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Messages - The_GrimReaper (50)

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13
Duo-Decks / Re: Accelerated twins
« on: April 01, 2011, 07:31:57 am »
Yes, I know. What I mean is: You'll need one Overdrive for one Armagio. You have 5 Armagios and 6 Overdrives. The only ways you could make use of the 6th Overdrive are if you TU an enemy creature (like, a dragon or something), as CC/lobo (which I'd usually not recomment) or if you TU the armagio before using Overdrive. If you don't plan to do that, I'd take as many armagios as overdrives, so either 5/5 or 6/6. If you do (Which can actually be a good idea), then nevermind.

14
Duo-Decks / Re: Accelerated twins
« on: March 31, 2011, 06:21:39 pm »
From the look of it, you could get quite a few quanta issues with just 8 Pendulums.
I'd also take as many armagios as overdrives, just makes sense to me (except if you want to use overdrive on a TU'ed enemy creature).
Gonna give it a go as it seems interesting, but I definitely don't have time to take stats.

15
Card Ideas and Art / Re: Lifehouse | Lifehouse
« on: March 31, 2011, 06:11:53 pm »
Actually the upped one would only be usable in rainbows, because otherwise 10 quanta is ridiculously much. I personally don't really think that the card fits other, so I would stay with life for the upped one.
A buff of +0/+1 and +0/+2 seems to be fine, but 4 life-quanta as an upkeep is by far too much, especially as it already costs 5 to play the card. Not sure what the right cost would be, but someone else will most likely be able to tell.
Nevertheless, I think certain decks will have a good use for it and it befits life. I like it.

One question: Do you choose a creature at the beginning or the end of your turn?

16
Aside from the usual diving dragons, armagio-devourers and TU-ed uber-mutants (such as a 26/27 Schrödingers cat with guard), I found a phoenix with  :fire :fire: Freeze to be quite amusing.

17
Card Ideas and Art / Re: Void Dragon | Elite Void Dragon
« on: March 28, 2011, 12:12:13 pm »
Seeing this card as a standalone, it should be fine.
However, with Phantom of Ignorance, Voidstalker and potential other Void cards, it could become a problem. If you got 3 different cards of that kind, you can already fill 18 spaces in your deck. Add sundials to browse through it faster and prevent attacks (The Phantom and the Dragon don't have to attack, right?) and you've got an extremely strong deck.
In general I think Void cards with high costs could become an issue, because they give you great advantages while the enemy can't make use of all the quanta, given he doesn't use a firebolt deck or has lots of hourglasses.
Nonetheless, I think the idea is great.

18
Crucible Archive / Re: Usang | Usang
« on: March 26, 2011, 09:13:47 pm »
I'm not really sure how much the terms "dies" befits a permanent, but anyway.
So this is basically to clog the enemies permanent slots. I like the idea. It feels like life's very own way to deal with the matter.
However, I don't think the unupped version is too useful. Every seedling dies in 3 turns and you have (correct me if I am wrong) 13 ok, 16 permanent slots. You need 4 seedlings a turn and four Usangs to limit the number of permanents to 4 (4 will quite likely be there before you set up the combo anyway). 8 earth quanta per round is probably more than I'd be willing to pay, considering that this won't work against weapons and shields (other than normal PC) and is weak against CC. The upped version seems fine, maybe still slightly underpowered? I'd either go for 4 rounds all the way or reduce the unupped one's ability cost.
That being said, a very nice and creative idea.

19
False Gods / Re: Newbie FG Killing FTW
« on: March 24, 2011, 09:49:38 am »
Those [...] require very specific and in come cases bizarre decks to defeat
Bizarre might be the right word in this case.
Slow... Yeah, that is a bit of an issue. I'm mostly between 300-400 seconds, though I'm not playing too fast. Summoning a nymph queen to turn all of the entropy pillars into nymphs speeds the game up a bit in the end and is sometimes even needed when BE comes in late.
I've played a few more games (another 6 wins and 5 loses with one of those caused by me acting dumb), which adds up to 20 games, 12 wins, 8 loses and 5 EMs.

@Blazing Moonwalker: How do you actually plan to get your BE creatures killed? You can only use it on Flayers (Well, and Nymph Queens) and Chaos Lord will target your nymphs over them. + every mutant has a maximum of 1 turn to use his ability.

20
False Gods / Re: Newbie FG Killing FTW
« on: March 22, 2011, 09:30:29 pm »
Problem is, this totally doesn't take into account the actual entropy costs. You loose pillars because of nymph tears, pay 4 quanta for every antimatter (believe me, you'd be better of using many) and 3 for every destroy(which it does take into account).
Taking out a water pillar for a nymph tear might work, but it is crucial that you get out your cards early. Chaos lord doesn't leave any unupped deck much time.
Edit: Another win, another EM. This is looking good. 5 of 8 with 3 EMs it is now.
One thing to keep in mind: AI seems to steal the pillars on slot 1. Make sure you play the kind of pillars you don't need(usually but not always water) first.
And another win. 6/9.

21
False Gods / Re: Newbie FG Killing FTW
« on: March 22, 2011, 09:18:50 pm »
First off, very nice work. This should have been around earlier  ;D

Against Chaos Lord, I believe that something among this lines will do the trick:
Code: [Select]
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vo 4vo 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5if 5if 5if 5if 5if 5ig 5ig 5ig 5ig 5ig
With this version,  it stands 4 wins(2EM, could have been three if I used antimatter more cleverly), 3 loses, but while that might have been luck, the general strategy seems to work. I also have a bit of an issue with quanta distribution, so there is definitely room for improvement. Get out a mind flayer before your first nymph to make sure he can't congeal it. Better have two of each kind in case he gets a mutant with devour or something similar. Normally, Druids and Maxwell's demon have priority for your flayers. BE is for the shields, maybe discord but don't bother with the rest. No water nymphs, you need the entropy ones for damage(yes, I mean it. And while I only had 20+ ttws, I didn't deck out yet).


22
Crucible Archive / Re: Eternal Loop | Eternal Loop
« on: March 22, 2011, 11:05:15 am »
This looks just extremely interesting. I'm wondering what kind of strategies this card could open up? I'd guess we'd see some 30 card decks with 6 hourglasses.
Keep 2 fire bolts and two rewinds, then draw cards like crazy? Or just any kind of cheap creature spam. Retrovirus anyone? Or Scarab to stay in almost mono-time? Or play a quinted creature, wait until you have 3 cards left and start spamming SoDs?
Long story short, I find this to be one of the most interesting ideas I've seen up to now, it perfectly fits time's theme... The only thing I'm really wondering about is balancing. I guess there are even stronger strategies then the ones I listed.
Edit: Endless nightmare just came into my mind.
Btw: Is eternal loop also copied into the bottom of your deck when you play it? I guess not, but I'd rather ask.

23
Card Ideas and Art / Re: A new passive ability : Arachnid
« on: March 22, 2011, 10:38:59 am »
I like the third version best. The first one feels a bit overpowered. The second one might be fine, but the secondary (poison) effect becomes rather redundant. Why would you discard it if playing multiple ones won't hurt you anyway? Especially as 3 quanta isn't all that much.
So third one it is for me.

24
FG Proposals / Re: Beat my False God!!!!
« on: March 20, 2011, 02:46:19 pm »
Damn... I'm too late. Anyway, might as well post my version:
(http://imageplay.net/img/m7Gbd161337/fg.bmp) (http://imageplay.net/)
Who needs deckout?
:P I thought it would have been a smart move to use unupped deja-vu's against the carapace, but the AI didn't even play it... In fact the AI didn't play much at all. Just tried to rewind what wasn't immortal already.
Code: [Select]
5rh 5rh 5rh 5rh 5rh 5rh 7jq 7jq 7k3 7k3 7k3 7k3 7k4 7k4 7q7 7q7 7q7 7q7 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 80e 80e 80i 80i 80iEdit: This one was a bit more fun. Outrushing him. Note that he did play two eternities, a miracle and antimatter. I had to cremate one of my golems because of that.
(http://imageplay.net/img/m7Gbd161340/fg2.bmp) (http://imageplay.net/)
Code: [Select]
77e 77e 77e 77e 77e 77e 7dm 7dm 7dm 7dp 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7dq 7dq 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80b

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