Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.

Messages - midg3333 (151)

Pages: [1] 2 3 ... 13
Issue Archive / Re: targetable immaterial [unconfirmed]
« on: September 24, 2010, 07:38:13 am »
you don't target things with animate weapon, it just animates it. It also works on PA'd weapons. It's not a bug.

Card Ideas and Art / Re: Demigod | Mortal Demigod
« on: September 24, 2010, 07:16:42 am »
so...a comparison here
phase dragon
8|6 for 13 quanta
8/13 = 0.615 damage per quanta
elite phase dragon
10|6 for 14 quanta
10/14 = 0.714 damage per quanta
11|11 for 17 quanta
0.647 damage per quanta
mortal demigod
9|10 for 15 quanta
0.6 damage per quanta

so...from that we can see that the UPGRADED, RARE card is the least powerful? The hp difference means hardly anything. Against a fire buckler, phase dragon deals 48 damage and elite deals 60 damage. That's enough to kill them with 2 dragons... against thorn carapace...
turn 1 - phase dragon deals 8, then gets poisoned for 1 (using the worst possible luck for the attacker)
turn 2 - 16 damage total, 5hp, 2 poison
turn 3 - 24 damage, 3hp, 3 poison
turn 4 - 32 damage, dead.
so at worst, an unupped dragon deals 32 damage... or 28 if they have an upped shield

so this card is like a slower phase dragon that's ever so slightly tougher... it adds nothing to aether as an element, therefore i find it kinda boring...

Card Ideas and Art / Re: Slay/death (new)
« on: September 24, 2010, 06:54:47 am »
Other elements have cheap easy death equivalent, why can't death have a death option a little less cheap and easy?

And there are cheap/easy creature spawners BTW.
What he is saying is that there is no mono-life creature spawner, because it would be OP with empathic bond (maybe). Similarly, death has cards that benefit from creature death (vulture, bonewall, boneyard), therefore a fast, mono-death kill spell would be overpowered, especially an automatic kill one.

Crucible Archive / Re: Pizza Fish | Pizza Fish
« on: September 24, 2010, 06:27:44 am »
great idea, but a bit underpowered, as people have mentioned. It's like a duo element, worse version of growth/ablaze... Why not make the pizza fish feed itself to target creatures to give them +2/+1 or something? 1 creature per turn, obviously, but it could be very useful. It would then have synergy with gravity shield (seriously, how can you resist the temptation to feed the enemies until they're too fat to get past your shield  ;D) and it would also have synergy with momentum (give the momentumed creature more attack) and it could help puffer fishes get past shields (i know, not so important now that they have 3 attack) and it could also work well in a trio or entropy based rainbow with maxwell's demon.

Card Ideas and Art / Re: Supplement | Occult Medicine
« on: September 24, 2010, 06:03:42 am »
i think it would be a cool card if the ability is usable once only (i think by the wording, that it is a reusable ability at the moment). This way, you would have to actually think about when to use the ability. If they have perma control, you would want to get the counters off them before your weapon is destroyed, and if they don't then you want to be able to quickly replace the weapon so that you don't start healing them again.

General Discussion / Re: Worst Spin EVAR.
« on: September 17, 2010, 11:35:29 pm » least I won a card and got a pet...

Nerf This Card! / Re: Hope | Hope
« on: September 11, 2010, 02:53:10 am »
People are wondering whether it's the hope or the fractal that's OP, but... maybe it's the SoG. Think about it... for a hope + fractal deck, you need to obtain quite a lot of light and aether quanta, making it a relatively slow deck (often, a deck such as a shrieker rush can outrush a RoL hope deck in say, t50). The only thing that allows the deck to survive a rush is the SoG's. If they were nerfed, then RoL/hope users would need other methods of stalling, possibly making the deck more balanced.

Nerf This Card! / Re: Black Hole | Black Hole
« on: September 11, 2010, 02:38:42 am »
How about if it heals the opponent instead/as well (not sure which would be more balanced, but probably healing both players). This way, the delay doesn't hurt the opponent as much because they are healed as compensation. If this was the case, then probably reduce the healing at least slightly (otherwise it would be pretty much useless) and make some sort of rule where it drains extra of the highest quantum type in the quantum pool (a bit like the inverse of cremation). This would make it more powerful against monos, but the healing would make it not quite so good for a rush. It would also be less powerful against rainbows, but the increased versatility would make it used more often, as somebody has previously mentioned, and that way rainbows would face it  more often. You may argue that this change would make the card an anti-cremation card instead of anti-rainbow, but I disagree with this. Cremation decks generally don't use cremation until they can actually use the quanta (or at least, they could choose to time it like that if they say they were against a gravity deck) and the spell would heal the opponent while draining the other element quanta, not particularly useful in many of the cremation decks.

Nerf This Card! / Re: Enchant Artifact | Protect Artifact
« on: September 11, 2010, 02:16:25 am »
changing this to a random quanta cost would pretty much just be a nerf to permanent destruction, which i don't like the idea of. Permanents are already powerful enough as it is. Thing is, earth don't really have that many permanents to protect. Sure, the shield is pretty good...but it can be countered by almost any type of deck by just adding some dragons or something. The weapon is a duo card anyway, so any duo that uses earth has access to PA too. Pillars can be protected...but earth is the element with the pillar destruction anyway. In general, I would say earth is one of the elements that has the least need for permanent protection, which is what balances this card. If PA was time or aether, maybe water or fire even, it would probably be OP or at least closer to it than it is ATM, but it's not. It's an earth card and i don't believe it needs a nerf.

Game Suggestions and Feedback / Re: The forge.
« on: September 10, 2010, 12:20:53 pm »
****For example, if you combined an unupped arsenic and an unupped fahrenheit, you would either receive a 2 attack weapon with the ability fiery costing 3 :death, or a 3 attack weapon with the ability venom for 2 :fire
or more examples:
-combine titan and pulvy to create a 7 attack, 4 cost to play mono-gravity weapon with shatter...
-combine a pulvy and trident to get a 5 attack weapon for 3 earth with the trident's ability...

the possibility of turning those duo weapons into mono just wouldn't be right...

Card Ideas and Art / Re: Contraction | Contradiction
« on: September 04, 2010, 07:32:46 am »
Blessing would be great for it because it would give it some solid def for when it switched hp and attack.   It would be more desired for this card due to its puny hp on switch.
If you wanted more hp on it, just use heavy armour the next turn... tbh, it would also work really well with just chaos power and it would be mono.

Card Ideas and Art / Re: Contraction | Contradiction
« on: September 04, 2010, 07:19:33 am »
I like it!  Armors and Blessings would work well with this.
no...blessing would be no better on this than on anything else. On the other hand...this + basilisk blood would be awesome. You BB it, adrenaline it and it will be super-powerful in no time  ^-^. Also, what would happen if adrenaline was used on it? Would it make 4 attacks at power 2, or would it go from 2-5-2 or something like that?

also, you might want to fix the topic title, as it currently says "contraction" instead of contradiction on the left side.

Pages: [1] 2 3 ... 13