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General Discussion / Re: unupped by choice?
« on: August 24, 2010, 05:00:38 pm »
firefly also
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Anyways, has anyone seen the desynch warning yet?I was getting it in perhaps as many as half my pvp games a couple days ago
I was looking for something a bit faster because I dislike all the "sit behind Dimensional Shield and stall" type of decks. My main objective was to build a shutdown deck using this but it didn't work all that well.I think the problem there is that mindgate isn't really meant to be used in a fast deck, but rather in one that is able to stall long enough to set things up first. There are a few reasons for this:
I've also done things like this in the last couple days just to free up an extra spot in my hand so I could use hourglass/mindgate again.Or using Steal on your own permanent. I was curious, okay?This actually won me a game once. I was using a 1.24 CC why bother variant and i was about to deck with 1 quinted destroyer and one normal one in my hand. so out of desperation i stole my own quantum TOWER. It gave me 2 aether quanta so i could fractal ftw.
were can I find the upgraded versions of the new cards? can't find them updated in the trainer... anyone can give me a link? thanxThe new cards are all in the trainer under bazaar, but can't be obtained yet by the get all cards button. To get the upgraded ones, you'd have to buy the normal version and then upgrade it using the upgrade card quest.
other question: How do the pendulums exactly function? after playing them in the trainer they seems that they only produce quanta every second turn, right? How will also the pendulums look upgraded?
I feel like its those feral bonds too. Ferox has them as well. Maybe those are the real hard ones for this build.Those will be the biggest problem again several FG's. With Fire Queen, the best solution is to simply lobotomize all the queens as they come out so there aren't that many creatures for the bonds to heal with. Ferox is more of a problem and usually seems to come down to being a question of if you can kill him before he gets too many bonds out. If he gets more than 4, it'll be pretty much impossible to do enough damage to win.
Make fire lance change to "Target creature gains +2/-3 for every 10 fire quanta in your possession."Another option is that since none of the cards are OP by themself, but only the combination of them is, find some way to reduce the effectiveness of that combination. For example with fire lance(and other pump spells as well), make it so they do still do the same amount of damage they do now and same cost, but they consume all quanta of that element once used(or at least whatever multiple of 10 that you have available, so if you have 56 left after paying the cost of it, it uses up 50 of them). This would mean each one individually is still as effective as it is now, but you couldn't use 4 of them in one turn as effectively to instantly kill someone. They could still be used fairly effectively against creatures since most have relatively low hp and would only need to wait a couple turns in between uses to have enough to kill them and they would still even be usable as a way to finish off another player, but you would have to find some other way to deal most of the damage to them first.