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Messages - smuglapse (1473)

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1345
a test is like this
You forgot to type in your mark.   :P
                          |
                          V
Code: [Select]
[deck mark=MARK author=mayoku]4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vd 4vj 4vj 4vj 4vj 4vj 4vj 4vm 4vo 52n 52n 52r 52r 55r 55r 5c6 5c6 5f8 5f8 5fb 5fb 5fc 5if 5oj 5rl 5rl 5rl 5rn 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5up 5up 5up 61t 61t 61t 621 621 6qq 6qq 6qq 6qq 6qq [/deck]

1346
Octane / Re: From Oracle to Octane, no rares or upgraded cards
« on: June 14, 2010, 06:21:40 am »
This deck is GREAT.
Thanks!

Quote
Um, besides, can u make some suggestion on a deck with unupgradded rare card?
For this God?

Well you could throw in a Discord or Druidic Staff, but more than likely Octane would destroy it.

1347
Card Ideas and Art / Dry Wood | Dead Wood
« on: June 13, 2010, 06:03:37 am »
NAME:
Dry Wood
ELEMENT:
Death
COST:
:death
TYPE:
Creature
ATK|HP:
0|1
ABILITY:
If struck by lightning or fire damage Dry Wood becomes Wildfire.
NAME:
Dead Wood
ELEMENT:
Death
COST:
:death
TYPE:
Creature
ATK|HP:
0|1
ABILITY:
If struck by lightning or fire damage Dead Wood becomes Raging Wildfire.
ART:
IDEA:
smuglapse
NOTES:
Damage causing transformation: Thunderstorm/Lightning Storm, Unstable Gas, Lightning/Thunderbolt, Firebolt/Fire Lance, Rain of Fire/Firestorm, Immolation/Cremation
SERIES:
-
NAME:
Wildfire
ELEMENT:
Fire
COST:
N/A
TYPE:
Creature
ATK|HP:
3|3
ABILITY:
Burn: Each turn deal 1 damage to Wildfire and all creatures.  Immaterial.
NAME:
Raging Wildfire
ELEMENT:
Fire
COST:
N/A
TYPE:
Creature
ATK|HP:
3|5
ABILITY:
Burn: Each turn deal 1 damage to Raging Wildfire and all creatures.  Immaterial.
ART:
IDEA:
smuglapse
NOTES:
Not available as stand alone.  Does not affect immortal or burrowed creatures.
SERIES:
-

1348
Forum Bugs, Suggestions and Feedback / Re: customizable profile
« on: June 12, 2010, 09:12:14 am »
Yes.  I would like this.  I would have a section for all my submitted card ideas.   :D

1349
False Gods / Re: Is Aether essential?
« on: June 12, 2010, 08:53:37 am »
That would be easy lol

like getawu said, long as there is anubis!
Don't you think Rainbows with Quintessence are more effective than Rainbows with Anubis?

And Anubis benefits from having Quintessence or at the least Twin Universe.

1350
Issue Archive / Re: Mutation bug
« on: June 12, 2010, 08:21:22 am »
It was definitely desync the game where you heard the POP and all the other weird stuff happened.  I would assume the other games were as well because I have never experienced the mutation bug by itself.  Does this ever happen against the AI?

I've only experienced desync going against other players.

1351
Game Suggestions and Feedback / Re: Cards specifying "creatures"
« on: June 12, 2010, 07:56:21 am »
So then your suggestion is that Fog Shield should read "Physical attacks have a 40% chance to miss you" and Dusk Mantle should read "Physical attacks have a 50% chance to miss you"?

Sounds good to me.

1352
General Discussion / Re: My Beginner's Guide
« on: June 12, 2010, 07:46:26 am »
I don't see anything here that adds to what is already in the Newbie Tutorial guides.  The only difference is the middle step where instead of an unupped Rainbow you chose the unupped Fire Bolt.

1353
False Gods / Re: Is Aether essential?
« on: June 12, 2010, 07:38:17 am »
Well, depends on what you mean when saying "without Aether"
Without Aether cards in your deck.

1354
Issue Archive / Re: Eclipse + antimatter bug
« on: June 12, 2010, 07:02:05 am »
Eclipse adds to the creature's base attack, but doesn't change the base attack itself. Burrow, on the other hand, actually changes the creature's base attack. If you burrow a Pest with an Eclipse out, the burrow halves the base attack, not the 2 attack. So there is no way you can abuse any kind of weird timing loopholes by doing a burrow/Eclipse/unburrow trick to try to get a 4 damage Pest.

Antimatter takes the current attack, multiplies it by -1, and assigns that number to be the new base attack. So when your Pest becomes antimattered, its new base attack is -2, not zero. But when Eclipse is removed, your Pest loses another 2 attack, because the initial gain of 2 was lost due to antimatter.
So, to answer my question, when you have these -4/4 creatures like Tea is good had at the time, then you burrow them, they would remain at -4/4.  And Eclipse would bring them back to -2/5 regardless if they're burrowed or not.  That makes sense, thanks.

EDIT: Ok, just tried it in the trainer because I'm crazy like that.  And the results were a little different than what I had predicted.

The -4/4 Pest became -2/4 when burrowed.  Adding Eclipse (while burrowed) made it 0/5.  Unburrowing it made it -2/5.
Antimattering the -4/4 Pest became 4/4.  Adding Eclipse made it 6/5.  Burrowing this made it 4/5.
Antimattering the 6/5 made it -6/5.  Exploding the Eclipse made it -8/4.  Burrowing this made it -4/4.

So you can keep on adding 4 attack to a death or darkness creature by playing Eclipse, using Antimatter, destroying Eclipse and then using Antimatter again.  Not that you'd want to, but you could.

1355
Crucible Archive / Exemplar | Exemplar
« on: June 12, 2010, 06:49:08 am »
NAME:
Exemplar
ELEMENT:
Light
COST:
14  :light
TYPE:
Spell
ATK|HP:
variable
ABILITY:
Summon a base copy of target creature with exemplar skill.  While in play all like creatures gain +1/0.  If destroyed, all like creatures gain 0/-1.
NAME:
Exemplar
ELEMENT:
Light
COST:
12  :light
TYPE:
Spell
ATK|HP:
variable
ABILITY:
Summon a base copy of target creature with exemplar skill.  While in play all like creatures gain +1/0.  If destroyed, all like creatures gain 0/-1.
ART:
IDEA:
smuglapse
NOTES:
"Base copy" is a copy with the base stats of the creature.  "Like creatures" are all similar creatures of the target plus the (un)upgraded versions and mutants with the same name.  The attack upgrade applies to the exemplar itself.  The active skill "exemplar" will display underneath the summoned creature and replace any other active skill.  If lobotomized, all like creatures and exemplar lose the attack upgrade.  If rewound, all like creatures lose the attack upgrade and the base creature is returned to the top of your deck.  The passive skill "wavering" will be added to the exemplar.  If destroyed or mutated, all like creatures will lose 1 HP plus the attack upgrade.  Exemplar stacks.
SERIES:
-

1356
Card Ideas and Art / Re: Epixylin | Epixylin
« on: June 12, 2010, 05:25:50 am »
The reason for the requests to change it to a permanent is because all spells that affect creatures currently in game target each creature and thus can not hit immortal or burrowed creatures.  Example = Rain of Fire or Lightning Storm.  Permanents can affect immortal or burrowed creatures.  Example = Sundial or Shields.

Allowing this to remain a spell and target immortal and burrowed creatures would require a change in the fundamentals of the game.

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anything
blarg: Tea is good