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Messages - Ruduen (50)

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1
Time / Re: Sundial | Sundial
« on: December 18, 2010, 09:44:44 pm »
*Flashbacks to old sundials*

That being said, I like it. I'm not sure if it feels completely necessary, but it gives sundials a little bit more flexibility when they're upgraded.

2
General Discussion / Re: Elements Christmas Sweeptakes!
« on: December 12, 2010, 10:13:10 pm »
A Holy Cow.

Preferably with a wreath, too.

3
Issue Archive / Re: Twin universe is either misworded or bugged
« on: December 09, 2010, 03:52:44 am »
Now imagine it without a turn delay. Do you see where there might be a problem in that?

4
Competitions / Re: Voting: MASH-UP! Cards
« on: December 08, 2010, 06:08:36 pm »
Erm... Somehow, the older version of 7 got posted instead of the one  submitted when the competition's deadline was up.
*Blink blink*

That being said...

VOTE FOR...

You know what, you know the drill.

5
Card Idea Competition Submissions / Re: Kindling | Charcoal
« on: December 06, 2010, 06:21:44 pm »
To be honest, the primary reason I swapped it from double lightning tribute to single target damage was to try to get everything to fit on the card. :P

If I can think of a good last minute reword, it might go to double lightning on sacrifice, but as it stands, I think it's fairly solid.

6
Card Idea Competition Submissions / Re: Berserk Aura | Kafkaesque Radiance
« on: December 06, 2010, 01:23:46 am »
New version's definitely an interesting, but the main thing is, the upgraded version is sort of weak, just because instead of paying the quanta for it, it's possible to just have the upgraded card in the first place. Even then , it's not exactly a low cost for new characters, not to mention the fact that unupgraded version is pretty crippled with 1 HP creatures.

Normal is worth consideration, but there probably needs to be an alternative for the upgraded one.

7
Card Idea Competition Submissions / Re: Yeti | Yeti King
« on: December 04, 2010, 09:24:34 pm »
Far as I can see, the idea is sound, and is definitely a neat one. However, upgraded version might be a bit much with a couple of squids out.

Only huge comment I have is that it doesn't really seem to fit light. Not a lot of options with the element limitations, but still...

8
Card Idea Competition Submissions / Re: Knockout Blow | Coup de Grace
« on: December 04, 2010, 07:58:18 pm »
Agreed in that it's more of an EM tool than anything. I'm really not sure about how you should design around that, though. If you farm with gravity? Great. If you don't? Bleh.

Also, how is the "Lasts turns" supposed to work? Does it do the damage at the end of every turn or something? If that's the case, though, it can't really do its EM job very well. You'll be dealing damages with large numbers over time, which means that the 2 damage it deals is pretty tiny in comparison to the huge damage that most creatures will be dealing. You'd have to time it just right so your creatures only deal within a certain amount of damage, and that's not exactly feasible.

Honestly, the turn limitation really isn't necessary. 2 damage a round is less than most weapons deal, and you may even want to consider converting it to a weapon or something. Right now, it just seems underwhelming, since even if you're going for EMs, using this to get one is much, MUCH harder than using heal or vampires or anything else to get your HP back up, since those also have fairly good uses out of EM. 2 damage a round for 1 or 2 rounds... Not so much.

9
Variant on a really old stall bolter, I forget the originator:
Code: [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f6 5f6 5l8 5l8 5l8 5rp 5rp 5rp 5rp 5rp 5rp 5rrTactic's to wait 50 or so health before using sundials, draw as much as possible, only use fire bolts on creatures if they're high priority, etc. Sundials can help stall out some rush decks, and lack of monsters can disrupt some compositions.

I'd offer to play, but I've got Electrum grinding on my mind more than Top 50 grinding lately.

Seeing as this week's already occupied, I guess this will be for the next week.

10
Card Idea Competition Submissions / Re: Xylotyl | Fanged Xylotyl
« on: December 04, 2010, 07:11:59 am »
The scenario that would need to happen with just second card:

Turn 1: Play Xyl. End turn.
Turn 2: Use Xyl's effect, play another Xyl. End turn. Opponent draws card on top. Top card becomes Xyl.
Turn 3: Use Xyl's effect. Your opponent's top two cards are now Xyl. Use mindgate. Play this new Xyl.

The status now involves you getting a new Xyl in your hand every turn via mindgate, and your opponent's top two cards stuck as Xyl as long as they cannot kill your Xyl. While any bit of creature control can stop this loop, it would be messy.

If the effect ended your turn, I believe the loop would be weaker, but could still occur:

Turn 1: Play Xyl (A). End turn.
Turn 2: Play second Xyl (B). Use original Xyl's (A) effect. Turn ends as a result. Opponent draws some card on top. Top card becomes Xyl (A).
Turn 3: Use mindgate, play this new Xyl (C). Use the original second Xyl's (B) effect. Turn ends with one new Xyl (C) on the field, and 2 Xyl (A and B) on your opponent's deck.

You'd need some good method of preventing Multiple Xyls. I'm not even sure what it would be like if you had both the end turn and damage clauses in, but right now, I still see a loop.

Even assuming you couldn't create a loop, the effect is still quite potent, seeing as you'd have a way of stuffing up an opponent's deck with a card they might not even use.

Need to go over more scenarios...

11
Card Idea Competition Submissions / Re: Kinetic Plane | Kinetic Field
« on: December 04, 2010, 07:03:03 am »
"Only one permanent per turn" feels like saying Butterfly Effect is weak because it only allows one destruction per turn. Especially considering the low up-front cost... It's five gravity the first turn, but it's fairly easy to maintain, considering the strength of the monsters that would probably be involved. Either huge HP, or in the case of flying titans, you have momentum, which means it's pretty much automatic.

I agree that one perm max per monster seems more reasonable, if that's what you mean by it not being stackable. Otherwise, it will have the tendency to quickly spiral out of control. Weird interactions with Adrenalin could still ensue.

Just a thought, but what if the card itself could be used to destroy something every turn, but only if there was a high HP creature out or something? Or, instead of the quantum drain, it requires a high HP creature or it self-destructs?

12
Card Idea Competition Submissions / Re: Keanu | Keanu
« on: December 03, 2010, 03:32:11 am »
It was, but sometimes, it's fun to state the obvious.

That said, the ability seems a little weak. Unless I'm forgetting something, this is only linked to Pegasus and Wyrm in terms of reliable divers, and even then, you still have to pay out sizable amounts just to get them out. In addition, cards which affect the whole map are best when you have a lot of monsters, and it would cost even more to continually dive enough for this to have a lasting impact.

I feel like doing something with Airborne creatures would fit and would probably give it a more reasonable amount of coverage, but that's just my two cents.

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