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Messages - Jallenw (290)

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109
Forum Game Archive / Re: Elements Brawl! ~ Jallen
« on: April 23, 2010, 02:06:54 am »
I make millions from my restaurant selling giant frog-legs.  I buy the place you work at and fire you.

110
Forge Archive / Re: Shard | Shard of Power
« on: April 23, 2010, 02:01:51 am »
I think a black shard was already suggested that did something like that.

I like the idea of:

Black Shard/Shard of Torment 4
Your opponents max hp is set to equal their current hp.


111
Card Ideas and Art / When targeted by...
« on: April 23, 2010, 01:59:17 am »
I like the Mummy/Pharoah concept, and I also like Arondight's Reinfield idea, so I thought I'd throw out some others. 

 :life Wood Golem becomes  :fire Fire Golem when targeted by Firelance/Firestorm
 :fire Fire Golem becomes  :darkness Ash Golem when targeted by Ice Bolt.
 :water Ice Elemental becomes  :air Steam Elemental when targeted by Firelance/Firestorm
 :air Steam Elemental becomes  :water Ice Elemental when targeted by frozen/congealed

 :death Corpse becomes  :darkness Frankenstein when targeted by Lightening
 :time Clockwork Golem becomes  :gravity Robot when targeted by Lightening

 :death Ghost becomes  :light Reborn Soldier when targeted by Holy Light
 :death Plagueling becomes  :life Giant Rat when targeted by Holy Light
 :life Giant Rat becomes  :death Plagueling when targeted by Alphatoxin

 :earth Sand Elemental becomes  :earth Mud Golem when targeted by freeze/congeal

Dr. Jeckle  :time becomes   :life Mr. Hyde when targeted by Rage Elixer

 :death Flesh Golem becomes  :earth Stone Golem when targeted by Stone Skin

 :entropy Chaos Mist becomes  :gravity Iron Sphere when targeted by Gravity Pull.
 :gravity Iron Sphere becomes  :entropy Chaos Mist when targeted by Chaos Seed/Chaos Power

This concept opens a large dynamic to the elements game.  These are just ideas to get us all thinking.

Jallen









 



112
Card Ideas and Art / Re: Renfield / Renfield (Elite)
« on: April 23, 2010, 01:34:49 am »
With Adrenaline a 5 or 6 power creature gets 3 attacks.  So he would reduce your maximum life total by 3.  6 of them could reduce it by 18.  Yes, powerful, but you'd need the following:

For 1:
4 Life quanta
Reinfield
Adrenaline
Drain Life
Enough darkness quanta.
(3 total cards)

For 6:
18 Life quanta to cast the adrenalines.
24 Darkness quanta to cast Reinfields:
20 Darkness quanta to power the lifedrains to be able to kill Reinfield with just 1 each.
12 Darkness quanta to cast the drainlifes
(18 total cards)

Powerful, yes.  Overpowered?  I don't think so.


Possible suggestion:
Reinfield could be from a different element other than  :darkness.  Death perhaps, or even  :light



113
Forge Archive / Re: Shard | Shard of Power
« on: April 23, 2010, 01:23:49 am »
Hmmm... now that you mention it, I agree.  A 3rd shard should be a creature. 

Green shard = regenerate life permanent
Blue shard = gain life + maxhp spell
Red shard = ??

gain life+maxhp when this creature dies?
Heal all your creatures each turn? 
Instead of doing damage he heals you for an amount equal to his power? 
Gain 20 life when he comes into play, but lose 20 life if he leaves play? (It's a mtg effect, yes, but still an idea.)
Or maybe:
Shard of Power 4
N/N
N = Your life divided by 20 rounded up.

This would make him a 5/5 for 4(Too powerful?) normally, but when used with stoneskin/shard of divinity he would have the capacity to be as large as a 26/26 creature. 

114
Card Ideas and Art / Re: Renfield / Renfield (Elite)
« on: April 22, 2010, 11:52:11 pm »
1) Make it heal you for the amount of damage it does, just like a vampire but not increase your max hp.
2) Make it reduce the opponents maximum health by 1 on each successful attack. (This is similar to the puffer fish that does 2 damage, and adds 1 poison counter.)

Those two steps would probably balance it fairly well, but keep it in line with your original concept.

Just my ideas,
Jallen

115
Duo-Decks / Re: Vulture Flood
« on: April 22, 2010, 11:42:47 pm »
It would be more epic if it was "Raged" every turn, imagine getting +7 atk every turn.
The way the deck works, the vultures aren't in play except for 1 or 2 turns, and I usually play vulture/momentum/quintessence all at the same turn, so they can't be targeted.

The way it works is to fill my opponent's side with malignent cells and hide behind a permafrost shield.  Flood kills anything except cells on the top and bottom rows, while the oty and eagle eye take care of anything in the middle.  I also have a boneyard in play.

When I have 2 vultures, 2 momentums, a bonewall, and a firestorm in my hand (usually with 2 or 3 cards left In my deck) I drop the vultures with momentum(and usually quint at least one) and the bonewall.  Then I rain of fire all the malignent cells.  This pumps my vulture up +23/+23 and fills my side of the board with skeletons.  At the end of my turn 16 skeletons(top and bottom rows) die from the flood and my vultures get +16/+16.  Overall, that's +39/+39, along with extra bonuses from my oty's eating skeletons in the middle row.  The bonewall get +78, so it's an 85 cound bonewall.

This deck is awesome against a fg with boneyards, because you can firestorm his cells, and it fills up his side with skeletons, and you can firestorm them again, giving the vultures an aditional +23, and the bonewall an aditional +46.

2 quint/momentum vultures at 39 or more attack power will make short work of the false god.

So far, I've had excellent results against Incarnate and Mort, as well as promising results against paradox, destiny, chaos lord, fire queen, ferox, miracle and elidnis.  Of course, there are some gods that this type of strategy is unlikely or impossible to use.  Divine Glory is a pain, you have to alphatoxin your own creature.  The FGs with perm control are also the hardest, but enchant artifact on the permafrost shield makes it possible for this deck to work against Rainbow, but only if you get lucky.  Seism is normal, you can win if you can EA your pillar stack early.

Osiris, Decay, Eternal Phoenix are easy if you can hide behind a perm shield and get a flood early.  Usually you don't worry about the alphatoxin combo, just drop a momentum/quint vulture and flood, and they will drop creatures to fuel the vulture.

The original deck in this post (dual death/water) is effective against some of the easier FGs as well.

I'm still working on the build to see if I can make this more effective.

Jallen

116
Humor / Re: Anagrams 2.0
« on: April 22, 2010, 09:57:52 pm »
My real name has a pretty good one:

Wet Thorn Jab Cow
Bath Cow Jet Worn
Jab Chew Wont Rot



117
Duo-Decks / Re: Vulture Flood
« on: April 22, 2010, 05:28:33 pm »


Current build uses shards instead of bonds, 2 vultures, 2 momentums, 2 alphatoxins.  No eternity.  I'm using the Eagle's Eye instead.  101/102 momentumed vulture.

118
Duo-Decks / Re: Vulture Flood
« on: April 22, 2010, 05:12:00 pm »
I just got a 78/79 vulture against Paradox.

It isn't all that fast, since it usually has to run through to the last card, but so far it is effective.  I don't have to eternity bounce more than once or twice, as opposed to my scaredgirl variant that used mutants. 

119
Crucible Archive / Re: Pony | Elite Pony
« on: April 22, 2010, 04:45:52 pm »
just make a free website at www.webs.com and upload whatever you want there

120
Forge Archive / Re: Shard | Shard of Power
« on: April 22, 2010, 04:44:15 pm »
Shard of Power 3
This card generates 2 quantum of your mark at the end of your turn and deals 3 damage to you.

This might be more balanced.

6 of them = 12 quantum per turn at a cost of 18 hp per turn.

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