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Messages - Tyhaux2 (29)

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13
Game Suggestions and Feedback / Re: Relic
« on: March 13, 2011, 03:13:47 am »
each 3 for an oracle spin?
essentially, you are asking for nymph farms from T50s...
hey T50s, put up relic farms!!!! I want essentially infinite oracle spins!!!
no
as for upgrading into something random... eh... if it's programmed so it can't be upgraded into nymphs or marks, maybe
well doesn't have to be every 3 of them... but could be every 25 relic's... it take time to get them. and i believe should be some kinda form or currency with them. and not just sell them for just Gold

14
Game Suggestions and Feedback / Give Relic an in-game use
« on: March 13, 2011, 03:01:08 am »

i wish this card could be turned in for each 3 you get to get another oracle spin. but that would be more programming for the maker to do...

so i thought that maybe you can have a chance to upgrade it to do something random. what you guys think?

15
Light / Re: Sanctuary | Sanctuary
« on: February 23, 2011, 03:07:46 am »
I dislike the "add timer". Even why, if the counter is 3 or less, tha card can be useless, and if its like 5 or more, its more than enough time to finish a game in many situations. Nothing is more boring than see the opponent shield counter slowly decrease, and so he just play another shield when it comes to 0. So I would hate this timer change.

Immaterial is not also an option, it would be very very OP.

The point is, the protection is situational, but the 4 healing thing is already good enough to it becomes usable in most decks. No problem about you get a great benefit, if, lets say, you deck is foccused on defeat a certain deck type. Its like use Purify vs a Poison deck. The problem is, when a card is so foccused, it is not played, unless you know what you are going to play against. So, its ok if a card like that get a small benefit, even vs other decks, like Purify got that 2 healing. So, how about 2 healing? If the healing is 0, and we are going to get a super foccused card, it can even be immaterial. But the way it is now, it is an "almost shard" vs every deck and a strong counter vs cards like Black Hole and Discord. I voted to decrease healing option.

On a side note, I also think its wrong give so many healing cards to Light. Light now has Holy Light, Luciferin, Miracle, and this, not counting Angel, that can heal creatures and the Nymph. Life has Heal, Staff and Bonds. I feel there is something wrong. And in fact, I feel this card matches Life theme too. Maybe it could be our first "duo" card, with a :light :life cost (in the bazar our your deck, could be listed in both elements).
yah i feel it should've been LIFE  :life

16
Light / Re: Sanctuary | Sanctuary
« on: February 23, 2011, 02:05:19 am »
Holy Flash deals 10 damage to Darknes creatures.
Sanctuary stops Devourers and Nightmare.

'Kay, now what's Darkness' counter? I assume this one-sidedness has to stop somewhere!
they have steal...

17
Introduce Yourself / how to put a picture up on your profile
« on: February 22, 2011, 08:54:11 pm »
when in the forums... how do you add a picture by your stats

18
Buff This Card! / Re: Plague
« on: February 22, 2011, 08:25:48 pm »
Just for the sake of looking at every angle...

EvaRia made a good point about the value of damage in Elements. (Direct > DoT) What if, instead of looking at casting cost only, we consider a change to the mechanic? What if infection damage happened at the beginning of creature action instead of near/at the end?

Just a thought to provoke more discussion.
I find this to be a great idea. One of the most annoying things with plague is that the creature can use its ability and attack before it dies.
yep this is the problem with it...

19
Light / Re: Sanctuary | Sanctuary
« on: February 22, 2011, 08:15:52 pm »
There's zero work involved in repeating a concept. Immaterial is a horrible, horrible idea. Reducing cost -and- healing is perfectly adequate.
like this :D

Just curious, did you make that?

Also, no need to suggest the change twice. Just quote it like this.

well this is where i stand on this card... 6 turn timer and 1 to cost and reducing the life 3(not i care about the life). the hand i really could care less about(but it does make this card slightly O/P(if discard ever came around). and protects your quatrum.

yah i made the text through beta card testing(with s/s)... lol. the image is the same. :D

20
Buff This Card! / Re: Plague
« on: February 22, 2011, 08:05:56 pm »
well, cause im a newb and all in all(i thought where talking about both the currant card and upgraded)... i really think the unupped verson should cost 2... but then again the upgraded should cost 4 with 2 psn's to every creature.  http://
While a cost of 3 would not make plague imbalanced, the current card is not unusable. It is a good use of death quantum in unupped deckout rainbows. In a slow deck, plague is the best mass CC card around because just one of them can kill almost anything given enough turns.
^This. 2  poison will kill everything off too quickly.
Have you played with and against this card?
yep, you want to use it vs me? :D

21
Light / Re: Sanctuary | Sanctuary
« on: February 22, 2011, 08:01:13 pm »
There's zero work involved in repeating a concept. Immaterial is a horrible, horrible idea. Reducing cost -and- healing is perfectly adequate.
like this :D


22
Buff This Card! / Re: Plague
« on: February 22, 2011, 07:59:07 pm »
improved plague is the second cheapest (thunderstorm being the cheapest) mass CC, which means it's fine
unupped plague, however, is beaten by unupped panda and RoF (despite costing :fire, which fire's ability to get quanta fast, it doesn't really matter than much)
well then make it cost 4...

i really think that would make that card play more often... i mean if fire storm cost only 5 and does 3 damg to every enemy creature and kills them on turn your play it.. the problem with Plague(as of right now) is you have to w8 2 turns and take a hit from all the creatures. why not make it more rewarding?

cause as it sits now... if you think that having 2 psn to all creatures and it cost 4 is O/P. than firestorm is O/P too(kills them on the first turn, and does 3 damg)...
I never said anything about plague being OP...
what do you mean by let it cost 4 :death? it's UP right now (the unupped version), and you want to keep it that way? and you think it's OP?
what?
well, cause im a newb and all in all(i thought where talking about both the currant card and upgraded)... i really think the unupped verson should cost 2... but then again the upgraded should cost 4 with 2 psn's to every creature.

23
Light / Re: Sanctuary | Sanctuary
« on: February 22, 2011, 07:50:15 pm »
well this is where i stand on this card... 6 turn timer and 1 to cost and reducing the life 3(not i care about the life). the hand i really could care less about(but it does make this card slightly O/P(if discard ever came around). and protects your quatrum.


24
Light / Re: Sanctuary | Sanctuary
« on: February 22, 2011, 02:00:49 am »
well the problem i see in this card right now... one... its not green = LIFE. and two...  you have infi def with dissipation filed. there take out the life and add a counter(4-6) :D and reduce its cost. Dissipation field does not work with this card at all. Also not all healing cards are Life.

I like the timer suggestion the best overall, as it prevents the card from becoming the next SoG and at the same time allowing for cost reduction.
Dissipation field does not work with this card at all

yep it does on trainer...
From what I last heard that is a bug.
"Dissipation Shield is a price, not an effect. Therefore, with Sanctuary up, you can't pay that price and Dissipation Shield doesn't work, rather than works perfectly".
Why did this piece of brilliantness get ignored?
(Because it's obvious why it doesn't work, and that it's going to be fixed.)
Please read the previous posts next time.
i really dont care of the 4 life though... i wish is ether draws(after the turns). or can't be targeted...

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