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Messages - Demongod (97)

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85
Miracle / Tip for speeding up Miracle
« on: December 15, 2009, 10:10:15 pm »

Two boneyards, two fallen druids, pulverizer.  You'll get a massive army quickly enough.

86
Game Suggestions and Feedback / Momentum + Sundial
« on: December 15, 2009, 10:10:15 pm »

Sundials exist to counter momentum creatures especially!

Right now, Graviton is one of the hardest FGs there are (he, Seism, Scorpio, and Rainbow are the top tier of utter pwn FGs)

If you made momentum counter sundial instead of vice versa, Graviton would be downright impossible.

87
Game Suggestions and Feedback / Elemental Master
« on: December 15, 2009, 10:10:15 pm »

Speed demon: Win in less than 10 turns
Wizard: Win without controlling a creature at the end.
Mass murderer: Win with your opponent controlling no creatures.
Overkill: Win by putting your opponent to -40 life.

88
False Gods / Quality over quantity
« on: December 15, 2009, 10:10:14 pm »

Quote from: Dragoon
...more thematic than practical.
The thing is that ALL of the "regular" FG decks are thematic- to the point of being way less effective than they would be otherwise. Imagine Incarnate with a few devourers/steals/drain lifes. Or rainbow with half the hourglasses! Fire Queen with explosions.
Incarnate with steals and drain lifes would still be weak.  Devourers though may or may not absolutely f*** over a rainbow.

As for thematic decks, they are all pretty optimized as it stands.  Rainbow with half the hourglasses would be far easier (I run both pulverizer and eternity in my deck, so I use the steals on the hourglasses to keep her/him from drawing too quickly and overwhelming me).  Rainbow in fact becomes nigh-impossible if you allow the card draw to remain on the table for a while, because then you're plain boned.

Fire queen with destroys would also be pretty easy.  Certainly no harder than Graviton. 

While I haven't faced these FGs (I'm using a 45-card upgraded rainbow...basically the 43 card version with a miracle and pulv thrown in), here's the gist of it:

Quantum denial: there's already a FG for that.  He's called Seism.  If you wanted to make him impossible, just make his deck, throw out the steel golems and replace with electrum hourglasses.  GG.



89
Game Suggestions and Feedback / Mutations: Where's the Queen? Sniper?
« on: December 15, 2009, 10:10:13 pm »

No idea whatsoever why sniper isn't an ability.  I mean DEVOUR, which essentially is sniper except it's for 1 less than the critter's toughness, albeit against things only less tough.  Devour > sniper IMO unless you're fighting growthers or massive dragons (at which point you morph them and then eat them)

90
Card Ideas and Art / Cards against rainbow decks
« on: December 15, 2009, 10:10:05 pm »

quicksand is not anti-rainbow, its anti elemental. were trying to think of cards that give a mono deck an advantage over  rainbow deck. or at least, thats what i understand this thread to be about
Quicksand is indeed anti-rainbow.  The reason is that some single colors can drop a few towers and drop a few critters and be well on its way (EG Light with photons, dark with devourers, fire with ash eaters).  Rainbow needs far more elements at all the right times.  If you take out the quantum towers, rainbow is in far more trouble.


 

91
Rainbow Decks / The ULTIMATE False God killing deck!!!
« on: December 15, 2009, 10:10:05 pm »

My current decklist:

22x quantum tower (no idea whatsoever how you can run a 60 card deck with 16 pillars...this is a control deck, and in M:tG, the aggro decks ran 20, while the control ran 26 lands...I simply don't understand how you can justify 16 towers only)
4 supernova
1 fallen druid
6 sundials
2 bonewall
3 elite otyugh
1 heavy armor
1 elite queen
3 protect artifact
3 dimensional shield
1 boneyard
2 feral bond
2 ultiharid
2 firestorm
3 improved steal
3 electrum hourglass
1 improved miracle

Something I'm wondering...since this deck is obnoxiously slow, why is it that firestorms are used instead of improved plagues?  Is it just the fact that there are already 3 bone cards?

Furthermore, some comments:

The hard:

Seism: If you have protect artifact in your deck, if you draw it early enough, you steamroll him.

Rainbow: There's basically no beating her/him in a straight up slugfest.  If you try to outdraw her/him, you'll deck out first, barring a protected eternity.  And then of course there are the oodles of gravity force/thunderbolts/congeals in there.

Scorpio: Either you draw your feral bonds/improved miracle and enough critters in time, or you're screwed.  Hit or miss.

Graviton: Sundials+protect artifact until you get, essentially, double firestorm. 


The medium:

Hermes: Enchant artifact on your sundials and hourglasses.  Or you get smacked silly.

Morte: If you can drop an Otyugh before he can get his virus on the table and you have sufficient card draw, you win.

Gemini: Steal the sword.  Remove momentum.  Draw druid/Otyugh combo.  Transform+eat massive dragons.  Win.


The easy:

Incarnate: You really should not lose here.  Ever.  Unless you have a very horrible draw (which do happen).  Mindflayer/Ultiharid is GREAT here, when this guy has 4 graveyards and drops one of his retroviruses.  If you don't eat it, he sacks it and puts all of your critters on a clock.  But if you do eat it, he gets 4 skeletons.  The solution?  Just remove the ability.

FFQ: Pain in the behind matchup if she can draw the bow and you have no answer to it at that point.  That's a soft lock that's a nuisance to play around.

Miracle: Same deal.  If he drops a fluffy white puffy and pumps it up and you have no stall, that's a 5-turn clock.  There really is only one solution, and that's bone wall.

Chaos Lord: Do NOT steal the diffusion fields early or you're hosed.


Overall: I feel that protect artifact cards are a must here.  Three of the hard gods use permanent destruction liberally, as does the hardest of the mediums.  Furthermore, if you could make space for a couple of purifies, that'd severely help with the morte and scorpio matchups.

Furthermore, I am running weaponless.  I chose pulverizer, and it comes in far less handy than I thought it would (if you can keep the druid alive, he'll eventually morph something with steal or destroy) and instead opt to steal the weapon of the false god I'm facing.

I'm debating whether or not I should keep the supernovas.  Considering that you might not get that original two entropy for a long time, assuming you even draw them, they seem like a waste of card space, and in that space, you could include another electrum hourglass to simply draw more towers faster, more druids, include artifact protect/purify/improved plague.


92
Game Suggestions and Feedback / Suggestions for game improvement
« on: December 15, 2009, 10:10:05 pm »

If stall decks are a strong strategy, that's not a problem with deck size.  That's a problem with the types of cards out there.  Furthermore, any deck can have effectively an infinite amount of cards, so to speak, by using eternity.

93
Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:10:04 pm »

I really disagree with effects that effectively say "in X turns, I have you on complete lockdown".

Now while I realize that these hero cards are currently like Mirari's Wake was in M:tG, in that they're rather difficult to cast, but if you do, you effectively win, I disagree entirely with the concept of "oh look, I play X.  I win."

The reason is that they're either

A) reliably playable and thus broken beyond belief

or

B) so difficult to put into play that you're strictly better off not attempting to play around them and go for a more straightforward victory.

However, if you're really dead set on the idea of these "hero" cards, then I suggest you do something ala the new Planeswalker cards in M:tG.  Basically, here's the concept:

Planeswalkers are literally miniature players.  They cost some moderate amount of mana (between 3 and 7 I believe) and come into play with some life and 3 abilities.  One ability is their basic one which boosts their life by one.  Another ability is one that depletes their life by some variable amount that the player controls.  A third ability is their ultimate ability, which reduces their life by a massive amount, but has a game-changing effect. 

IMO, heroes should work like this:

They come into play weak.  At the end of every turn, they get more life.  They have one passive ability, and one active ability.

For heroes here, I say that they should have some moderate stats, and their one active ability should be the signature of the element.

Here's some off the top of my head:

Fire:  5 Fire.  9/5.
8 fire quantum: Your opponent's shield is automatically destroyed.  (Errata: this does not target the shield.  This empties your opponent's shield slot, period.  So it doesn't matter if he has a bone wall with 1000 counters on it.  It's gone.)

Chaos: 5 Entropy.  6/6.
10 ent quant: improve all of your critters (fallen Druid's improve).

Aether: 6 Aether.  6/1, untargetable.
8 aether quant: Cast Twin Universe.

Wind: 8 Wind.  12/12
6 wind: All your critters control dive this turn.

Water: 4 Water.  2/5
8 water: some % chance per critter to freeze opponent's critters for 2 turns

Gravity: 8 Gravity, 12/8, momentum
8 Gravity: All your critters permanently gain momentum.

Life: 6 Life, 4/6.
8 Life: Gain 4 life for each critter you have.

Light: 8 Light, 6/10
8 Light: Target critter gets fully healed, is cured of any status infliction, and gets +4/+4 permanently.

Death: 6 Death, 1/5
10 Death: All critters you control gain venom until end of turn.

Darkness: 6 Dark, 6/8
6 Dark: Steal target permanent.

Earth: 6 Earth, 2/10
6 Earth: Pop 3 pillars/towers in a cluster.

Time: 6 Time, 5/5
6 time: target player draws six cards.

94
Card Ideas and Art / Cards against rainbow decks
« on: December 15, 2009, 10:10:04 pm »

The anti rainbow card already exists.

It's called quicksand.  Anybody who's played against Seism without protect artifact should know.

95
Card Ideas and Art / Nerf Bonewall
« on: December 15, 2009, 10:10:04 pm »

Your opponent: plays a death deck with a time mark.
You: play mass weenies.
Opponent: drops sundial and improved plague.
You: Scoop.


96

Exactly what it says on the tin.  Get an Otyugh out.  Activate its eat ability.  Cancel.  Try to recast it on the same turn.  You can't.

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