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Messages - Powerfrog (89)

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61
Water / Re: Flooding | Inundation
« on: January 21, 2012, 08:41:06 pm »
Oh my god. Just had a genius deck idea involving flood. I'll be back in about an hour telling you how it went. (And probably making a thread for it.)

62
Here is a the list of every known bug so far.  If you post a thread about one of these bugs, I'll lock it and reference this post.

9.  Rapid Draw problems
Symptoms:  Not drawing a card you should have, despite having room for it in hand.  Being forced to discard an invisible 99 cost card.
Causes:  If you use card draw abilities like mind gate, electrum hourglass, and precognition, too close together, an error occurs.  If you are looking at extended card art by mousing over a card while a card is drawn, that card will magically disappear.  As the game keeps track of your cards in hand separately, the game will think you have an extra invisible card in hand, and force you to discard it if necessary.
Looks like someone needs to learn to read before posting.

Sorry. :P Just lock/delete this thread.

63
Rainbow Decks / Re: Fast-Draw Unupped Pillarless AI3 Grinder
« on: January 21, 2012, 06:51:39 pm »
I'm running this exact deck but replaced the chrysaora with a nightmare.

The chryaora never does much damage in my experience, since you typically kill the enemy in less than 10 turns, the poison doesn't get a chance to build up and do significant damage. You also use the forest spirits valuable water quantum and arsenic's death quantum.

Nightmare is awesome. You're not using any darkness quantum, since you're a rainbow you can clog up any none rainbow with one of your creatures and also deal an instant 2-16 damage while doing it. Even against rainbows you can use a high quantum creature such as crimson dragon to clog them up. Contrary to popular belief, this IS useful in a rush, as the average of 10 damage (Enemies typically have 3 cards in their hand, in my experience.) for 2 unused quanta AND slowing the opponent down greatly is valuable in a rush.

Any other changes you guys think would improve this deck? I'm personally using it for pvp1 and arena farming more than ai3, and it's been very successful.

(Sorry for the necro by the way, but this is still a good deck and no harm will come from discussing and improving it.)

64
Issue Archive / Sometimes when i draw a card it won't appear in my hand.
« on: January 21, 2012, 06:31:47 pm »
Yet when i have 7 cards in my hand it will say i have 8 and must discard one, the missing card isn't an option to discard.

This happened to me twice yesterday, both in the arena.

I'm not sure what caused it or how to recreate it, but i did have my window restored down using firefox both times it happened, and it has never happened when i had it maximised as i almost always do.

Sorry for the lack of evidence but i didn't happen to be recording my screen when it happened. Which is also ironic because moments before i was in fact recording. (I felt like recording because i got an awesome first hand and like a 6 turn finish, but decided against saving it, knowing i had no one to show it to :()

65
Buff This Card! / Re: Trident | Poseidon
« on: January 21, 2012, 06:06:15 pm »
It's really hard to say.

Earthquake effect is incredibley overpowered. But you do not need one every turn, and rarely need more than 6 to shut down a deck, so the weapon os pretty useless.

My only suggestion would be to remove the effect and replace it with something else, maybe a weak creature spawner. No other weapon utilises this effect, and it would synergize with water perfectly. (Flooding and SoP) Flying weapons spawning several creatures a turn would be pretty awesome, and would need to be looked at to determine if overpowered or not.
Creature spamming seems to be the realm of life, with mitosis and cheap creatures abounding(Frogs for example) and I'm not sure if a water weapon should really usurp that role.  Also, I'm not sure what creature such a weapon would spawn: water doesn't have any really cheap, unskilled attackers (blue crawler would probably be too powerful to be constantly spawned) so a new one would probably have to be made.
Yes a new one was what i had in mind. A 1atk2hp creature would be good enough, with a 1 water quanta cost. (Or make them slightly better and give it 1 life cost. Off element and related to the effect.)
Since it's a trident you could relate it to neptune, the god of the ocean, creating some fishies.

66
Buff This Card! / Re: Pharaoh / Pharaoh
« on: January 21, 2012, 05:52:32 pm »
When it came out i instantly thought it was going to be the new rediculously overpowered card used to farm everything. Then i tried it.

It's too expensive. You can not get several pharaoh's onto the field in a realistic amount of time unless you're a FG or arena deck.

I think it could do with a lower summoning cost, but this would just make it even more overpowered for the AI.

67
Buff This Card! / Re: Trident | Poseidon
« on: January 21, 2012, 01:21:11 pm »
It's really hard to say.

Earthquake effect is incredibley overpowered. But you do not need one every turn, and rarely need more than 6 to shut down a deck, so the weapon os pretty useless.

My only suggestion would be to remove the effect and replace it with something else, maybe a weak creature spawner. No other weapon utilises this effect, and it would synergize with water perfectly. (Flooding and SoP) Flying weapons spawning several creatures a turn would be pretty awesome, and would need to be looked at to determine if overpowered or not.

68
Buff This Card! / Re: Shard of Patience
« on: January 21, 2012, 01:03:32 pm »
I like the card, i just think water needs a new card to be used with it. A 1 water quanta card with 1atk 2hp. Upgraded version is same stats but generates 1 water quanta a turn.

This with fractal and SoP could be pretty impressive.

69
Gravity / Re: Shard of Focus
« on: January 21, 2012, 12:58:00 pm »
Wait so it destroys a permenant for free? Your own perms or the enemies? How many times can you activate a turn? Why does it magically spawn a card into your hand instead of just doing the effect at the cost of the card?

70
Duo-Decks / My take on instosis.
« on: January 18, 2012, 08:27:38 am »
Hover over cards for details, click for permalink
Deck import code : [Select]
5c9 5c9 5c9 5rg 5rg 5rg 5rg 5rg 5rm 5rm 5rm 5rm 5rm 5rp 5rp 5rp 5rr 5se 5se 5se 7q0 7q0 7q0 7q0 7q0 7q0 7q6 7qu 7qu 7qu 8pn


This deck is similar to instosis but you don't have to draw every single card to use it. This is very early on and needs lots of changes and upgrades but it works really well.

You can actually create 3 dragons per shard. You use the shard and make 2, next turn you click dragon for 1 more. Repeat. This is the core advantage over mistosis, plus it being generally faster. It does obviously fail against CC a lot more, and you don't get a skydive.

Any suggestions or improvements would be great. Gotta go to work now so this is rushed lol.

71
Humor / Re: Shard of Sacrifice | Shard of Sacrifice
« on: January 16, 2012, 07:36:58 pm »
...Are you trolling?

3 turns would be an understandable, yet still overpowered, argument, but you went straight to FIVE and put SIX+ as an option.

You realise that with 6 shards, that last 5 turns, you'd have 30 turns of invulnerbility + 6 sundials. You can outdeck pretty much any deck in the game that doesn't have an eternity.

72
Card Ideas and Art / Re: Engineering | Advanced Engineering
« on: January 15, 2012, 05:21:36 pm »
Whats an odd device?

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