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Messages - PuppyChow (1577)

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1501
Duo-Decks / Light is Life
« on: December 15, 2009, 10:10:18 pm »

^
Ah, but the other two versions (in that topic, at least) didn't use miracles or feral bonds.

Now I'm tempted to make one that involves shards of divinity, too. I like the idea of leaf dragon >_>.

1502
Deck Help / Shard based deck
« on: December 15, 2009, 10:10:18 pm »

^ No you won't. I've tried it.

This is basically like Jmizzle's shard deck (in duo-decks), but with a few changes. (I don't feel like taking a picture):
6x Shards of Divinity
6x Sundials upgraded
6x Morning Glories
6x Animate Weapon
4x Improved Miracle
13-15x Light Towers
5x Explosions
3x Fire Lance
Mark of Fire

I was running 6x shards of grat, too, but more often than not they seemed to be stolen or not help enough to matter. Everytime I drew a grat I realized I would have rather drawn something different.

1503
Game Suggestions and Feedback / Making Bone Walls stack
« on: December 15, 2009, 10:10:18 pm »

I agree that making them stack and adding to them with steals makes sense, but I also think it would be semi-OP. How about allowing them to stack but decreasing the number of bones? Say, 5?
How would this be OP? It could simply be avoided by not another one when you already have one. It doesn't make much difference if they stack or not, except the fact that it makes more sense.
Play 5 bone walls at once, and BAM! 35 power bone wall.

Actually, I like that. It would make mono death more viable. (Bone wall stack + sundials + deadly poison). However, I think giving it only 5 would be much fairer.

1504
Game Suggestions and Feedback / Making Bone Walls stack
« on: December 15, 2009, 10:10:18 pm »

That requires a fire storm, which is fire, and is only available to rainbow. While I think the combo is too OP to be allowed (except in a fire/death deck), this topic isn't about that.

But yeah. It would require 25 death quantum (and 5 bone walls) for a 35 power wall. For 5 death AND 5 fire, you can get a 40+ wall, providing you have a fire storm and bone wall. I would say the second combo needs to be nerfed as well as the first one.

1505
Game Suggestions and Feedback / Making Bone Walls stack
« on: December 15, 2009, 10:10:18 pm »

I agree that making them stack and adding to them with steals makes sense, but I also think it would be semi-OP. How about allowing them to stack but decreasing the number of bones? Say, 5?

1506
Game Suggestions and Feedback / Mulligan
« on: December 15, 2009, 10:10:18 pm »

I agree with Mulligan feature, but some seem to be saying it would allow for more strategic deck builds.

If anything, it would only keep the status quo and even things out. It would make bad deck builds (number of cards wise) able to compete with better deck builds consisting of the same cards. On the flip side, it would let good deck builders take into account the mulligan and include less of a certain card needed only in early game.

I have more to say, and from now on I'll use protect artifact in a rainbow deck as an example.

Against seism, you would be able half the number of PAs would have in a deck and still have the same chance at drawing it. This is a problem for me; the whole idea is to decide between possibly hurting yourself against other gods while giving you a better chance against seism. Not the best of both worlds.

The probabilities of drawing your protect artifact against seism, assuming you only have 1, is about 8/40 (assuming 40 card rainbow). Not exactly, since each card increases the chance slightly (1/40, 1/39, 1/38, etc), but basically it is 8/40. Which is equal to 1/5. So about one out of every five draws should include PA.

Now, with mulligan, you in effect have two chances at that 1/5 chance, (ie two draws per), equating to a 2/5 chance (not taking into account one less card). That is a DRASTIC difference. I think that gods should be more about the deck build and calculated risks, not about increasing your win percentage with mulligan.

Basically, I would like to see mulligan as an option for pvp and maybe other Ai, but not be available for gods.

1507
Card Ideas and Art / More Upgrade Options
« on: December 15, 2009, 10:10:16 pm »

Micro Abomination is very useful for entropy mutation deck.

Upgraded sundials are useful for just about everything; unupgraded are only useful for Time/Light and certain Rainbow decks.

1508
Card Ideas and Art / Protect Pillar
« on: December 15, 2009, 10:10:16 pm »

I approve, simply because I run a mono light/splash fire deck and pillar denial against it makes me mad, and I need the splash fire so I can't use protect artifact.

Then again, just because it'd be helpful to my deck doesn't make it a good card :P. I mean, a 16-light cost insta-win card would help my deck, too...

All in all, too similar to protect artifact and using it instead of protect artifact would be too situational. The upgraded version, on the other hand, could end up making pillar denial Earth/Time decks completely unusable.

1509
Card Ideas and Art / More Draw Options
« on: December 15, 2009, 10:10:16 pm »

I have a few problems with the cards:

Dark ones just BEG for rainbow decks to choose them; they would make god farming almost TOO easy.
Same with Aether and Time (and isn't the time just aether with more of a cost? :S). OP. In fact, even more OP since you can find two.

Earth is underpowered. I would NEVER discard cards from my hand unless I absolutely HAD to.
Same with Entropy (lol @ discarding full hand) and Gravity.

For Life, the unupgraded version is MUCH better than the upgraded one. I mean, if I had 12 life quantum, I could use 10 life and draw 5 cards with the unupped. With the upgraded one, I would have to spend ALL 12 life for only four cards.

In general, any card that would let you draw more than 2 is overpowered. I approve of the light and fire ones though :D.

As a side note, most spell upgrades either effect the quantum cost or the effect, almost never both. And when it IS both, one of the effects is generally negative (ie sundial; decrease playing cost but increase ability activation cost). Your Gravity upgrade both upgrades the effect AND the cost.

1510
In-game Troubleshooting / Where to get shard of graditude?
« on: December 15, 2009, 10:10:16 pm »

Sunday-Tuesday (the only times I'm in the top 50, and I'm not always in it Tuesday) I will sometimes be running a light/fire deck that makes use of morning glory, miracle, and both types of shards. So if you beat me when I'm using this deck, you may win a SOG.

(No, I'm not going to put them in a farm...)

1511
False Gods / Campaign against the gods: A false god strategy guide
« on: December 15, 2009, 10:10:12 pm »

Almost EVERY rainbow deck uses Otys. There are many rainbow decks that don't use all elements because the cards for them would simply clutter up the deck. There are many rainbow decks that are effective and use no TU, Alaska's, for instance.

I'm not saying it ISN'T versatile, just that many rainbow decks DON'T use it, most likely because they decided the extra card too far reduced their chance of drawing other essential cards. Just because it's a great card doesn't mean all rainbow decks should use it.

1512
False Gods / Campaign against the gods: A false god strategy guide
« on: December 15, 2009, 10:10:12 pm »

^ You're still assuming he didn't know the best uses of TU. He may have known it and decided the deck was better without it. I'm not saying you're wrong, in fact I agree that TU is useful in many decks.

I'm not a pro rainbow deck builder though (I just use Alaska's deck >_>), so I can't judge by just looking at the deck whether or not TU would be good.

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