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Messages - bigreen69 (43)

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25
Design Theory / Re: Earth Fields
« on: February 23, 2012, 06:14:52 am »
I like the idea of an earth field card. 

I think of some thing out of the movie 300.  The Gates, restricted pathway, etc.

This card could be a low cost card that allows each player to play only one creature.  You could tack on some other ability like healing if its too weak or situational.

26
Card Ideas and Art / please delete this
« on: February 23, 2012, 06:02:49 am »
nope

27
Design Theory / card drawing card
« on: February 22, 2012, 03:27:59 am »
I hope at some time this game will introduce more options that allow players to draw cards.

One card idea i have i one that allows you to place your hand on the bottom of you library then draw that many cards.
A simpler version could return X cards to deck then draw Y cards.

I could see this as a life card with some type of mulch theme.
I could also see it as some sort of time card.

28
Water / Re: Flooding | Inundation
« on: September 30, 2011, 06:42:10 am »
i see this as quite a nerf.

it no longer works against fire flies or scarabs.  the moderate board control that it provided is now useless vs airborn creatures that apparently never ever have to land.

i think i am reading this card right "non airborn".  let me know if i missed something.


29
Card Ideas and Art / Re: Forge | Forge
« on: July 10, 2011, 10:57:10 pm »
i see this as  being the ultimate form of stall.  this card plus sundial would be hard to break

30
Rainbow Decks / Defensive Stance
« on: June 27, 2011, 09:25:23 pm »
Hover over cards for details, click for permalink
Deck import code : [Select]
4vm 4vm 5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u8 71c 71c 749 74b 74b 77c 77i 7aj 7ba 7ba 7ba 7ba 7ba 7ba 7gp 7h1 7k6 7k6 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q9 7q9 7q9 7q9 7q9 7q9 80d 80d 80d 80d 80h 80h 80h 8ps


Ok so this is the product of not having any reason to grind anymore.  This is quite possibly the slowest deck that could be used on false gods.  The primise of the deck is to stall untill you have control of the board.  Then use alfatoxin on one of the creatures your not using and mutate the cells.  One nice aspect about this deck is there are a varitey of different ways to stall or set up an EM.  Poisen is the only thing that normally prevents an EM. 

I must admit i this giant deck makes me get a little nostalgic it makes me think of some of the first false god killers i came across.  Huge decks that where fulled by time and two turn sundials with giant bonewalls and the Otyugh rained supreme.  Good times and only like twelve gods to prepare for.

This deck can deal with a lot of different threats. 

Ditch              - Divine Glory, Hermes, Obliterator                     
Difficult Gods  - Dream Catcher, Eternal Phoenix, Rainbow,
Hard Gods      - Akebono, Jezebel, Octane, Dark Matter, Scorpio, Seism, Skeret, Graviton
Medium Gods - Chaos Lord, Ferox, Fire Queen,  Hecate, Incarnate, Morte
Easy Gods      - Decay, Destiny, Elidnis, Gemini, Lionheart, Miracle, Neptune, Osiris, Paradox


Card by card
Quantum Towers - 18 is probably seems a little light ,but it is actually only a 54 card deck with 6 sundials.
Shards of Gratitude - Cheap healing is never bad in a stall
Butterfly Effect - Helps get rid of pesty weapons and such.  Use it on mind flayer, oytugh, or a malignant cell.
Fallen Elf - Wonderful creature control and skill remover.  Helps speed up the end of the match.
Aflatoxin - Allows you to fill opponets board with cells.  This makes graveyard, parrallel universe useless against you. Also gives you cheap mutation fodder.  Bonus   AI   will not normally waste spells on them on your side except RoF.
Gravity Shield - Big creature control
Elite Otyugh - Creature control, also a growing creature for end game.  Good with Butterfly Effect.
Diamond Shield - Good for crowd control.  Gods with lots of small creatures like Osiris, Fire Queen, and Incarnate or those pesky Puffer Fish.
Protect Artifact - Good against Jezebel, Siesm and anything that threatens your Eternity.
Spine Caparace - Great for immortal creatures or completing the aflatoxin lockdown.
Mind Flayer - Creature control.
Permafrost Shield - All around good shield.
Inudation - Great for crowd control and speeding up the Aflatoxin lock.
Santuary - Extra healing and Quata protection
Electrum Hourglass - Speed up the deck also makes for great targets instead of vitial stuff.
Eternity - Creature control and anti deck out.
Sundial - Stall card and it replaces itself, still miss the old one that lasted two turns
Phase Shield - Three turns of protection allows you to draw three times the number of hourglasses.
Quintessence - Never hurts to protect your creatures.

There are a lot of little tips and tricks that can make this deck function well.

An example would be in the early game when your need to start stopping damage.  Should you use your sundials or phase shields?
I have found that using the sundials up will eliminate cards from your hand and will give you more space to draw cards into. 

Another example would be Shards of Gratitude.  When should you play them.  I will normally wait until i have played all the cards that need definate types of quata then i will use Shards.  On my opening turn i will play my first pillar if i do not get any time quata i will play a SoG then repeat the Process.

Another Situation would be during the mid game.  When you have an Hourglass and a sundial out at the same time which one should you draw first.  The dial, many times in this deck you will have to discard so the quata that you would rather use us is Light instead of Time.  Time quata in this deck is demanded much more.  So if there is a chance that you will only get to draw one card, draw that card with Light quata.

Sometimes you will have to thin your hand down.  Instead of playing a pillar in the middle of the game when your hand is fulls of cards.  It is adviseable to instead keep the pillar in your hand and discard another card that you know you will not use. 

Well hope you enjoy, if anyone would like to know more about this deck let me know.

31
Design Theory / Re: Steal My Idea!
« on: June 27, 2011, 03:50:52 pm »
i think there could be a perment, maybe earth, that limits how many creature slots  players can fill per turn.

call it collapseing borders, tight quarters or what ever.
make it cheap because it does little after the first couple of turns.
but it would be a nice addition to stall tactics.

32
Design Theory / when blank comes into play.
« on: June 15, 2011, 01:46:33 pm »
i was wondering why there are not creatures that have one shot effects that happen when they come into play.  i was courious if this was a coding thing, or just not desireable for the game.  i think this would open up a lot of creatures possiblities.  creatures that come into play and buff other creatures, or creatures that destroy a pillar when they come into play.

33
Card Ideas and Art / Re: Shuffle | Scramble
« on: June 15, 2011, 06:27:13 am »
i like this card. i hope that in the future more mechanics like this will be introduced to the game.  i believe the cost could be reduced.

34
Card Idea Competition Submissions / Re: Fallen Soul | Fallen Soul
« on: July 21, 2010, 07:03:01 pm »
i like the "suffering" ability a lot.

35
Card Ideas and Art / Re: Vampire Lord
« on: July 21, 2010, 05:57:45 pm »
no i will not be making this into a card, anyone can have it.

36
Card Ideas and Art / Vampire Lord
« on: July 20, 2010, 05:52:45 pm »
creature
it would have an ability that read something like "bite: creatures with bitten status will turn into a vampire when they die." 
you could make it like graveyard where it creates a vampire for the owner of vampire lord or just creates a vampire for the owner of "bitten" creature.

or after a number of turns it could change a "bitten" creature into a vampire.

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anything
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