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Messages - taneugene (19)

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Competitions / Re: Vote for Winner: Best Card Idea
« on: January 25, 2010, 08:24:30 pm »
Before voting, I'd like for all card makers to justify how their card specifically contributes to a Mono-Deck of their card element. Bonus points if you can make out a combo with existing cards from your specific element.
Personally, I would like new cards to strengthen their respective elements to create stronger Mono-Decks, so I will be casting my vote(s) based on how much it helps its own element. I know this may be unfair to a few of the cards with an activated ability requiring quantums from another element, so I'll have all of you card makers answer some questions I have for all the cards so that you may attract someone else's votes.

Here's questions for all the cards. (If any of them are already answered in previous posts, just point me to the page and I'll look it up.)

1) Fear: Does the effect lasts until end of the turn or does it last until I play a creature?

2) Add Pillar: Is this card a spell or a permanent? If its a permanent, do you activate its ability like any other normal ability of Weapons/Creatures? If you don't does it randomly decide which cluster to add a Pillar to?

3) Kitsune Trickster: Does "primary" means the element of your mark? If so, is the creature which this card transforms into randomly selected? Or does it copy a creature already on your field when you play it? And does it copy the creature's ability as well?

4) Dark Matter: Just to clarify, is it 5 Quantums of any type in your possession, or 5 Dark Quantums in your possession?

5) Glitterdust: Just to clarify, does this include creatures on your side of the field as well?

6) Desolation: Does "delete" means remove from the game or send to the graveyard/discard pile?

7) Wisp: Would that be "33% to attack its owner", "33% to attack opponent" and "33% not to attack"? In the event it attacks its owner, would Shield cards have any effect on that attack?

8) Epidemic: By "status", does it includes both negative effect like poison and positive effect like momentum/adrenaline/immaterial, or does it only replicate negative effects? If a creature has more than one "status", does the card copy all "statuses" the creature has? Also, does "3 random creature" include both yours and your opponent's creatures?

9) Silence: This means the opponent cannot summon creatures, cannot use a spell card, and cannot put pillars/shields/weapons into play during his next turn, yes? I am assuming by "playing" you meant activating cards from the hand, and it does not effect the activation of card abilities already in play before this card is used.

10) Main Gauche: Would this card block Weapons which are turned into Creatures via Animate Weapon?

11) Spellbreaker: Am I right in assuming that all Spell cards played by your opponent will have their effects changed into "Deal 3 damage to Spellbreaker"? If so, what happens when Spellbreaker gains the Immaterial status? Would the Spells' effect not be changed, or does it permanently alter all your opponents' spells into "Deal 3 damage to Spellbreaker"? (via Quintessence or Anubis.)

12) Lockdown: Since you didn't mention anything about Weapons, I'm assuming Weapons will still do damage under Lockdown. Does "ability" include passive abilities such as Firefly's Bioluminescence,  creatures affected by Luciferin, Malignant Cell's ability to "reproduce", and the "ability" of Pillars and Towers to produce Quantums at the end of turn?

13) Inevitable/Doomed: I am assuming its ability does not require the creature to attack, and would go through all Shield cards, and even Sundial? Will its ability be affected with Vampire status? Or will Vampir status only applies to the card's attack?

14) Loki: Do you get to choose which creature/permanent to take from your opponent as well? And can you choose this card as the card to be exchanged with your opponent? Also, must you exchange creature for creature and permanent for permanent? Or can you exchange creature for permanent and permanent for creature?

15) Good News: Can you activate more than one "Good News" per turn? And does it include passive abilities, like Bioluminescence and Malignant Cell's reproduction ability? What about one-time use ability like Dejavu? Do I get to use Dejavu multiple times?

16) Wolf/Elite Wolf: What do you mean by summoning a "friend"? Do you mean "friend" as in another Wolf, or is it a totally different card independent of this card, like Firefly Queen's ability?

17) Reborn Phoenix: Is this ability a one-off, or does the phoenix reborn everytime it is killed? If the Phoenix dies with an ability (Like Momentum, for example), does the reborned Phoenix retains that ability?

18) Gamble/Gambit: What made you create this card in the first place?

19) Dryad/Druid of the Thorn: This card could have been a damned good card if only Life element creatures gets the effect and allow the +x/+x part to stack. My question is did you consider that when you were making this?

20) Abrasax: Why Fate Egg? There are a number of other creatures for Time which you can choose from.

21) Static Electricity: Does that include passive abilities like Momentum and Vampire?

22) School of Piranha/Jellyfish: I am assuming this includes returning the card back to hand/deck, and the stats for the summoned creatures are exactly the same as the one leaving play? Though I gotta ask, does "leave play" includes being mutated into another creature?

23) Rampage: The most straightforward, and potentially most powerful card suggested. My only question is, are you allowed to play this card multiple times in a turn?

24) Crusader/Elite Crusader: If it gains the Weapon's ability, would you be paying the exact cost of activating the Weapon's ability as well? (3 Time for Eternity, 2 Aether for Lobotomizer, etc.)

25) Quantum Scales: What do you mean by "balances 10 quantum between elements"?


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Competitions / Re: Vote for Winner: Best Card Idea
« on: January 25, 2010, 03:17:58 pm »
Quick question: Is it possible for voters to suggest slight modification to the cards presented (and are the card makers allowed to make amendments at this stage?), or must we take the cards as they are?

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False Gods / Automatic first go for false god fights?
« on: December 15, 2009, 10:09:37 pm »

You don't get first draw if you go first.

But you get to play out your stuff first, which should compensate for that missing card.

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Rainbow Decks / The ULTIMATE False God killing deck!!!
« on: December 15, 2009, 10:09:37 pm »



First of all, a thank you to Scaredgirl for coming up with the best way to farm gods and giving me about 20 cards from the gods up till now.

After playing (and losing) quite a number of matches vs false gods, I decided to modify the decklist a little to counter the problems I was facing. My decklist is as follow

Mark: Time
19x Quantum Pillars/Towers
6x Nova
2x Vulture
1x Boneyard
1x Bonewall
4x Rain of Fire
2x Ice Bolt
2x Miracle
2x Firefly Queen
1x Eternity
6x Sundial
3x Steal
3x Dimensional Shield
2x Otyugh
2x Empathatic Bonds
4x Golden Hourglass

Now for the explanation:


The Modification
1) The first problem I ran into when playing this deck is the Pillar Count. I've ran into a couple of problematic hands when running 17x Pillars that never showed up until it was too late. I up the count to 19x Pillars, which seems to have a smoother flow of quantums to me.

2) I know that most of you (maybe all of you, I think) run 2x Bonewalls. To me, it seems to be a dead draw early on as you have no way to keep it alive, so I dropped it and only run 1x Bonewall.

3) 4x Rain of Fire might seems like an overkill, but it served me well regardless of what gods I faced, as they are always useful when they are in your hand. Against gods with big momentum's monsters, I drop two Rain down and clear the field once, and pray to god that I draw into an Otyugh or another couple of Rain of Fire to keep them back. Against weenie rushing gods, I wait until I get atleast 1 Vulture (2 if my defence holds) before I pop them, instantly making my Vulture atleast a 15/15 beast (Go look at the General section where I posted 2 vultures, one at 78/78 and the other at 50/50).

4) On that note, the 2x Vultures are in sync with Otyugh, Bonewall and Boneyard, as all three of them are powered up when Otyugh goes out for lunch.

5) 2x Ice Bolts are dead useful as I can use them to Freeze annoying creatures (or kill them, if they are weak enough) or cast them right at the gods for a quick kill. It also helps bring down tough creatures to the level where Otyugh can eat them whole.

6) 2x Miracles solves all my poison problem as I run unupgraded Firefly Queen just for her Light quantums. You can switch one queen out for an Elite Firefly Queen if you like.

7) 1x Eternity, my weapon of choice, is good for slowing down those creatures with abilities, and to reset those big monsters that ploped down early game and got pumped to ridiculous levels (31/6 Graviton Firemaster anyone? Or a Light Dragon thats gotten 4 Improved Blessings in a row?). It also helps me from decking out at late game when fighting gods with Miracles.

Weaknesses
1) Multiple high cost cards in starting hand will be a very difficult hand to get out of (Rain, Rain, Miracle, Queen, Shield, Pillar, Pillar will set you up for a near death experience). Pray that you have or draw into Novas, and an Electrum Hourglass or two ready to go, and perhaps a couple of Sundials to stall for time.

2) Loose Defence. Since I dropped one Dimensional Shield and one Bonewall, pray that you have multiple Sundials or Hourglass to draw into your next defence. I counter this by holding to Sundials for as long as I can get away with, or until I draw another Sundial. Remember when pulling this off you'll have to keep an eye on opponent's weapon as you will still be damaged by it.

3) Seism. Damn thing keeps blowing up my pillar. The only saving grace is that my upgrade is incomplete, having two separate piles of Pillars and Towers to prevent a total shutdown. Its scary enough to make me have second thoughts about upgrading all my remaining Pillar.

4) Scaredgirl will probably bite my head off for not utilising all my quantums. I know I'm lacking Earth and Entropy cards, but I'm not finding any worthwhile cards to use from those two piles. Maybe I should consider Dissipation Shield for Entropy, but I'm open to suggestions as to what I should take from Earth, within reasons.

I'll update this thing as more problems come up.

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General Discussion / The AWESOME SCREENSHOT thread
« on: December 15, 2009, 10:09:36 pm »

One-Hit-Killing Incarnate.

I have monster Vultures at 78/78 and 50/50.




Clearer view:

http://img168.imageshack.us/img168/9614/incarnateonehitkill2.jpg

6

I can vouch that the issue still exists. Hella annoying when you're trying to get Mastery and you can't seems to draw that Miracle (or you don't have it).

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General Discussion / Things that make Rainbow decks overpowered, solutions.
« on: December 15, 2009, 10:09:35 pm »

From the point of view of god-killing, Rainbow is definitely overpowered. There is no deck that can match the potency of Rainbow vs-ing God, and its the deck that gives you the most wins.

What I'd like to see is more decks being made viable to kill gods, even if Elemental Mastery is not possible with such other decks (another gripe which I have about Mono-Rainbow arguments, but that'll be discussed some other day). Allow Mono-Pillars to produce 2 Quantums per turn unupgraded, and implement more Element Cards that requires a moderately high casting-cost and activation-cost. In doing so, Rainbow deck remains viable, but it gives Mono Decks a fighting chance both against god-killing and PVPing. There should be no reason why an unconcentrated multi-color deck owns single-coloured decks when single colour decks should, by right, produce a higher consistency rate.

The reverse argument would be to nerf the Gods instead, but that won't be happening anytime soon because the reward of god-killing is too great and every player is farming the gods everyday. The only thing in the player's mind now is "must get that next upgrade", which really shouldn't be the main focus of any card game in the first place. But the fact that it is the sole objective of the players makes it impossible for the developers to do anything to weaken the Gods.

Card games should be about deck-building, and trying as many combinations as you can imagine, and see how effective it is in real play. The current state of the game neither encourage nor allow for such plays, which is a really sad thing to see.

The way it is now, people farm gods day in day out with almost identical Rainbow decks. Only a small card pool will ever see play in a player's deck. It makes other cards completely and utterly useless. The problem will not be solved by introducing new cards, as players will then hop onto the "new Queen", the "new Sundial" and the "new Hourglass", abandoning old cards and replacing them with the better version.

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Game Suggestions and Feedback / Visual HP counter
« on: December 15, 2009, 10:09:35 pm »

Agree. Saves me time from counting a screen full of opponent's monsters and trying to decide whether or not I want to play that shield or save it for one more turn.

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Game Suggestions and Feedback / Deck saving
« on: December 15, 2009, 10:09:35 pm »

I say give us 5 deck slots to play with. (PVP, Level 3 Farm, God Farm, Test Deck 1, Test Deck 2)

Grey-out cards that are in one of our deck list in the Bazaar, and maybe put in a sort of warning similar to rare cards when we are trying to sell cards from our decklist.




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Game Suggestions and Feedback / hand size
« on: December 15, 2009, 10:09:34 pm »

Agree to this completely. Players should be able to draw as much as they want, and only be forced to discard at the end of turn.

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Card Ideas and Art / Pulverizer and Trident.
« on: December 15, 2009, 10:09:32 pm »

@Macintosh

Good point. Perhaps Trident/Poseidon could be changed into something along the lines of:

Trident (Poseidon)
Type: Permanent - Weapon
Cost: 3 Water
Effect: Weapon - Deals 4 Damage to opponent at the end of your turn. 5 Water - Tsunami: Destroy Target Pemanent. (4 Water - Tsunami: Destroy Target Permanent.)

@kraze

Eternity and Reverse Time does the same thing. Did people stop using Reverse Time just because they have Eternity?

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Card Ideas and Art / Pulverizer and Trident.
« on: December 15, 2009, 10:09:32 pm »

Out of all the weapons for all elements, why is it that these two weapons seems to get the short stick? Only these two weapons require different quantums to activate their effects when all others requires the same quantum as their casting cost.

I suggest to change the weapons to the following.

Pulverizer (Ground Breaker)
Type: Permanent - Weapon
Cost: 5 Earth
Effect: Weapon - Deal 5 Damage to opponent at the end of your turn. 3 Earth - Tremor: Destroy 1 Pillar in the Target Cluster (5 Earth - Destroy 2 Pillars in Target Cluster)

Trident (Poseidon)
Type: Permanent - Weapon
Cost: 3 Water
Effect: Weapon - Deals 4 Damage to opponent at the end of your turn. 2 Water - Rain: Remove all Negative Effects from Target Creature or Player. (2 Water - Rain: Remove all Negative Effects from Target Creature or Player. This effect can be used multiple times per turn.)

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