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Messages - Taulmaril (10)

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Card Ideas and Art / Re: HERO CARDS by Scaredgirl
« on: January 12, 2010, 01:55:44 am »
True about the time bubble thing.  Didn't catch that sorry :P

Well, maybe that will be true but even then a huge chunk of players would still shift all their attention to just getting their hands on one.  Although I guess that wouldnt be that bad.

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Card Ideas and Art / Re: HERO CARDS by Scaredgirl
« on: January 12, 2010, 12:58:23 am »
Another thing I had not noticed is that playing clockmaster is a potential instant win because you can ues creature's skills ONCE per TURN, and you just keep getting turns over and over again, provided you get enough quanta at the "end" of each turn to fuel it.

Maybe something else similar for the Clockmaster, lol.  Don't get me wrong though I still think this is a really cool idea.

3
I was thinking that it seems a little odd that it costs the same to upgrade, for example, a time factory as it does to upgrade Eternity.  Personally I think that some cards should be harder/easier to upgrade than others.

I was thinking something along the lines of this:  The price to upgrade a card = 400 electrum x the amount of quantum required to play the (unupgraded) card.

So for example, Eternity (5 time) would upgrade at 2000 while Boneyard (3 death) upgrades at 1200.

Thoughts?

I also thought that selling upgraded cards would have a similar system like this.  Selling an upgraded Anubis shouldnt give you the same $ as selling a pillar, i my opinion anyway.

4
Card Ideas and Art / Re: The 13th Element
« on: January 10, 2010, 10:49:51 pm »
When I first joined elements, and I saw that there were 12 elements and each had their own massive array of cards I was very intrigued.  But then I saw at the bazaar that the number of cards in each element only filled a fraction of the screen.  I think we have a long way to go as far as increasing the complexity and options for each element before we should be thinking about more elements.

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Card Ideas and Art / Re: HERO CARDS by Scaredgirl
« on: January 10, 2010, 10:38:10 pm »
I love the idea and the cards are really original and cool! *Applause*

My only concern  is (dunno if this has already been said, I didnt read all 14 pages) that the entire strategy of any deck of any element would shift to just getting your hero out as soon as possible, and countering your enemy hero.  All the monsters in a deck would just become support cards for bringing out the big gun.

And with that everyone would switch to time and draw and draw away until they get their hero and just go from there.
But this is all speculation :p  Still i look forward to seeing something like this.

6
Card Ideas and Art / Re: Last Stand
« on: January 10, 2010, 10:30:53 pm »
If you change it to 5 turns, thats too good a reason to run it with a poison deck.  By the time you're beaten down to 1hp area then your poison should be uber strong, and then having an extra 5 turns of invincibility would just = win for you all the time.

7
Is it still practical with the new AI?  That makes sense how it can be the target of your enemies hate, I hadn't thought of that 

Also, I don't like the idea of running random damage dealers like Graboid and Lava Golem.  They don't contribute to your overall strategy really, they just seem to make your win slightly faster IF you get an awesome draw.

8
False Gods / Re: Aflatoxin > Boneyard for false god farming?
« on: January 10, 2010, 10:20:57 pm »
Well, only 3 of them run Rain of Fire, and you can pretty well recognize the thread when it's there and hold off on it until you get Anubis.  I was thinking of running quintessence though, it might be more practical if your already busy with sundials and hourglasses and eternity.

9
False Gods / Aflatoxin > Boneyard for false god farming?
« on: January 10, 2010, 10:32:23 am »
I was thinking and playing with this idea.  Using something like Scaredgirl's rainbow deck.  I played around with the deck and squished in a Maxwell's Demon, Anubis, Mind Flayer, FFQ, Lava Golem, and Scavenger(which I later decided against).  Most of those cards are pretty situational.  I haven't tested it too much yet but running all these can probably give you a whole lot of options.  Whichever creature is useless against the particular god can be aflatox'd and then you can proceed to mutate with Druids.

Seems to me that eventually it might work better than boneyard cause you can include more creature variety and still have a use for the ones that don't help against your opponent. 

Also, Afla could replace the need for FFQ's as far as creature spam so you have more life quanta to run more Feral Bonds which would would wonders with Malignant spell spam.

Thoughts?

10
I am running a similar build and am about halfway upgraded. 

But I still don't understand.  What is the point of the graboid in here?  Doesn't seem to serve any purpose unless I'm missing something.  I know there isn't much earth can do against FGs..

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