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Messages - breach (65)

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1
some of the things I've done with the interesting Druidic Staff decks is add Aether to it;
specifically TU's and possibly Quintessence.
basically what I suggest is that rather than animating one weapon after another
(and let's face it, Staff without Adrenaline is worthless)
you just copy the existing ones.

2
Dark Matter / Re: New God: Dark Matter
« on: June 04, 2010, 08:27:50 am »
BH targets quanta and not players, so it's unstoppable.

as for a deck specific for Dark Matter, I've used a flying Staff with some Aether and Gravity additions.
much as it works against Divine Glory, you fly the adrenalined staffs, possibly parallel and certainly quint them.


3
Game Suggestions and Feedback / Staff versus Dagger
« on: June 03, 2010, 09:14:41 am »
well, the table turned on these two cards.
if I remember well, Vampiric Dagger was 2 :darkness weapon dealing 2 drain damage.
the Druidic Staff was 2 :life weapon dealing 2 damage and healing 5 life no matter the hit.
with upgrade both weapons gained +2 to damage.
Vampiric Dagger used to be the by far worst choice of a rare weapon.

now it's a bit off-balance if you ask me.
Vampiric Dagger is 1 :darkness 4 drain damage and when upgraded 2 :darkness and 6.
Druidic Staff is still the same, and I think it could use a life regenerating boost especially as the element
itself is called Life.

I know it's not important but I'm a fan of the Staff and I demand satisfaction <3
increasing the dagger back to 2  :darkness 4 drain damage would be good.




4
with so many Time and Aether needy cards, is it not a good idea to add 2-3 time and aether towers?
next up, I think you could slim and enforce the deck by kicking out phase's, less towers and SOG's,
1 less Quint, Otyugh and so on... perhaps take it entirely to another direction.

5
Deck Help / Re: Aether/Death
« on: May 30, 2010, 10:01:51 pm »
yeah, I was looking on advice to improve it by adding a third color or what could go instead of what blablabla...
and then a few things I saw that I won't mention made me figure better to work on it myself.

6
Deck Help / Aether/Death
« on: May 30, 2010, 04:03:01 pm »
(deleted duo to copycats and earlier versions of the deck.
please delete this topic)

7
Deck Help / Re: Aether/Darkness/Earth FG Denial deck
« on: May 30, 2010, 01:20:22 pm »
I did a few tests... I'm not satisfied at the win rate.
now I'm testing the variant with 4 Black Hole's and 4GS's instead of Quicksands.
real game tests of course

as the answer above, which tommy also answered right, is that if everything is going okay
you don't even need delaying or destroying anything. +10 pests **** you up no matter what you try.

8
Rainbow Decks / Re: Nymph's Paradise
« on: May 29, 2010, 09:00:15 am »
very expensive and not easy to make. do you have a budget/slim version of the deck?

9
Deck Help / Re: Aether/Darkness/Earth FG Denial deck
« on: May 28, 2010, 11:47:52 am »
it's a high-damager and usually you either lose early or win way before you draw your 20th card.
I mean if you denied properly, the opponent has no defense, or if you attacked properly then you've got
about 10 6/4 vampires hitting with whatever the Pests did in the meantime.

for now it's looking good in wins, maybe I'll remember to post matches later.
currently considering replacing Steals with something more useful for my task.

10
Deck Help / Aether/Darkness/Earth FG Denial deck
« on: May 28, 2010, 11:19:51 am »
inspired by Terrorking's pesty pest deck, which uses the power of Fractal/Pests to achieve complete lock down
on the annoying gods, I kinda noted one problem with the deck.

Gods are quick to form their strategies, while you usually ain't.
hence I went about starting the denial even faster; by adding earth to the deck to directly stop the quanta flow
while I setup the Pests.

Code: [Select]
77j 77j 77j 77j 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t9 7t9 7ta 7ta 7td 7td 808 808 808 808 808 808 80i 80i 80i 80i 80imark is Earth.

bonuses over just going Aether/Darkness is a considerable boost in denying the enemy, while at the same
time being able to use Pest's Burrowing ability.
so far I have scored a good share of wins vs losses in real game. (screw the trainer) 
I'd like your input in how to improve it.
so far the problems I noticed are, as you would expect, possibly getting stuck in your own cards or not
drawing the right towers.



11
Duo-Decks / Re: The Amazing, the Incredible, Pesty FG Deck!
« on: May 26, 2010, 03:01:27 pm »
still one of my favorites against FG's.
fun, easy to decide if you should forfeit or not on start of match (save time)
and draining a false God is JUST THAT FUN.   

*breach's seal of approval*

12
why humans? as BluePriest said, they're pretty insane.
by all definitions the most unstable, unpredictable, dangerous and intelligent race known.
imagine the possibilities of connecting humans to Aether, Darkness, Gravity, Time...
as I stated before; we don't need to have Holy Crusaders just cause we got a human in Light.
a closed mind is an enemy to all creative things.

the poll question and answers ought to be changed or something as it doesn't fit the discussion.


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