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Messages - Tonberry (9)

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I like this idea because if some of these ideas are made maybe there can be a Fake God that focuses on weapons only :) (Easier to acquire things like Eternity and Pulverizer *shivers*)

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Duo-Decks / T50 Drain Grinder!
« on: December 15, 2009, 10:10:19 pm »

I'm thinking mark of earth would slow you down but it would slow the opponent down more just because you might really cripple the decks that that rely on 1 to 3 quantums and even the odd times the rainbow decks.

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General Discussion / Poll: Most Overpowered #2
« on: December 15, 2009, 10:10:19 pm »

Well, if you run upgraded Sundials, those Explosions will never target them if you played a Tower before, because they cost nothing.
I've yet to use/play against upgraded sundials so what you are saying is upgraded sundials lose the weakness to permanent destruction abilities?

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General Discussion / Poll: Most Overpowered #2
« on: December 15, 2009, 10:10:19 pm »

Sundial: Why I don't think it's overpowered
Can be destroyed
Lasts 2 turns
Here's why I think Sun Dials are overpowered (and why I love them when farming false gods).

Actions for a 32 card minimalist deck with 2 Hourglasses, 6 Dials, and very lucky draws and quanta generation (automatically get 1 draw per turn):

  • Turn 1: Protected, 1x Draw, Dial 1 played, 24 cards left
  • Turn 2: Protected, 2x Draw, Hourglass 1 played, 22 cards left
  • Turn 3: Protected, 2x Draw, Dial 2 played, 20 cards left
  • Turn 4: Protected, 3x Draw, Hourglass 2 played, 17 cards left
  • Turn 5: Protected, 3x Draw, Dial 3 played, 14 cards left
  • Turn 6: Protected, 4x Draw, 10 cards left
  • Turn 7: Protected, 3x Draw, Dial 4 played, 7 cards left
  • Turn 8: Protected, 4x Draw, Eternity played, 3 cards left
  • Turn 9: Protected, 3x Draw, Eternity ability, Dial 5 played, 1 card left
  • Turn 10: Protected, 4x Draw potential, 1x actual Draw, Eternity ability, 1 card left
  • Turn 11: Protected, 3x Draw potential, 1x actual Draw, Eternity ability, Dial 6 played, 1 card left
  • Turn 12: Protected, 4x Draw potential, 1x actual Draw, Eternity ability, 1 card left
  • Turn 13 and beyond: Bone Wall protection or Phase Shields, 3x Draw potential, 1x actual Draw, Eternity ability, 1 card left
You could still have a 43 card deck and draw through the entire deck with only two Hourglasses and six Dials in 12 turns. I'm adding some practicality here in having only two Hourglasses and putting the second one down on turn 4 instead of turn 3.

Game was either won by this time or locked in with a Bone Wall, Graveyards, Feral Bonds, and lots of creatures out. And this deck with the Dials was protected the entire time from any creature attacks. Only player targeted damage could get through, and Bone Wall protecting against weapons.

Even though I love using Dials, I'm sorry, but Dials are just overpowered. And if you didn't draw well to get the ones you need, you add some more drawing power with Hourglasses and you're set. Sealed win unless your opponent is wiping all of your creatures and permanents. It doesn't matter if the Dials get wiped once in a while, as there are six, and you can always protect them when you truly need them end-game of a match with Protect Artifact spells.
All you did was quote me without questioning any of my points heck quoting my previous post was completely redundant for your post. Also I guess what you wrote works if you are playing an AI with down syndrome cause going by what you wrote the other person did literally nothing the entire game.

Sundials have many easy counters compared to a lot of other threats such poison, quicksand/earthquake, fire storm/rain of fire. Breaking sundial only requires some form of destroy permanent which is fairly easy to come by or just steal the sundial and take the drawing ability with it. This can be expected when pvp becomes availible just because people are more creative than an AI.

But even AIs already destroy sundials especially the Top50s and some FGs.

Furthermore sundials stop the game for both players. Going on the delay aspect alone phase shields and bone walls could technically be called more "overpowered" if they are considered overpower to begin with.

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General Discussion / Poll: Most Overpowered #2
« on: December 15, 2009, 10:10:19 pm »

Yea I'm jumping too much with interpretations.

On a side note is cost of the card only thing taken into consideration for targetting because I find that once certain creatures grow too big 20ish range they get targetted.



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General Discussion / Poll: Most Overpowered #2
« on: December 15, 2009, 10:10:19 pm »

Looking at the list I chose poison, fallen druid and pulverizer taken into account the different gameplays/modes and future modes (pvp).
But I think as stated by other people there are much more powerful cards that are not mentioned in the list (Steal. Otyugh etc.)

Sundial: Why I don't think it's overpowered
Can be destroyed
Lasts 2 turns
FG Arguement:
Well considering FGs have double your hp, 3x mark and can break the 6 card limit and 60 deck limit... whatever you use to beat them can't really be deemed overpowered because the FGs are by and large overpowered; it is impossible to have a 100% win rate against them even though their deck will not change and therefore adapt to new discoveries/anti-FG decks.

Fallen Druid:
Incomparison with a lot of cards people have deemed "overpowered" this little green creature can make a harmless 1:1 skeleton into a 20:20 creature with immaterial or better yet an army of skeletons into god knows what with the ability to clear your entire field of towers/pillars, creatures permanents etc.

Pulverizer was mentioned by someone else and same with Poison.

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General Discussion / Poll: Most Overpowered #2
« on: December 15, 2009, 10:10:19 pm »

But that only works against AIs anyways.

*Edit*

Also if anything the AI targetting towers over sundials is a flaw in the AI not so much the sundials itself because I'm pretty sure the AI has other weird targetting features such as the bonewall and steal/destroy abilities.

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Game Suggestions and Feedback / Anubis Idea
« on: December 15, 2009, 10:10:19 pm »

Yea I was going to do the "kill them before they kill you" argument because that is the point anyways but got beat to it.

Oh man I wanna use that quote for ever "This is not MtG people. Creatures in Elements do not block."

I just want to add if the other person managed to get a table full of immortals you deserve to lose for doing nothing.

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General Discussion / I think upgrade prices are too...
« on: December 15, 2009, 10:10:19 pm »

TLDR:

- A newb, from what I've seen, is not able to just copy a deck and beat FGs. Actually, from what I've seen most newbs can't even read...
- If you're looking to try out a deck, try the trainer.
- If it weren't for hours of mindless grinding and trying out new things, this game would get extremely boring extremely quickly.
(Not that grinding isn't boring, but at least there's a light at the end of the tunnel...If you could get everything in a few weeks time, what would keep you coming back?)
- Prices for upgrading are fine as is. I've had to go through it, as I'm sure everyone else has. I can't tell you how many times I've had to reface levels 1-3 just for another shot at fighting the FGs for a chance to win an upped card, just so I could sell it to upgrade a card I needed.
- Then you get the poor schmoes like Jmizzzle who grinded L3 until he got enough money to upgrade.


Kids nowadays have no idea what it means to have to work for something....

I think it's scary that virtual monetary gain is being related to real monetary gain; I personally do not want to spend 8 hours grinding (average work day) to gain an achievement of some sort that I may discard someday and/or has no recylable use.

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