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Messages - Demongod (97)

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25
Game Suggestions and Feedback / Anubis Idea
« on: December 15, 2009, 10:10:18 pm »

Another "WAAAH I GOT BUTTHURT BY ANOTHER RAINBOW NURF PLX KTHX".

Let me make it simple for you: Anubis+immortality+Otyugh=3 colors.  Anubis+immortality+FFQ+spawn=4 colors.  Furthermore, between aether and time, anubis is the only creature aside from scarab (which sucks) to actually have any other ability aside from immaterial/immortality to begin with.

Translation: you, like a bunch of other silly people on this board, want to nerf rainbow because...

It's "too good" at beating computers.

If the AI thinks rainbow is so imba, let the AI register on these forums and whine.  Until then, the computer does not mind being beat.

As for players, there's a zillion and one ways to play around a deck that simply tries to win by controlling critters.  Dealing 100 damage through fire or poison is a rather simplistic process.

26
General Discussion / Overpowered Cards etc.
« on: December 15, 2009, 10:10:18 pm »

If you're talking about chaining sundials (reliably), you need--NEED--light mana.  ESPECIALLY if you're playing upgraded versions.  So if someone is willing to splash light for sundial chains, then if you want to beat it, you should respect it and splash fire for destroy.

As for sundials without hasten aka free damage prevention: easily beatable.  Think about it.  Instead of drawing answers, your opponent is drawing stall.  This means he has that many fewer answers in his deck.  The solution?  Use your cards to deal with his answers, and not with his stall.

Ways to beat sundial:

Time: Eternity.  His sundials will give out.  In the meantime, you will never deck.
Earth: Earthquake his quanta, and his sundials will be that much more useless.  If you're splashing gravity, pulverizer is GG.
Water: Go for the dome with ice lance.
Darkness: Pests/devos eat his quanta, drain life to the dome.
Fire: Fahrenheit, Fire Lance to the face, explosion.
Death: Deadly poison, if you splash water, physalia's ability.
Aether: Elite Phase Dragons.  He can't do anything about them and once the sundial goes, it's over in short order.
Gravity: Splash Earth.  Drop pulverizer.  Win.  Eat anything he drops with Otyughs.
Any other color: Build up your threats.  Win after there's no more stall on the table.

27

Card that lets you use several weapons at once:

Upgraded animate weapon.

The end.

28
Card Ideas and Art / Suffocating Poison
« on: December 15, 2009, 10:10:17 pm »

Fine.  Cost stays at 3.

29
Game Suggestions and Feedback / Why does this game eat the CPU so hard?
« on: December 15, 2009, 10:10:17 pm »

Then here's some suggestions: how about a low-quality option--that is:

No animations on top of critters after they hit or gain life from feral bonds.
No sound effects.
No flashy mana gaining thing from quantums/fireflies
No card draw animation
No little card disappearing flash
Cards with active abilities still unused should just have a red border around them, not some little light revolving
Life bar replaced by a simple number

And essentially anything that is just glitzy stuff which adds nothing to the understanding of the situation should just be gone.

It shouldn't be a "this is how elements should be run", but an option players can select if they want faster sequences.

30
Game Suggestions and Feedback / Why does this game eat the CPU so hard?
« on: December 15, 2009, 10:10:17 pm »

At my school, which has some pretty damn fast comps (P4), this game literally makes the CPU go to 100% trying to process it.  Is there some sort of memory leaking going on?

31
General Discussion / Overpowered Cards etc.
« on: December 15, 2009, 10:10:17 pm »

Significantly, but not completely wrong.  You say sundial can be used by any deck, but this is only partially true.  Without light quanta, sundial is rather bad.  Yes, it delays damage, but what after that?  You're still back in the same situation you were a couple of turns ago.  Yes, bone wall/Otyugh are strong, or bone wall/firestorm.  Those also require a dual-color strategy, and dual-color simply isn't strong in this environment without mana fixing.
You are missing the point. If you have a deck that has some issues getting set up in the early game but is absolutely great after a few turns, running some upped dials is great. Think of it as a free mini-Phase Shield, which it sort of is.

I never said that you had to use the hasten ability to make it worth your while, I said that any deck is capable of playing Sundial. Sure, some decks can actually use the hasten ability, but if all you need is something to stall for a couple of turns, just slap upped dials in the deck and you are fine. You still get two turns of setup (unless they destroy it), which, of course, means you get two turns to draw further into your deck and get set up. The overwhelming glut of decks with Sundial (because it is so inexpensive to play and unbelievably powerful) makes some measure of counter-Sundial strategy a must if you want your deck to be viable at all in the current metagame.

Here's the thing--if a control deck will splash light for sundial's stall+draw, an aggro deck should respect that and splash fire for a couple of explosions.
That's exactly my point. The mere fact that Sundial exists forces aggro decks to run Explosion (Steal doesn't work - it resets the timer) just to be able to win. Any card is too powerful if it single-handedly dictates the way the majority of viable deck types should be built.
The fact that you think Sundial's stall in PvP is powerful without its draw means I probably shouldn't waste time even replying to you, as you're that stupid.  But if you're complaining about stalling:

Phase Shield stalls for one more turn than sundial--and it's only one way.  While you can't hit the shielded player, his aether army very much can hit you.  And what happens when a mono-aether player drops a couple of elite phase dragons?  "I'm too good for explosion!"  And now I laugh at you as my untargetable dragons kill you.

Yet nobody whines about phase shield.

No, there are multiple cards that should, in any good aggro deck, force the running of explosions.  Half the shields in this game (probably more) make an aggro strategy at the least half as effective if not more.  Eagle Eye is tailor-made to stop aggro decks.

No--here's the real reason sundial is powerful:

Four cards, splashable, chaining.

Without the hasten ability, you will not get that chain running. 

32
General Discussion / Overpowered Cards etc.
« on: December 15, 2009, 10:10:17 pm »

While Purify is obviously great against poison, it's not necessary and on its own doesn't constitute a win against Poison decks, or against Scorpio and/or Morte. Protect Artifact definitely makes the Seism matchup much easier, but why use such a situationally good card if you can win overwhelmingly without it?

The problem with Sundial is that it completely shuts down any aggro decks that can't destroy it. The fact that any deck can use it means that some archetypes have become a complete afterthought since Sundial came out, or new deck types have yet to be legitimized because they have no answer to Sundial. This is just plain wrong, as one card should not dictate the makeup of the entire Elements metagame.

In addition to the metagame problem, Sundial makes already controversial cards like Eternity and Bone Wall immensely better. Combined with Eternity, Sundial can turn a losing board position into a winnable one by slowing down your opponent's draw while hastening your own into the answers (or more Sundials) you need to win. Bone Wall's only weakness is its susceptibility to creature swarms. If you play Sundial while BW is in play, though, all of a sudden, you can keep your BW very much alive through multiple turns of eating through your opponent's creatures with Otyugh, or wait until you have enough quanta to cast Firestorm. The common link between all these situations is the inclusion of Sundial. Even if it only lasted one turn instead of two, it would still provide a big enough edge to control decks that it would require other decks to pack the hate or go down in flames.
Significantly, but not completely wrong.  You say sundial can be used by any deck, but this is only partially true.  Without light quanta, sundial is rather bad.  Yes, it delays damage, but what after that?  You're still back in the same situation you were a couple of turns ago.  Yes, bone wall/Otyugh are strong, or bone wall/firestorm.  Those also require a dual-color strategy, and dual-color simply isn't strong in this environment without mana fixing. 

Here's the thing--if a control deck will splash light for sundial's stall+draw, an aggro deck should respect that and splash fire for a couple of explosions.  You don't need to blow up every sundial.  Just enough to create an opportunity to punch through one shot of lethal damage.  It doesn't matter if you're dead next turn or whatever--just punch through lethal damage, that's it.  You have as cheap a card as you can possibly get without letting it be usable by every single color. 

USE IT.

33
General Discussion / Overpowered Cards etc.
« on: December 15, 2009, 10:10:17 pm »

Sundial doesn't require any special strategy?  Yes it does.  You cannot run sundial in an aggro deck.  Period.  But then again considering light and time are not aggro colors, then that's that.  Furthermore, sundial has a limitation on it.  It's a light card.  Without light quanta, sundials are not that amazing.

Furthermore, you don't need to pack 6 explosions to counter sundial.  Know how many sundials you need to explode to win?

1.

Build up lethal damage before you attack.  Destroy sundial.  Win.  If an aggro deck cannot build up lethal damage, it has no right to call itself aggro.

34
Card Ideas and Art / Glimmering Shield
« on: December 15, 2009, 10:10:16 pm »

Regular

2 Light.  Prevent all weapon damage.  Cannot be destroyed or stolen.

Upgraded:

1 Light.  Prevent all weapon damage.  Cannot be destroyed or stolen.
Oh great, another mostly useless Light shield.

How about this:

Hand of God
5 Light: Make all your creatures untargetable for 1 round.

Upgraded:

4 Light
One word:

Sundials.  With sundials+this, you cannot be hit, period.  Nowadays, however, sundials without a shield against things like a Fahrenheit or Eagle Eye leave something to be desired.

35
Card Ideas and Art / Glimmering Shield
« on: December 15, 2009, 10:10:16 pm »

Regular

2 Light.  Prevent all weapon damage.  Cannot be destroyed or stolen.

Upgraded:

1 Light.  Prevent all weapon damage.  Cannot be destroyed or stolen.

36
Card Ideas and Art / The abilities of some rare weapons need to be changed
« on: December 15, 2009, 10:10:16 pm »

Pulverizer using Earth mana to pop permanents?  While Seism will be even more difficult under these conditions, I would LOVE that.

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anything
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