragon with 19|2 and Dive
Play Momentum to make it 20|3
Play Blessing twice to make it 26|9
Play Rage Elixer (or potion, whichever is upped) to make it 32|3
Dive to make it 64|3
Triple strike for the kill, though won't work against a FG
FG Variant: TU on the Dragon.
Whoa... can you say "unlikely"?

9
False Gods / Re: False God Proposal: Untouchable
« on: July 06, 2010, 06:25:52 pm »
Now how did I forget that? Oddly enough, that makes that point a little stronger.

10
Game Suggestions and Feedback / Adrenaline/Venom interaction
« on: July 06, 2010, 05:40:56 pm »
OK, I'm well aware that the interaction between Adrenaline and Venom is specifically coded, so that a creature with Venom (Puffer Fish or flying Arsenic) that has Adrenaline applied to it will only trigger on two of its attacks. I'm also aware of the reasoning, and I agree.

What I'm proposing is a bit of a tweak to that interaction. As is, the way it works is that only the first and third attacks will poison. Under most circumstances, this is fine -- but it also leads to situations where only the second (or only the second and fourth, if it's getting 4 attacks) will hit, resulting in no poison at all. This seems a bit nonsensical. My proposal, then, is that, rather than specifically make it the first and third attacks that can poison, the first two attacks that do hit should trigger Venom, but after that, further attacks by that creature will not trigger Venom.

11
False Gods / Re: False God Proposal: Untouchable
« on: July 06, 2010, 02:33:50 pm »
At the risk of being accused of topic necromancy, I just wanted to justify my earlier suggestion of adding Shockwave.

True, between the main strategy and the Lightnings, Shockwave would probably not be needed. However, here are my counterpoints.

    False God decks aren't supposed to be completely idealized. Even Seism, arguably the hardest FG, incorporates cards that a player usually wouldn't.At present, the Mark is ONLY fueling the Wings. It's pretty unusual for an FG to have only one card fueled by its Mark. (OK, so Seism only uses his Mark for evolving Graboids and for Rewinds, but even then, that's two different things.)
Does it necessarily have to be Shockwave that is used to make the Mark more involved in the deck? Nah. Could be a creature (such as  :air 's Dragon), could be Eagle's Eye... but Shockwave just feels like it makes sense to me.

12
Design Theory / Re: Steal My Idea!
« on: July 06, 2010, 02:25:46 pm »
And another one.

Double Strike | Triple Strike
:air  | 3  :air
Spell | Spell

[Text for Double Strike:] Target creature gets -2|-0 and attacks twice per turn.

[Text for Triple Strike:] Target creature gets -3|-0 and attacks three times per turn.

(Notes: Yeah, I know, it's similar to Adrenaline. I did include some key differences, though. The lowered power, for one -- in some cases, that might make it useful against opposing creatures. Also, where the number and power of the attacks for Adrenaline is dependent on the creature's power, this one is flat. Regardless of the creature's power, it will act twice for Double Strike or three times for Triple Strike, with its full power each time. Yes, this means that under some circumstances, you'd get significantly more damage out of one of these than from Adrenaline. [Upped Fire dragon + Triple Strike, for example, would yield a whopping 36 damage.] Whether the interaction between this and Venom would be the same as Adrenaline and Venom [only attacks 1 and 3 can poison], I don't know. Why Air? Eh, it just feels like it fits. I don't see this stacking with Adrenaline -- most likely, the new effect would overwrite the old one.)

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