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Messages - arzoo (43)

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25
Entropy / Re: New Card: Purple Nymph
« on: January 11, 2010, 06:08:55 pm »
If only luceferin were for aether.

26
Light / Re: New Card: White Nymph
« on: January 11, 2010, 05:58:06 pm »
Free or not, the ability is just too situational, and even if you make maximum use of it other nymph abilities can still outshine it. Blessing on a stick would be better in my opinion, or a light version of nightfall.

27
Aether / Re: New Card: Turquoise Nymph
« on: January 10, 2010, 05:56:51 pm »
This might be worth it's high cost if it started immortal.

28
Card Ideas and Art / Re: Indirect Permanent Protection Set
« on: January 06, 2010, 06:39:30 pm »
I doubt permanent removal will become so rampant that defenses like these are justified though, but I suppose it's possible such cards could exist eventually.

29
Card Ideas and Art / Re: Black Hole (alternate)
« on: January 05, 2010, 07:50:32 pm »
Honestly I'd rather see black whole become an alternate pillar (i imagine that one day in the distant future there will be more than just pillar/towers and a few upped creatures for mana generation).

regardless, destroying all the permanents is too strong. Blocking all quanta generation is pretty ridiculous... what if instead of costing 5 mana it expends ALL gravity mana, and removes one quanta from the opponent for every quanta spent?

30
Card Ideas and Art / Re: Indirect Permanent Protection Set
« on: January 05, 2010, 07:46:28 pm »
Do you know why bonewall is such a great defense? Because it's more or less immune to permanent control; without multiple monsters it's very unlikely to be removed. Making every single permanent someone owns that hard to remove (and hell, monster attacks won't work on them) is very, very overpowered.

31
Card Ideas and Art / Re: Indirect Permanent Protection Set
« on: January 04, 2010, 07:07:01 pm »
That was the point, PA was too spot-applied. Also, Gravity Pull protects all your HP at once.
I have no problem with there being more diverse ways to defend your permanents, but imo anything that protects all of them at once is simply way too powerful unless it dies in a single explosion/destroy.

32
Card Ideas and Art / Re: Indirect Permanent Protection Set
« on: January 03, 2010, 07:02:32 pm »
The problem with most of these cards is that they protect just about all the permanents on your field; that's about as balanced as making all your creatures immortal at once, no matter what goofy conditions make the card go away (some of which require so much focused permanent removal that you'll run out of explosions anyway, and once per turn pulverizer destroys aren't enough to break through)

33
Card Ideas and Art / Re: black hole
« on: January 03, 2010, 06:50:52 pm »
how about this: it doesn't grow in power?
Yeah that might be the only way it works out as fair. what would be decent sizes though? 3 and 5 for upped?

34
Card Ideas and Art / Re: Card Control
« on: January 03, 2010, 06:48:50 pm »
Presumably swiftness would work like calling the hourglass ability 2 or 3 times; if you can't get all the cards the extras are just wasted.
Preferably it should work as only drawing up to N cards, so that no cards get thrown out into the void.
But that's exactly what happens when you use hourglass when you shouldn't... The only time I see it being a problem is when you are forced to play it at a suboptimal time in hopes of saving your ass with a lucky draw. I guess there's no harm in having it not penalize you in that situation though.

35
Card Ideas and Art / Re: black hole
« on: January 03, 2010, 05:38:28 pm »
A permanent with devour is basically a permanent with destroy, but for creatures. So what this means is Earth/Gravity would have the ability to have two protected permanents (Black Hole and Pulverizer) that can take care of literally anything you throw at them aside from immortal things....
Only being able to destroy creatures of size 3 or below is significantly different from just destroying any creature. Presumably it can just have a set size if a growing shield is too powerful. I suppose it is pretty ridiculous in combination with pulverizer and protect artifacts...

36
Card Ideas and Art / Re: Card Control
« on: January 03, 2010, 05:34:19 pm »
Presumably swiftness would work like calling the hourglass ability 2 or 3 times; if you can't get all the cards the extras are just wasted.

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anything
blarg: