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Messages - arzoo (43)

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1
Light / Re: Hope / Hope
« on: March 21, 2010, 10:03:43 pm »
Would be nice if luciferase healed creature poison or something...

2
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 20, 2010, 05:37:14 pm »
What it comes down to is that, as of right now, playing mono, or even certain duos, completely removes certain options (card draw being a HUGE one). It's understandable that different elements should have different strengths, but right now it's not a matter of strengths and weaknesses, but simply whether or not you have a certain type of ability  AT ALL. Unfortunately the only real solution is more cards; as was mentioned earlier, the problem is that compared to other TCGs in elements each element has a pathetic selection of cards.

3
General Discussion / Re: Steal and Bonewall
« on: February 25, 2010, 01:59:01 am »
Being able to steal the entire wall would be ridiculous; the whole point of bonewall is that you CAN'T just remove it with a single explosion/steal. The only thing about your situation that I would ever foresee changing is that if you have a bonewall when stealing one it just adds one to yours, rather than screwing you over.

note: I've made the mistake of trying to steal a bonewall while I had one of my own out too :(

4
General Discussion / Re: Lobotomizing Momentumed Creatures?
« on: February 24, 2010, 12:31:09 am »
Likely just for balance; momentum is to shields as quintessence is to creature control. Shields effect quint'd creatures and creature control (even lob) effects momentumed creatures. That's how I see it anyway. Ultimately it's likely just because momentum was slightly too powerful when the only solution is to kill the creature.

5
Air / Re: Dragonfly / Damselfly
« on: February 11, 2010, 12:09:46 am »
Strictly worse than storm crow   ;D

6
General Discussion / Powerful mutant combo
« on: February 07, 2010, 07:33:12 pm »
I wasn't quite sure where to put this, since it's not exactly a deck idea, but it's pretty much only related to rainbow decks.

I'm sure you've noticed that, what with there being 12 (?) of them, nymphs are pretty common mutants. Now, since they don't retain their superpowers, that usually wouldn't mean much. But thanks to eternity and hourglasses, for as little as the cost of the nymph card + 4 time quanta (eternity + hourglass pull) you can have a nymph instead of a mutant. I found having anti-matter on a stick much more useful than a weak monster with burrow.

It's obviously not something you can rely on as a strategy, but I think that it's a pretty nifty trick when the opportunity presents itself.

7
False Gods / Re: ''Improved steal'' in 40 card deck rainbow against FG
« on: February 07, 2010, 07:22:21 pm »
I don't get it, unless you can reliably draw a pulv and enchant it, steal is one of the only two other perm. control options in the game (not counting mutants). There's no other use for dark quanta, so the only advantage explosion has is meaningless. Nearly every false god in the game has at least one permanent you'd want, particularly those with hourglasses or cc weapons.

edit: not to mention you can usually nab a shield, gravity and dissipation often save my ass when I steal them, and diamond shield turns burrowers into minor nuisances.

8
Rainbow Decks / Re: Outcasts
« on: February 07, 2010, 07:14:29 pm »
What, no dragonflies? For shame.

9
Divine Glory / Re: Divine Glory
« on: January 21, 2010, 02:27:39 am »
Wouldn't the new firebuckler (PA'd) basically stop glory in it's tracks? Morning Glories have a single hp, and the firebuckler now effects immortal creatures.

10
Elidnis / Re: Elidnis
« on: January 21, 2010, 02:26:42 am »
Except that if you have a crap hand you can still get as far as halfway through your deck before Elidnis will kill you; not to mention it's much harder to recover from other false gods once they are in full swing. Most decks have a far greater chance of beating elidnis than most other gods.

11
Elidnis / Re: Elidnis
« on: January 19, 2010, 12:54:39 am »
Elidnis has no permanent control at all, and after a few games against it I'm getting the feeling it doesn't draw aether towers as much as it should be; quite a few times Elidnis never gets an aether tower out until his ulitharids are all dead anyway (or you've quinted the important creatures), and half the time all his forest spirits are dead before he can use quintessence. The real problem Elidnis has though, is the ramp-up time. His big damage dealing comes from forest spirits. You have PLENTY of time to draw your big strategy, especially since you safely wait until the last moment to start using phase shields and sundials. Eternity can buy even more time by resetting the growth of spirits. Elidnis also doesn't have a glut of monsters; bonewalls tend to last fairly long against this bot.

Overall this god simply isn't fast enough and isn't brutal enough; his strategy has too many places it can fail, and even at full steam he has NOTHING to stop shields.

12
Air / Re: New Card: Blue Nymph
« on: January 19, 2010, 12:30:44 am »
Not if they have healing, or permanent destruction, or stone skin / d-shard, or if they kill you first.
It's still a lot of damage that bypasses most shields, but yes, it's obviously not unstoppable. Nothing in this game is an instant win.

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anything
blarg: