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 - TheMadEvil (231)

Pages: 1 2 [3] 4 5 ... 20
25
Card Ideas and Art / Re: Best Weapon Idea Comp - Summoners Wand/Staff
« on: March 12, 2010, 02:34:12 pm »
the unupped ability has no cost, however, even though the upped one does (other than life, upped has 2 :entropy cost, unupped has 0)...i have a feeling this is not how it was originally meant to be

26
Deck Help / Re: My FG Farm Deck
« on: March 12, 2010, 02:14:37 pm »
Graveyard might be better as boneyard, less cost unless you're really worried about TStorm. I like to get my 'yard out as soon as possible, but also like to have quanta left to play the wall if needed. Many times with larger rainbow decks I also seem to have way less death quanta than I really could use at the time. Also, by the time you start getting skellies, you should be mutating them anyways, so 1/1 vs. 2/2 doesn't really matter much

I also personally like having two FFQ, just because she seems to be the most targeted card, and I use two Quints for an Oty and usually the Druid, so FFQ usually has to just weather the storm on her own. Her synergy with 'yard and Druid, however, makes her a major player in this deck oftentimes

27
General Discussion / Re: There you go
« on: March 12, 2010, 02:01:31 pm »
i'd love to see vids of these matches...great idea btw

28
They wont be able to work like I can :P
Oh yeah...from the way SG talks it sounds like you do sooo much work  ::)

29
Aesthetically for the card (and mechanically as well) maybe have it create immortal creatures? That way you could power it up a little without worrying about the creatures staying around?

30
maybe put a turn count on reducing attack? say, reduce attack for 2 turns, to prevent locking down the opponent? I get the original idea of the card, siphoning life (attack) from a creature in order to create a shade, but it just seems too powerful to have both abilities come not only from the same card, but the same ability. IMO permanently reducing attack is something that should not come with a benefit for yourself. It is a very powerful ability, not yet reversible (most likely because its not implemented), and so needs a detriment instead of a benefit. High cost, reversibility, etc. Possibly make it go away over turns, suck 2 attack, they regain 1 per turn?

31
So...you plan on having 6 of these in your deck and playing nothing else for the entire game?

Good luck with that.
what makes you think I wouldn't play anything else? You can play this third or fourth turn and have more than enough quanta generation to play other cards, including phase shield, immortals, dragons, whatever you want. I was just pointing out the difference in the way quanta is generated, stored, and used in this game related to some other games. Each game is different, and needs to be treated as such.

32
it's ok, but i don't think it's really enough damage to warrant using it. unupped it's 20 damage (without buffs), upped its 30. That's just 6 turns with most other weapons, which actually have abilities. Maybe add poison? that'd make it very powerful, but upping cost a few (maybe 5) and making sure its ability is usable once per turn should cover that

actually, i love the idea of poisoned throwing stars...

33
death and darkness with this, nightfall, graveyard, and condor...
or take the nightfall out and make it slightly more powerful:
each turn reduce damage, get a wraith - attack
wraith dies, get an elite skelly, +1/+1 to condor

that's not counting animate weapon, getting 3-4 skellies a turn after wraith damage

34
lol...merger anyone?
i was confuzzled for a minute.

on topic, I love the OP idea of blocking certain threads from the new post reel

35
Card Ideas and Art / Re: Weapon Entry: Dacra
« on: March 12, 2010, 06:14:46 am »
My thought for this weapon would be to make it Entropy, and effect a random element upon activation...just an idea I like

36
With your way, it would have to be a cheap 'one turn' (even, half-turn) stasis, working very much like a crappy version of freeze.
I assume you mean my above post?

If so, this is untrue. What I was talking about is in the event of the Stasis Lord leaving play. With the way stasis works now, no matter when it is applied stasis is removed when the creature tries to attack. This means that when Stasis Lord leaves play, the other creature would remain in stasis until it tries to attack.
What has been proposed initially for this card, however, is that creatures leave stasis immediately when Stasis Lord leaves play.
This issue is not mine to decide, I was only asking for clarification of if this card would change the way stasis works in this situation, or if the mechanic would continue as it is for all situations.

Pages: 1 2 [3] 4 5 ... 20
blarg: