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Messages - kyborek (23)

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1
False Gods / Re: FG deck requirements idea
« on: August 20, 2010, 02:22:17 pm »
Could beat means one out of...? times

You wont know until you try it. I would suggest making three decks with overall win ratio at least 50%. But to know that before the god is posted, it would need some separated space in trainer. You would simply "define" your god there (give it name, cards and mark) and then you would be able to face it in battles

2
False Gods / Re: Most humiliating FG defeats
« on: August 19, 2010, 05:43:00 pm »
Until today, i was totally sure that i can not simply overrush a false god. But from today, i know that it is possible... I over rushed Graviton (which i though that its one of the fastest ):


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Issue Archive / Re: Connection timed out?
« on: July 30, 2010, 09:33:32 am »
It seems it was some temporary issue (started yesterday), but it works now so  nevermind

4
Issue Archive / Connection timed out?
« on: July 30, 2010, 08:24:53 am »
Whats up with the elements game? whenever i try to play my connection is timed out so i cant even view the home page of elements... anyone knows why this?

5
Issue Archive / My creatures did not attack
« on: May 31, 2010, 06:51:21 am »
I just seen a VERY weird bug, which i do not have screenshot of because i pressed printscreen button badly and i found it out just at end when i seen that i had nothing to paste...

So this bug made only my creatures not to attack, opponent was LVL5 Chrsa and she had procastination shield but none sundials. Simply, I had two quinted creatures on (elite oty and fallen elf) and they did not attack and so they werent stuck in bubble and i could eat every turn with oty. also when i played some another fallen elf and did not quint it, it did not attack too.Just a few turns before end of battle they started attacking finally, but i did not care because Chrsa easily decked out (used all six hourglass every turn) and just two turns before finish she used sundials finally...

So thats it, my creatures did not attack but opponent´s did. No sundials were on only turtle shield but my creatures werent stuck because i could use their active ability every turn.

6
General Discussion / Re: Nymph win rate
« on: May 21, 2010, 05:58:38 am »
Nymphs are ok, normally they would be a bit OP, but its rarity makes them what they should be... even one nymph can help you greatly

7
Issue Archive / Re: Poison not reflected by Emerald/Refective shild
« on: May 21, 2010, 05:51:22 am »
you would have no way of not damaging yourself.
And what is sundial then?
And what is antimattered vampire then?

8
General Discussion / Re: Best Spins
« on: May 20, 2010, 09:05:26 pm »
Now i had really lucky spins, won 4 games against lvl 5 AI and i won one upgraded card from each win. I really never won upgraded card from 4 games in a row, not even against fake gods, and this one was half blood....

9
Tutorials / Re: What the cards don't tell you...
« on: May 20, 2010, 08:23:48 am »
- Antimattered creature penetrates shield, if it has venom ability, it still poisons the enemy as well as heals

ADRENALINE / EPINEPHRINE stuff (should be made separate category because it IS complicated)
If you animate weapon and use epinephrine on it:
Arsenic - it attacks as normal creature would, but adds  only TWO poison counters (per turn per arsenic)
Druidic/jade staff - It heals same number of times as it attacks (3 attacks = +15hp, 4 attacks + 20hp per staff), but if damage is blocked it heals only once
discord attacks only once (bug)

i dont know all things written but here are some common:
epinephrined creature-
-has multiple actions, not only attacks
-passive ability activates with every attack
-poison efect is applied with every action
-freeze and delay counter gets down with every action
- fire shield applies with every attack

if you PU or TU mutant:
-It will be same creature type
-it will gain new random ability (possibly the same which is deadly with deja-vu)
-it will have same attack and hp as origin + new boost (every mutant has some boost), that makes chain PUing mutant so powerfull (watch out for gemini), because if you PU 10|10 mutant and repeat it three times on what you have made (allways the new copy) you will have 4 mutants with power from 10|10 up to like 20|20 (every next is stronger)

-If you use protect artifact on weapon, and then cast other weapon, new weapon will not be protected even if it would be the same, this applies for steal too.
-If you rewind animated weapon, the card you draw is not a creature but it is weapon again
-mutants can not gain venom ability
-quint does not remove delay (for example from basilisk blood)
- bone wall spells does not stack, if you have 20 bones bonewall, and cast another bone wall, then you wont have 27 bones, you will have 7 bones

EDIT: Found out new important thing that i did not have idea about before... flooding absorps three quanta each turn, but if owner does not have three quanta at end of his turn, flooding will disappear!

EDIT2: Dusk mantle and fog shield says that "attacking creatures..." but miss chance  applies to weapons too

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Issue Archive / Re: Poison not reflected by Emerald/Refective shild
« on: May 20, 2010, 08:03:59 am »
yes, because it is not said that antimatter gives momentum ability as well. Whole antimatter behavior is bad i think.
"Invert the attack power of the target creature (the creature inflict heals instead of damage)" this should mean that if creature can´t do damage, it can´t heal either. I think that removing momentum ability from antimatter would solve all the antimatter problems (except the ones with delay). But i dont know in which way it is programmed, so maybe it is not antimatters behaviour but shields behaviour, and if it is, then denying it from penetrating shields would be lot of work to implement


EDIT: Sorry, now i see we moved a bit from original topic. Simple explanation for reflective shield not reflecting poison is that reflective shield reflects spells that are TARGETED on you. But if you add poison you dont have to click on player, you simply cast it

12
No, its much simplier, antimatter makes ANY creature ignore shields... it just makes the creature heal player.
I posted it because if antimatter is combined with venom, effect is deadly

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anything
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