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Messages - hellkaiser (17)

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1

no i've pretty much thought of all that i just guess i'm a little impatient XD i do apologise though to all for coming across like what i say is cold hard fact and yes it IS only just my opinions that i'm sharing so sorry if it came across as arrogant or whatnot i just guess i presume people would get that it's opinion and such

and yes i do realise that a reusable effect can be a lot better as well as gravity nymph being simply stunning against rainbow i mean we only have to look at dark matter to see that she's darned ridiculous vs the "meta deck"

to the point of rainbow not needing the help i would agree AND disagree at the same time.....

right now a lot of these changes have been anti rainbow and most FG decks seem to be more geared and prepared for them and i should know i've been playing nothing but rainbow for months and have been too lazy to farm for a new deck type XD

but again when there's only one reliable god killer deck it's gonna be used and when it get's nerfed in it's components or just the FG's are changed to combat the threat and that to me seems to be the case

instead of however nerfing rainbow and it's components i would have said i'd prefer it it was counterbalanced by strengthening the other elements with more feasable god combatting cards which are less likely to be abused in rainbow

cards such as antimatter are quite useful against a god i'll admit or aflatoxin but mostly i find them to be dead draws and such an not all that great so perhaps this was a step in the right direction

higher cost creatures of an element etc BUT

just how effective do you think a gravity nymph would be VS a FG

it's best case scenario would be rainbow an more than likely it would just end up as great healing but wouldn't stop the onslaught of shriekers imho

dark nymph(?) would be another example i mean it's like a mind flayer for dark and would be better in darkness themed decks but being of a high cost to get on the field would mean that flayer is better even if it's costs are of two elements

aether nymph........now this is one that i don't like really

three aether quant for the same effect that anubis gets?? not sure that i think much of this

and then there's the tears which i do like the idea of but it's cost puts me off although i do understand that it's to stop it being abused in rainbow and agree with the idea of it but why water??

maybe i'm just missing something but i'm just not crazy about it being water at all but hey just remember it's just my opinion and i do see the very good points you're making also and it's given me a few things to think about :)
Ok, I see better where you are coming from now. It did seem much like you were flat out attacking everything left and right with very little support. I agree with you on several points of this, as I too run a rainbow. But I enjoy being forced into a challenge. By adding these rainbow hindering cards to the mix, especially in the FGs, it forces people to pull away from the norm as the normal strategies begin to fall apart. But it's also nice. There is no insta-rainbow-kill card, though black hole is close, you can still make a come back from it. So right now everything else just got introduced with cards that help counteract rainbow a bit better, instead of geting something amazingly good that a rainbow cannot hope to beat. Do you see where I am coming from? Baby steps.

I definitely agree that one successful deck will get spammed a bunch of times by different players, but slowly beginning to give everything else more power, which slowly destroys rainbow decks, is one of the best ways to begin to get people to use their brains and come up with more, better deck ideas, instead of just copying a deck a thousand times and just changing a few cards.

And about Nymph's Tears. Why water you ask? Well all the other elements already got their new Alchemy and Water needed a power boost. It's like the White Nymph. Currently, there isn't much use for it, but in the future of gaming, when new cards come out, there will be more combo opportunities right away.

Now, to bring this whole thing back on topic, I seem to be getting more and more eager for the Oracle to come out. Not just for a chance to win a nymph, but who doesn't enjoy getting a free card once in awhile? :)
entirely my fault due to inherent laziness

however i would digress that quite possibly the biggest problem in ANY rainbow deck is A: a lack of creatures B: lack of a focused strategy C: quanta

there's pretty much nothing you can do against dark matter if you're a quantum player

he's gonna heal a lot and he's gonna get field presence usually within a turn or two

but the problem is NOT black hole i wouldn't be silly enough to suggest that

the problem is that as a FG he draws twice per turn and can ALWAYS play one after another incredibly early on leaving you literally with nothing to use

i don't mind if a FG rushes me i can handle that as i do after all have 100 lp but constantly having no quanta to play my cards is in my honest opinion overkill considering that rainbow is the best contender for FG farming

but if you just look at it simply every card has a counter strategy or card

with perm destruction you have protect artifacts

with monster control you have quintessence

where's the counter card for quant drain?

devourers?

honestly i see very little in the way of countering a god that can spam out -6 to - -30+ quant in a single turn
there's nothing to protect our quant and the only thing that would come close is to rely on the already slightly unreliable supernovas and pray you draw lots of them early

this comes down to luck and NOT skill although deckbuilding comes into play

between him and rainbow i see them as the two gods that are just plain ridiculous sometimes however honestly i see dark matter as being FAR superior in being just anti rainbow control and thus having an incredible advantage over everything unless you load your deck with quant gaining monsters or play a duo element deck or just all 1 and 2 cost cards etc

in short he's just simply completely imbalanced in my opinion and i cannot understand why anyone would disagree

admire his well built and thought out strategy all you want but he to me is completely and utterly ridiculously imbalanced

funny thing is black hole isn't even all that and a bag o chips for a player to play unless dedicated to gravity

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while i think the idea is........quaint

really what's the whole point in making even more hard to get cards?

right now the ratio of rare to buyable is fine (except for SOG's) but then you introduce nymphs which are imho underpowered overcosted and just not anywhere near as fantastic as they're made out to be

yet once again i see lot's of people jumping on the idea that they should remain one of those type of cards

let's look at where they excel just from the first sight

they're mid to high cost and they have an effect which is a reusable form of one of the latest set of cards effects

ok this makes them good in the respect that in a mono deck they could all use one of their corresponding nymphs and mono decks are just not viable for anything like a FG or whatnot and indeed duo and tro element decks too could use them as opposed to the bland vanilla beatstick monsters with no effect

but instead of just adding these "meh" cards you're instead thinking of making them pure chance to get a random one? lol

the oracle idea i love but all this "zomg a rarezorz card lol!!!!11!!!" stuff is kinda annoying the nymphs are interesting and all but i'm not bothered spending a very long time getting any of them and let's face it if they are indeed winnable in slots from oh....... dark matter then the chances of me actually winning one as a quantum/rainbow player is something like ohhhhhh 1% say?

really quantum players are getting it in the ass left right and center and of course now the new cards are "rarezorz" and so again interesting ideas are stifled

how about we just work on plugging up some of the holes in elemental strategies with nice new standard common additions BEFORE we start implementing stupidly hard to get cards which only really help the already needed elemental strategies
While I respect your opinion I would also appreciate it if you were to type that it is your opinion. Not as if everything you say is cold hard fact. Saying the Nymph cards are just "meh" is personal opinion and I disagree with you strongly. Having, and using, a Nymph card does give your deck some extra strength. It's abilities are based off the new Alchemy card set, each card which you can only have a maximum of 6 in you deck. With the Nymphs, it breaks those limits by giving you a way to constantly use an Alchemy effect for a low cost, when compared to the actual alchemy card. I would much rather pay 8 for Nymph's tears, or 9 for the Purple Nymph to be able to use Antimatter which only costs 4 to use from the Nymph. In the long run I will have a more cost efficient way. Running 6 antimatters can get costly fast.

So having such a possibly powerful card, depending on how you use it and your own personal skill to use it well, not be a rare could change the gameplay too much too suddenly, and not for the best right away. Introducing the Nymphs as stand alone cards into the game helps ease change into the game. Maybe one day in the future the Nymphs will become common cards in the bazaar simply because they are not as powerful anymore compared to a bunch of new cards that could come out, the same way Artic Squid I believe is becoming a common card buyable in the bazaar.

Also, you seem to not be thinking about the future of Elements the Game at all. While yes, many mono decks cannot really stand up to the FGs yet, the addition to Nymph can help change that some, while also opening up new possibilities for future cards to be able to up the power needed in a mono deck. For all we know, this time next year, a mono deck could rule supreme over most other decks.

The odds of winning a Nymph are high. Many many many people will not have them very quickly at all, by the time someone has 6 of just one kind of Nymph, I suspect we will be getting some new cards. And if you want Nymphs and don't care to wait to gain it in the Oracle, use a Nymph's Tears. it will be a more costly way to do it but it works, especially makes a nice addition to any rainbow deck. Just splash one or two towers of the elements you want the nymph from.

The nymph cards do increase strategy, especially on those decks that rely on adrenalined creatures, or antimattering your opponents strong monsters.

Besides, it's not like Rainbow players need any extra help. They are plenty powerful enough as is, not to mention very popular. Stuff like black hole, and even precognition when used right can counter a rainbow pretty well. Rainbows don't ned help, they need better counters and the Nymphs add some to that.
no i've pretty much thought of all that i just guess i'm a little impatient XD i do apologise though to all for coming across like what i say is cold hard fact and yes it IS only just my opinions that i'm sharing so sorry if it came across as arrogant or whatnot i just guess i presume people would get that it's opinion and such

and yes i do realise that a reusable effect can be a lot better as well as gravity nymph being simply stunning against rainbow i mean we only have to look at dark matter to see that she's darned ridiculous vs the "meta deck"

to the point of rainbow not needing the help i would agree AND disagree at the same time.....

right now a lot of these changes have been anti rainbow and most FG decks seem to be more geared and prepared for them and i should know i've been playing nothing but rainbow for months and have been too lazy to farm for a new deck type XD

but again when there's only one reliable god killer deck it's gonna be used and when it get's nerfed in it's components or just the FG's are changed to combat the threat and that to me seems to be the case

instead of however nerfing rainbow and it's components i would have said i'd prefer it it was counterbalanced by strengthening the other elements with more feasable god combatting cards which are less likely to be abused in rainbow

cards such as antimatter are quite useful against a god i'll admit or aflatoxin but mostly i find them to be dead draws and such an not all that great so perhaps this was a step in the right direction

higher cost creatures of an element etc BUT

just how effective do you think a gravity nymph would be VS a FG

it's best case scenario would be rainbow an more than likely it would just end up as great healing but wouldn't stop the onslaught of shriekers imho

dark nymph(?) would be another example i mean it's like a mind flayer for dark and would be better in darkness themed decks but being of a high cost to get on the field would mean that flayer is better even if it's costs are of two elements

aether nymph........now this is one that i don't like really

three aether quant for the same effect that anubis gets?? not sure that i think much of this

and then there's the tears which i do like the idea of but it's cost puts me off although i do understand that it's to stop it being abused in rainbow and agree with the idea of it but why water??

maybe i'm just missing something but i'm just not crazy about it being water at all but hey just remember it's just my opinion and i do see the very good points you're making also and it's given me a few things to think about :)

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Card Ideas and Art / suggestions for new card effects you'd like to see?
« on: January 27, 2010, 10:28:25 pm »
well i'm not sure if i'm in the right section as this is sort of in between

i don't want to out and out MAKE a card and suggest one yet i'd like some feedback on what people think of things and also some examples of card ideas that i'm gonna suggest so feel free to give feedback on what you think of them before i post them in their relevant section if you like

first up

hand control:

currently elements doesn't have much in the way of hand control as in the forced discard of an opponents cards

this of course would be my main want for a card effect for obvious reasons

of course it would be more than likely a powerful effect but would also be a very high cost for any and all cards with it's effect and while straight away you would think that this would belong to darkness i would say give it to death to actually strengthen the cross between darkness and death such as darkness having infection monsters bolstering death's improved plague etc

simply put hand control is something that would be invaluable in any strategy i mean how many times have you wished that you could take away that dangerous element that you know is coming from your enemy BEFORE they get to play it

example:

"foretold destruction"
cost: 8 death quantum
opponent discards one card at random from their hand

upgraded

"inescapable destruction"
cost:9 death quantum
opponent chooses and discards 2 cards at random from their hand

as you can see i would see it as being worth being expensive but also would give an incentive for mono death hand control

alternatively in order to balance this as a strategy if it's deemed too powerful my ideas would be something like

"reincarnation"
cost 5 death quanta
your opponent discards one card at random from their hand and draws one card

"samsara"
cost 6-7 death quanta
your opponent discards two cards at random from their hand and draws two cards

as you can see they lose random cards which could be key but they're replaced making it worth being a little less expensive

MASS permanent removal:

something along the lines of destroy ALL copies of target artifact

right now all this one for one lark annoy's the hell outta me and would also force people to mix it up a little in pvp

again it would be expensive and probably fit into the fire element and be expensive to play BUT would be nice to smash a few lovely hourglasses in one shot and take advantage from an enemy

perhaps as an added failsafe to ensure that it's not too fast or abusable it could have to be planted out for a turn before being activated a la unstable gas thus giving the opponent the chance to kill it and of course to further balance it also make it last only one turn on the field meaning you'll be telegraphing your move to your opponent and if something where to say happen to your quantum would cause you to waste the card as you no longer would be able to activate it and it would just fizzle ya know something like

"molotov"
cost: 0
permanent
effect: 7 fire quant destroy all copies of target permanent on the field

lasts only one turn before being destroyed if not activated

upped:

"timebomb"
cost 0
permanent
effect: pay 8 fire quantum to destroy all copies of target permanent on the field
will be destroyed 2 turns after being played if not activated

in otherwords RISKY but if it pay's off if you get it right basically

unburrowing shields

YEAH this is one i want to see as we already know shields can hit a burrower so why not something to remove the effect

i'd give this kind of thing to light ya know sort of like

"light of truth"
cost 6 light quantum
shield
burrowed creatures attacking will be unburrowed after the attack

upped:

"????????"
cost 7 light quantum
burrowed creatures attacking will be unburrowed after the attack and all damage to the player in control of this shield will be reduced by 1

as you can see nothing special here in my ideas but still something worth thinking of using to stop shrieker rushes an make them vulnerable for that bit longer and more expensive to all but the most dedicated of earth users or FG's

also perhaps something for life to give them more life gaining for example

"primal greed"
cost 6 life quant?
permanent
effect: heal 2hp each time an opponent draws a card

upped

"???????"
cost 7 life quant
perm
effect: heal 3hp each time your opponent draws a card

of course these are just out of the top of my head i like life as it is i just think making them reliant on swarms all the time is something holding it back from being truly great

alternatively you could heal when YOU draw a card making it a little more balanced and easy to code as well as adding weight to time an life mixes

anyways i've thrown enough ideas out there

is there anything YOU guys would like to see

what do you think the game NEEDS in terms of new card effects and strategies

i've ton's of card ideas like the ones above and i'll be posting a few up to get feedback but there has to be some more stuff you guy's would love to see in terms of strategy

4
Card Ideas and Art / Re: idea about burrow ability
« on: January 27, 2010, 05:22:49 pm »
unfortunately burrowers are non targettable which imho is silly the only way to hit them is in fact a shield effect after the last changes but honestly it's still not enough anyone playing rainbow knows this <_<

either have a creature out first and kill it if it pops up or just take the damage knowing you can't do anything and curse the idea of burrowable creatures

5
while i think the idea is........quaint

really what's the whole point in making even more hard to get cards?

right now the ratio of rare to buyable is fine (except for SOG's) but then you introduce nymphs which are imho underpowered overcosted and just not anywhere near as fantastic as they're made out to be

yet once again i see lot's of people jumping on the idea that they should remain one of those type of cards

let's look at where they excel just from the first sight

they're mid to high cost and they have an effect which is a reusable form of one of the latest set of cards effects

ok this makes them good in the respect that in a mono deck they could all use one of their corresponding nymphs and mono decks are just not viable for anything like a FG or whatnot and indeed duo and tro element decks too could use them as opposed to the bland vanilla beatstick monsters with no effect

but instead of just adding these "meh" cards you're instead thinking of making them pure chance to get a random one? lol

the oracle idea i love but all this "zomg a rarezorz card lol!!!!11!!!" stuff is kinda annoying the nymphs are interesting and all but i'm not bothered spending a very long time getting any of them and let's face it if they are indeed winnable in slots from oh....... dark matter then the chances of me actually winning one as a quantum/rainbow player is something like ohhhhhh 1% say?

really quantum players are getting it in the ass left right and center and of course now the new cards are "rarezorz" and so again interesting ideas are stifled

how about we just work on plugging up some of the holes in elemental strategies with nice new standard common additions BEFORE we start implementing stupidly hard to get cards which only really help the already needed elemental strategies

6
Dark Matter / Re: New God: Dark Matter
« on: January 27, 2010, 02:34:35 pm »
UUUUUUUUUUGH

just actually got a game against him

0 quanta against him every turn

who's idea was it to create something that directly beat's the pants off of the one viable god killing deck lol

sorry if i always seem to be complaining about FG's but seriously

i think this is all being handled BACKWARDS

before they start making gods that are sadistically built to annihilate rainbow why not work on releasing more cards that can actually take down a god

in otherwords instead of making unbeatable by rainbow gods how about give us some REALISTIC options for god killing other than rainbow

seriously it's beginning to REALLY bug me constantly facing new gods with cards you may as well just call

"rainbow pwner"

it's funny in a way but also a bit irritating

7
Divine Glory / Re: Divine Glory
« on: January 27, 2010, 02:18:40 pm »
what the deuce???

it's untargettable though

meh i guess i don't use animate weapon or morning glory but to me it seemed like it was a blatant abuse of the fact the AI could technically target it despite the effect etc

i stand corrected then

but still he can be annoying but not that bad

8
Divine Glory / Re: Divine Glory
« on: January 27, 2010, 10:08:07 am »
my only issue with DG is simple

are we able to use animate weapon on a morning glory?

it's ethereal and untargettable isn't it?

so doesn't that mean that on top of extra advantage gain as a FG and double hp he's literally cheating???


9
Rainbow / Re: Rainbow (FG)
« on: January 27, 2010, 10:05:11 am »
quant denial is pretty pointless on rainbow

with a x3 mark of time all he needs is three hourglasses which he can easily play in multiples in a turn

then it's

draw 2 = +2 standard advantage for a FG but......

draw 3= +3 suddently he's 2 shy of a new hand and just replaced everything he played more or less

he usually also drops out several towers per turn leading to a sort of pseudo supernova effect and further solidifying his advantage in a STUPIDLY fast rate

then..... he starts using his ridiculous drawpower and quant gain to then throw out pre burrowed elite graboids and of course lets not forget throwaway werewolves who then if not immediately smashed become 6/6 and bigger than an oty

add to this his permanent control is ridiculously good combining stealing your advantage to bolster his own (not like he needs it <_<) and just plain destroying it while steamrolling you with explosions

he can easily play 1 for 1's with impunity as his net advantage gain per turn is like upwards of 5 times what we have

as for his burrowers i've a major problem with all this untargettable crap i really do

now....... burrowers<immortal

there is a small small gap that you can slap out a fast oty with a quint and catch them thus building some semblance of advantage on the board HOWEVER

the speed this guy has it's literally more luck rather than anything if you can get that kind of a turn 2-4 advantage between his permanent control

as i've said before i was unimpressed mostly by the new additions to the card pool too

what works on him?

old reliables such as PA and such help to stem the tide

pulverisers in conjunction help to stop the stack up of hourglasses

but really it's just NOT enough

firewalls are mostly dead draws

hourglasses get stolen

no longer will he target your bonewall as a priority and instead just run over it with his monsters

new additions like black hole don't do enough to his already incredible speed and natural advantage and on top of this he's got miracles out the wazoo

all in all the best built false god incorporating an unkillable almost creature presence lightening fast draw power and advantage gain superb control of permanents and self restoring that would make miracle blush

he is in fact TOO BLOODY GOOD

how about he get's a proper look at and somethin goes

i would vote for an ironically EVIL change to his setup

how about take his hourglasses (he can still steal yours) and replace them with upped sundials

he can still use them better than we can but he ALSO will not be able to run over everything in his path

and since it's nerf it's been used less and less so i see this as this ****er's just desserts

of all the gods i want to see THIS on toppled and taken down a few pegs

if not he'll just be the one that i skip and ignore out of just pure frustration already the gods are stronger but this guy is just a sick joke sometimes if not 90% of the time

10
Patch Notes and Development News / Re: Undocumented Patch Notes (1.17)
« on: January 25, 2010, 02:17:19 pm »
Pardon me for a moment while I get a little affronted, and I'm sorry if I come across as tooting my own horn.


Quote
yet seem to have nothing to contribute to improving the quality of the game
Nothing to contribute to the quality of the game?  That's a laugh coming from someone with barely 20 posts to his name, no title, no sign of community involvement except for a couple of snarky posts attacking...something? -- especially directed toward someone who spearheaded -- as one example -- the derailment of the ubergrind (legendary card concept Zanz first had) which would have severely negatively impacted game quality, has a position as an Elemental Master, and is writing the new Oracle fortunes for Zanzarino.   Your contribution here has been to be unclear, vaguely insulting, and not at all useful.

Pull your Gavel out of your Black Hole and stop spreading Discord or you'll never get any Momentum -- and never build an Empathic Bond with the community you think you're just Blessing with your Nova-like brilliance.  You think you're a Colossal Dragon, but you're just a Micro Abomination -- and a Shrieker besides.  Go Burrow yourself.
after reading that i'm willing to bear your micro abominations

i'll get around the fact i'm male somehow

anyone got a fallen druid who can mutate me?

lol but seriously quite possibly THE most epic post i've seen here bar none :D

anyways

i see the newer cards are added and i'll give them a whirl

i've noticed (and i see many have soon thereafter) that protect artifact is becoming a very key card in keeping your stuff on the board and leads to something interesting

just an observation but the AI is slowly making more human moves and abusing it's advantage but this also means if it get's a hand full of destruction and all you have is a quinted oty and a few towers with PA on it that it's literally got a DEAD HAND which means if you can keep board control (not impossible sometimes) that you can actually annihilate some of the gods

might experiment with one or two new cards but i can't REALLY see nymphs tears being anything for rainbow to be looking at much

still there's some nice additions :D

i'll play a little more and reserve judgement on the FG's although i do feel there's still a tiny bit of a power imbalance in their favor

incomplete AI or not that is

11
Patch Notes and Development News / Re: Elements 1.17
« on: January 19, 2010, 10:17:58 pm »
in other words they'll use any logic reasoning no matter how flimsy and irrelevant in order to keep the FG's having abusable edges on top of the ones they already have and are still gaining ;)

though gravity pull is bugged a lot i think seem to have it randomly applying it's effect when rainbow and co use it on my creatures like a strange recurring floating effect

12
Patch Notes and Development News / Re: Undocumented Patch Notes (1.17)
« on: January 19, 2010, 08:30:24 pm »
Even at a 50% win rate you are already looking at a winning proposition. As most wins against false gods are by elemental mastery and one win with mastery makes up for four losses, you stand to gain electrum more than you lose it. Add the chance to win upped cards for loads of electrum, and it's an even easier decision. It's like if somebody offered to pay you 3.5-to-1 on a coin flip and gave you 50-to-1 on every third successful coin flip. :)
ya i get that but then by the same reasoning wouldn't that just make the AI5 more or less better as you may not win the upped cards and more than quadriple your gain but at least you aren't bleeding coins out your ass?

what i mean is as i've said i do in SOME way's like how some of the changes have affected them

for example i now find that although they play their advantage ridiculously fast they're also prone to more of the common mistakes that human players have such as dead draws when i play the now seriously underrated protect artifact on a permanent or the godly quintessence on a monster

my problem is that while they've not only gotten a brain boost they also got a rework of their card lineup which plugged up some of the holes in their strategy

of course some still have them for example miracle doesn't have creature control and fire queen lacks permanent control but some new changes like hermes are plain amazingly overpowered

he get's a ridiculous field VERY fast and then has the option to fire lance you til the cow's come home

rainbow has control of all types meaning without protection you're dead in the water and it's needed EARLY as opposed to late

and then there's the issue with cards like quicksand which are one cost upped and destroy three pillars further weakening not only rainbow but any mono deck in general which is unfair imho but that's a balance issue which will be changed soon enough

i've adapted my deck now and do a little better against the FG's but still.... they've gotten way too much way too fast and with little to offset it for the players

SOG's are now gonna become a lot more important and i can see it on the horizon which will create a bit of a problem as in my time playing i only managed to grab ONE shard of DIVINITY and even then i sold it as i found it surpluss to my requirements

we can't donate to get it either so it remains a very rare card in single let alone multiple

and let's face it the NEW cards on the trainer aren't exactly whoppingly great vs the FG's either

black hole is reasonably good vs rainbow or chaos lord and may see some small measure of splash play but nothing really special imho and usually a situationally bad draw where gravity is well needed for oty's

precognition is good for a pvp match and is a great thinner or null card as it's self replacing which is ok when there's a lack of searchers in the game currently but still not really gonna help

the nymphs are too high a cost and not meant for rainbow play even nymph's tears isn't gonna save it from relegation as the whole random nymph thing can leave you with a terrible nymph you either can't pay for, won't pull your ass out of the fire or just won't have enough impact on the game with it's effect anyways

i will ask though HAS the quantum gain for the AI been corrected cos i haven't paid enough attention to notice XD

also there seems to be a lot of bugs with seemingly invisible gravity pulls when it comes to graviton or rainbow literally just out of nowhere he seems to be able to target creatures

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