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Messages - funerallaughter (563)

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1
Card Ideas and Art / Vengeful Spirit | Vengeful Spirit
« on: August 10, 2011, 09:59:33 am »
NAME:
Vengeful Spirit
ELEMENT:
Darkness
COST:
TYPE:
Creature
ATK|HP:
0|3
TEXT:
Immaterial.
Gains 1 HP per turn.
 :darkness : Shift
Switch ATK and HP
NAME:
Vengeful Spirit
ELEMENT:
Darkness
COST:
TYPE:
Creature
ATK|HP:
0|7
TEXT:
Immaterial.
Gains 1 HP per turn.
 :darkness : Shift
Switch ATK and HP
ART:
funerallaughter
IDEA:
funerallaughter
NOTES:
A little bit of time before you exact your revenge...

Sweet and simple: a stall card. It cannot be touched (I mean come on, it's a ghost!) but it requires a little cultivating to make an impact. Free cost helps out a bit with some Mulligan, as well as lend itself to decks outside of just Darkness.

Just a question though, does Bone Buckler affect 0 HP creatures?

**Sorry for the cuteness...
SERIES:
none

2
Card Ideas and Art / Re: Reap | Reap
« on: August 10, 2011, 09:41:38 am »
The thing with Shockwave + Freeze is that they are of differing elements; if Improved Plague (2 :death) + Reap (1 :death) isn't fast enough, the addition of 3 free :death per kill due to Soul Catcher just makes it blistering. There is just way too much synergy here, aside from the taboo topic of insta-kills within the forums (unless ther has been a mindset shift lately that I haven't caught on to?). With Plauge, Virus, Aflatoxin, Purple Nymph, and the recent Bone Shield, Death already has its fair share of killing creatures on its own without resorting to such an auto-kill.

3
Buff This Card! / Re: Parasite
« on: August 06, 2011, 06:53:06 am »
1 cost seems fine: :death :darkness is an easy pair to mesh together, Parasite is just a bit difficult to pop in with that 2 cost.

Off-topic however, this card is way too expensive in the bazaar, even Chrysaora's cheaper!

4
Deck Help / Re: Gravity Pull + Voodoo Doll + Petrify
« on: August 06, 2011, 12:21:03 am »
Play around with this base:

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 55t 55t 55t 595 595 595 5v0 5v0 5v0 5v0 61r 61r 61r 61r 8pu


Voodoos have this weird thing they do: when PUed and the doll has already taken damage, the opponent take the damage done to the doll again. As you can see from the cards, the necessary ones, aside from the PU, can be easily paid for by Novas. I add Iridium Warriors to this to stall out until I have the cards needed:

1. Voodoo
2. Gravity Pull
3. At least 2 B. Bloods
4. Enough Aether to PU the doll when the opponent has hit the doll for 50 damage (2 PU, if you can, if the doll has taken about 34 damaga [this is all assuming that the opponent has 100 HP])

5
Anvil Archive / Re: Fast Forward | Fast Forward
« on: August 06, 2011, 12:06:16 am »
+ counts = more turns; "decreases counts" is a better wording.

The card seems very powerful; if it can "speed up" Petrification and Freeze, I think that it should also "speed up" poison damage and even allow newly played creatures to lose its summoning sickness. Needs to cost more, I thinks. Interesting mass Adrenaline!


6
Card Ideas and Art / Re: Community Card Design
« on: August 02, 2011, 05:16:17 am »
1. Healing by Death : When this creature dies / when target creature dies / while this is out and creatures die, ATK and DEF are averaged (rounded up) and used to heal the creature's owner.

2. Element specific effects (Eclipse, Inundation, Holy Flash...)

7
Card Ideas and Art / Re: Ambush | Ambush
« on: August 01, 2011, 09:02:54 pm »
Idea #2 sounds much better titled as Tunnel or something along those lines (http://strategywiki.org/wiki/Age_of_Mythology/Greek_Gods#Apollo : Underworld Passage). It's definitely cleaner. I'm only worried about Shriekers though: easy to summon and unstoppable by any means. Maybe it needs a timer? Forgot about the Unburrowing part, it seems OK to me! (:

8
Card Ideas and Art / Re: Ambush | Ambush
« on: August 01, 2011, 05:16:26 pm »
Thematically speaking, Ambushes last shortly and a permanent version just doesn't make sense to me.

The first idea makes much more sense thematically, but creatures can be Unburrowed and have their attack doubled for free already. In a sense, it's more of a one turn mass Momentum card than an attack boosting card (unless, of course, you had envisioned the attack double after the initial attack double) and should cost less until more Burrowing creatures are introduced into the game.

That said, are the Unburrowed creatures Burrowed again after the turn? Such a hit-and-run tactic could merit such a price?

9
Card Ideas and Art / Re: Gnawrt | Gnawrt
« on: May 03, 2011, 11:47:40 pm »
Edited for the new competition.

11
Card Art / Re: Doodle Elements
« on: April 27, 2011, 09:07:09 pm »
Not as cute, but I used it to practice colouring my scans X3


12
Fire / Re: Crimson Dragon | Ruby Dragon
« on: April 27, 2011, 09:04:02 pm »
Frankly, I don't see these as being useful unless you rush with several at once (cremation/fractal) or quint them so they can't be touched. Otherwise, they are just way too vulnerable. D:
Fractal's a bit slow, try TU ;)

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blarg: funerallaughter