Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - PuppyChow (1577)

Pages: 1 ... 117 118 [119] 120 121 ... 132
1417
Entropy / Re: Antimatter / Improved Antimatter
« on: December 21, 2009, 01:39:19 am »
Stone Body(or whatever that is)to Armagio+Antimatter=Epic.
1) Stone skin is for max health, not creature health.
2) Antimatter doesn't switch attack and defense. It makes the damage a creature was doing turn to healing. In other words, using it on your own armajio would make it heal your opponent instead of damage it.

1418
Duo-Decks / Re: Light/Fire Supah Angels (new cards)
« on: December 20, 2009, 03:21:52 pm »
All damaging cards are like that. Sniper, rain of fire, fire lance, etc etc.

1419
Fire / Re: New Card: Rage Potion
« on: December 20, 2009, 03:00:24 pm »
Using it on a card with less than 5 hp simply kills the creature. As to flying titans, I've tried it, and it isn't as good as you'd think. Not only does the deck require gravity AND fire quantum, but you need two cards to be able to fly titan. And then you need another rage elixir after that for each +6.

Deck I used is 6x Titan, 5x Animate Weapon, 5x Burning Tower, 8x Gravity Tower, 6x Rage Elixir. Mark of Fire. I found Archangels to be much better.

1420
Duo-Decks / Light/Fire Supah Angels (new cards)
« on: December 20, 2009, 08:39:57 am »
A really fun deck to play keying on the new Rage Elixir card and the Archangels.
^
^
^
Credits to Jmizzle for the idea of Angels Raging. Only he would think of that  ;).
Credits to me for the actual deck and the addition of cremations.

Hover over cards for details, click for permalink
Deck import code : [Select]
7dp 7dp 7dp 7dp 7dr 7dr 7dr 7dr 7dr 7dr 7jo 7jo 7jo 7jo 7jo 7jo 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7ju 7ju 7ju 7ju 7jv 7jv 7jv 8po



It takes some actual thinking to use. For instance, if you have 5 light and a RoL out, cremate it to get that 6th light for archangel. Cremate RoLs if the opponent has an oty or other creature control device out there.

The cremations also, in addition to an instant one light quantum, will power three rage elixirs. To use a rage elixir, wait until the turn after you play an angel. Then make it rage, and then heal it. Once you get multiple angels out, you're golden (keep powering up that single one though).

Use blessing on a 13/1 archangel and then heal it so you can play a rage elixir that turn.

Obviously, the rage elixirs can also be used as creature control to destroy annoying otys or maxwell's demons.

Etc. Etc. The deck can be played many ways. Best angel I've had is a 46/1. (REALLY lucky; I got a blessing and all six rage elixirs. And was able to cremate 2 photons.)

1421
Earth / Re: New Card: Stone Skin
« on: December 20, 2009, 07:01:28 am »
I'm just posting this here since there isn't a topic yet, and I can't make topics in this section  :-[.

New card in the trainer:
Rage Potion (3 fire): Target creature gains +5/-5.
Rage Elixir (3 fire): Target creature gains +6/-6.

I like it. Doubles as creature control and a buffer.

1422
Darkness / Re: New Card: Liquid Shadow
« on: December 20, 2009, 05:13:18 am »
I did it with 6x pests, 9x ob tower, 6x ob dragon, 6x liquid shadow, 3x dusk mantle. It went 10/10 against AI3 and all were EMs. Sure, it wasn't as fast as speed decks (usually 9-10 turns), but it worked well enough.

1423
Darkness / Re: New Card: Liquid Shadow
« on: December 20, 2009, 04:39:00 am »
I would say Liquid Shadow + Obsidion Dragons, since they will still last 6 turns and by then you should have won.

1424
Patch Notes and Development News / Re: AI improvements
« on: December 20, 2009, 04:33:59 am »
Quote
Not by me in the near future. Did you get this information from Zanzarino?
I got it from Jmizzle who got it from Zanzarino. So yes, by extension.

1425
Duo-Decks / Re: Dark/Life Speed/Lifegain deck (with new cards)
« on: December 20, 2009, 03:34:33 am »
Currently Liquid Shadow costs 7 (6 upgraded) in the trainer, so I doubt that deck would work now. It would have worked before when it costed 3 though :).

1426
Patch Notes and Development News / Re: AI improvements
« on: December 19, 2009, 10:08:15 pm »
That reminds me.  While all of this AI upgrading is going on, are y'all going to be fixing other bugs (like the Momentumed Mutant problem, the Quantum AI Pillars problem, etc.?)
Yes. Those are all getting fixed.

1427
Patch Notes and Development News / Re: AI improvements
« on: December 19, 2009, 08:01:53 am »
I say give pillars/towers lowest priority over everything, so if there's a sundial on the field, the AI targets the dial instead of the towers you played first.

1428
Game Suggestions and Feedback / Re: [ATTENTION]The sundial nerf
« on: December 19, 2009, 07:45:04 am »
Alright. Me and him were thinking you had decided to nerf it further by making it always cost two elements. I was trying to be less... blunt... about expressing my disagreement with that :P.

I honestly like the nerfing it to one turn the best. Especially with the AI being improved, FGs are going to be hard enough with only one turn dials. I'm not saying that's a bad thing, though. I like it.

Pages: 1 ... 117 118 [119] 120 121 ... 132
blarg: