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Messages - TehColin (41)

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13
Card Ideas and Art / Re: Higgs Boson | God Particle
« on: February 13, 2011, 02:13:26 am »
How about a mechanism that eats up quanta.  maybe the higgs particle can summon the mass and use up the opponent's quanta.

That matches my theme, and gives the mechanism a little spice.

maybe it only can use this ability on summon?

err... any opinions?  If that idea is liked, it needs a bunch of balancing....

Actually, the problem is that you have momentum in Gravity, so you can buff this in a mono-Gravity deck...
Dunno how to fix this, but I like the idea overall.
This may sound stupid, but what if I make the card 0/-1?

14
Card Ideas and Art / Re: Higgs Boson | God Particle
« on: February 13, 2011, 01:56:30 am »


Why have both this and Alfatoxin/Malignant Cell in the game? (curious)
I was hoping that the mechanics are different enough to be interesting... apparently they are not.  I have a few other ideas for the mass that could work a little better, but I was hoping to shell this one out a bit first.

15
Card Ideas and Art / Re: Higgs Boson | God Particle
« on: February 13, 2011, 01:39:43 am »
Actually, the problem is that you have momentum in Gravity, so you can buff this in a mono-Gravity deck...
Dunno how to fix this, but I like the idea overall.
D'oh

imma dummy  :-X

gotta consider another approach.

Make a permanent or spell that makes higgs particle come into existence.
hehe, Hadron Collider | Hadron Collider


16
Card Ideas and Art / Re: Higgs Boson | God Particle
« on: February 13, 2011, 01:28:27 am »
I don't quite understand.

Convention says that creatures with 0hp die at the end of your turn. That means these at best these will produce 1 mass and then die. Which is an expensive waste really.

Please explain how this would work since you seem to want the God Particle to survive.
I was thinking of a way to prevent a fractal. To keep it alive for more than one turn, you are already gonna need a duo, (earth, entropy, life, etc), and none of which are aether...

So this is Aflatoxin without the delay, but it's made up for by requiring you to buff it if you want it to work. It makes sense. Not exactly sure about how balanced it is considering that Mass takes up space while Malignant Cell at least forces you to use a shield.

Perhaps give Mass 5 HP and "enters the field poisoned"?
I know what you mean.  I had been thinking about how to compare it to malignant cell.  Best I can come up with is that as long as this isn't quintted, (which would require a trio)  it is susceptible to cc.  If cc'd, all mass production is stopped, unlike MCs, that can still reproduce if there are more than one...

Still not sure though.  Definitely needs some advice.

17
Card Ideas and Art / Higgs Boson | God Particle
« on: February 13, 2011, 01:21:21 am »
NAME: Higgs Boson
ELEMENT: Gravity
COST: 5 :gravity
TYPE: Creature
ATK|HP: 0|0
TEXT: Produces mass each turn on your opponent's side of the field.
NAME: God Particle
ELEMENT: Gravity
COST: :gravity
TYPE: Creature
ATK|HP: 0|0
TEXT: Produces mass each turn on your opponent's side of the field.
ART: TehColin
IDEA: TehColin
NOTES: -Mass-see below

Idea Inspired by http://elementscommunity.org/forum/index.php/topic,6006.0.html

-alternate idea for mass:
slowly creates a Bonewall-like shield.
sacrifice to summon creature
when a creature dies, it becomes multiple higgs-boson

http://en.wikipedia.org/wiki/Higgs_boson - What a Higgs Boson is, and why it should be gravity.

SERIES:
NAME: Mass
ELEMENT: Earth
COST: 0
TYPE: Creature
ATK|HP: 0|1
TEXT:
NAME: Mass
ELEMENT: Earth
COST: 0
TYPE: Creature
ATK|HP: 0/1
TEXT:
ART: Royalty Free http://www.publicdomainpictures.net/view-image.php?image=7446&picture=rock-wall
IDEA: TehColin
NOTES: -Either
1. Fills from 1st creature spot to last creature spot (abuseable with innundation?).
2. Fills from last creature spot to 1st creature spot (possible coding issues?)
3. Fills randomly (possible coding issues?)

SERIES:

18
Forge Archive / Re: Temple of [Element] | Shrine of [Element]
« on: February 11, 2011, 05:00:22 am »
Just wanna say, awesome card idea.  I voted for you.  Good luck getting into the armory. :D

19
Deck Help / Re: teh drudic crusader
« on: February 01, 2011, 06:41:17 pm »
Quote
PS: check also the upped card codes :)
 ;D figures.

ah, maybe I will still get a fun un-upped deck out of this.

I like yours though.  Tis a shame that I would need to pick up another element for flying staffs for pvp1  :(

20
Deck Help / teh drudic crusader
« on: February 01, 2011, 05:52:47 pm »
Code: [Select]
5bs 5bs 5c5 5c5 5c5 5c5 5c7 5c7 5c7 5c7 5c7 5c7 5l8 5l8 5l8 5l8 5ld 5ld 5ll 5ll 5ll 5ll 5ll 5ll 5mq 5mq 5mq 5mq 5mq 5mq
fun pvp 1 or lvl 3 deck.

*ah, hey everybody. It's been a while since I posted last. I'm sorry if this idea is Completely Unoriginal.  I used the deck searching tutorial, but couldn't find a deck that used drudic staff (5c5) with a crusader (5ll)*

:light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life :light :life  :light :life :light :life
I have been playing around with crusaders.  I like the idea of staff-wielding crusaders hopped up on adrenaline for some reason.. heh... just makes me laugh. :))

The idea is that you place crusaders, use adrenaline, wait a turn, use endow.
 You end up with a 4/6 adrenal'd creature that heals 5 hp with each attack (3x per round). 

the deck is slow, but it has a good chance to em.

fun fact: might work upgraded.  3/5 crusader + jade staff = 7/7 crusader that still attacks (and heals) 3x per round.

problems:

6 creatures -> cc is bad =(
quanta problems?   can't get a read on the solar shield
too many drudic staves? I could put in some toadies instead, and that would fix my first problem.

Thanks for reading this far. any advice or criticism is appreciated.

21
sorry if I am being stupid, but I just am not sure about the rules. ???

So if the person that I am playing against plays a graboid rush deck, then a pharaoh/scarab deck, would that be breaking the rules?  Even though graboids aren't  :time creatures they use  :time

OR

If I play a deck centered around fallen elfs, and then a deck with ffqs. Since both of their abilities use  :life, even if it is fed from the mark, it is illegal?

some of the comments are a little ambiguous regarding this.
 
EDIT: Ok, thanks for the clarification.  ^-^

22
Deck Help / Re: g-pull+basilisk blood+voodoo doll
« on: October 15, 2010, 10:22:40 pm »
I kinda like your sense of humor. We need more people like that on these forums with all the seriousness lately :P

As for the deck, it's a popular and very well known combo. Pendulums work very well in this deck, however.

It's better against the AI though, because they're not all that strategic
Why Thank You :D

About a week or 2 ago, I ran into a fabulous voodoo doll/pandemonium deck.  Thats what made me want to play around with voodoo dolls, but I don't really like the entropy combo. So, here I am now.  ::) Anyway, I kinda fudged the mark.  I am really bad at making trios, so I sort of planned a duo and use my devourers as a "darkness pillar".


But yea this works tons better against the AI. 

23
Deck Help / Re: g-pull+basilisk blood+voodoo doll
« on: October 15, 2010, 10:12:23 pm »
reverse time says "poof, there goes all of your offense and defense. say goodnight ^.^" i ran into that problem quite a bit while making voodoo decks
You are correct sir.  The only solace that I have against rewind is that I can stop eternity from hitting me by using basilisk blood on a voo doo doll.  But yea, rewinds KILL this.

24
Deck Help / g-pull+basilisk blood+voodoo doll
« on: October 15, 2010, 09:50:02 pm »
Code: [Select]
55k 55k 55k 55k 55t 55t 55t 55t 58o 58o 58o 58o 595 595 595 595 595 595 5um 5um 5um 5um 5uq 5uq 5v0 5v0 5v0 5v0 5v0 5v0
Like many of my plans, this  seemed like a good idea at the time.  In practice however, this deck is still pretty rough.

I would like to use this in pvp1, and in some ways, it is kinda effective. It has some HUGE strategic holes though.

1.  With a good draw, I can beat rush decks, but poison is gg for me.
2.  Momentum is also gg for me.
3.  FARM DECKS- Seriously, I lost to a FARM DECK

Also, people are smart.  If I place a gravity pulled voodoo doll, the game SLOWS down like a train-wreck.    They don't place cards until they draw something like rewind. 

I have been thinking about adding liquid shadows and/or gargoyles, but I would like to hear some advice. :)

EDIT: Fun fact: the mark is darkness, not just dark

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anything
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