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Messages - Hodari (320)

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169
Card Ideas and Art / Re: Astral Bridge | Astral Portal
« on: March 25, 2011, 02:10:08 am »
The biggest problem I can see with this would be in a poison deck(fractal/mitosis + forest scorpions + adrenaline + this maybe).  The creatures are small enough that they would have little to no risk of dying and the damage would add up real fast

170
Card Ideas and Art / Re: Lithium Golem | Sodium Golem
« on: March 14, 2011, 05:34:43 pm »
I like it...I'm not gonna crack

171
Crucible Archive / Re: Fountain of Life | Well of Life
« on: March 12, 2011, 01:49:54 pm »
  With any  :light emitting creatures plus leaf dragon plus this, your creatures could basically become immortal.  Each creature supplies the  :light which dragon converts to  :life :life paying the cost to keep it alive each turn.  Add in Hope and the player is almost immune to damage as well.

  In short this very easily becomes OP especially with an RoL/Hope deck(and with Mitosis now, this becomes much easier to do with a Life/Light duo).  While it might take a while to set everything up, both of these elements also have plenty of healing which would make it quite possible to do so.  At the very least, the upkeep cost per creature needs to be raised to at least 3 or 4  :life to prevent this combo.

172
Partly in response to Boingo's post, and in general I think a decent suggestion is to create a new Water card with synergy with Earth (both could use it). This would also increase the usability of Tridents by having a deck work around them.

How about a deep-sea creature that eats pillars?
Trident already has the pillar destruction pretty well covered anyway, so I'd say you need something else for an ability, but yes building on the water/earth synergy in some way would be a good way to go

173
Rainbow Decks / Re: Cloaked dragon rush (against FGs)
« on: March 08, 2011, 11:43:20 am »
trying this deck out now, but not much luck so far(eternal phoenix 3 times in a row and not drawing phase shields ftl)

174
Water and/or Air needs "normal PC".
For water, how about something like Rust / Corrode (maybe have this be a delayed effect even, causing a rust counter to be added each turn and destroy it when it has 3 counters?  And could even have it spread to a random new target after each time the previous one is destroyed.)

175
General Discussion / Re: Crusaders are stronger than I had thought
« on: March 05, 2011, 04:02:13 pm »
Aside from the sky blitz, this combo is nothing new as I remember seeing the Vader Saders deck based on this concept posted quite some time ago.  It certainly can be a very powerful combo when it works right but in order to do so, you basically need to have your entire deck based on around it.  This combined with the number of cards involved makes it VERY vulnerable to a number of different counters.  Eternity or gravity shield for instance will completely shut you down and worse yet if your opponent has antimatter or even a crusader of their own, they can use your own combo against you

176
I'd say while fire hasn't gotten anything new for a while, it really doesn't need much else as it is already not only one of the strongest elements, but also the most complete.  It has a good selection of creatures, including small, large, and growing ones.  It has permanent control, creature control, direct damage, and quanta generation.  It can be used very effectively as a mono deck for either stall or rush.  It also has strong synergies with other elements(especially aether and water) that make it useful in duo decks.  It has several cards which are cheap enough to be useful in rainbow decks.  How many other elements can you even come CLOSE to saying all that about?

177
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: March 04, 2011, 03:00:41 pm »
I'm currently trying out this:

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71k 77f 77f 7ai 7dq 7dq 7gp 7gp 7k2 7k6 7k6 7k6 7k6 7ng 7q5 7q5 7q8 80h 80h 80j 8pj


Sanctuary is definitely nice in here but the one bad thing about them is that they make it much harder to play Miracle when you need to.

178
Duo-Decks / Re: Vodoo Overdrive
« on: March 04, 2011, 12:51:44 pm »
seems to be pretty good on AI3 at least, though I'd suggest replacing all the towers with dark pendulums and maybe adding 1-2 more

179
General Discussion / Re: Green Mans
« on: March 04, 2011, 04:03:50 am »
Damn furries.
Hell hath no woman like a furry scorned.

180
Rainbow Decks / Undead and loving it
« on: March 04, 2011, 02:42:49 am »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

I've been trying for a while now to come up with a good deck for using the new skull buckler and skeleton abilities and came up with this one:

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u6 6u6 6u7 6u7 6u7 6u7 6ve 6ve 6ve 712 712 712 712 715 715 715 717 717 71k 72i 72i 72i 72i 72i 77i 77i 77i 7am 7am 7am 7ba 7ba 7ba 7ba 7ba 7dm 7dm 7dm 7gq 7gq 7gq 7q5 7q5 7q5 7q8 7q8 7q9 7q9 80h 80h 80h 8ps


Probably still needs a bit of work but it definitely makes a fun way to farm AI5 so far

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anything
blarg: Hodari