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Messages - tsing520 (57)

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37
Card Ideas and Art / Re: Fourier force l Fourier Force
« on: February 13, 2012, 10:30:36 pm »
lols- I don't think it's to weak, if you get 6 out each one would have 18 attack totalling 108 and then 3 would die- I think it's WAAAY too strong, and I think ur idea is a brilliant way of bypassing that problem as well as being much better with the theme. If I go with you idea though I think I should lower the  :entropy :entropy :entropy to :entropy , make it so if it is reverse timed only one 'wave' goes back into the deck and maybe make it so added fouriers will do +3/+4upped so there is an advantage of stacking them. Do you agree?

38
Card Ideas and Art / Re: Trojan Horse l Trojan Horse
« on: February 13, 2012, 10:23:30 pm »
lols that's what i meant by my last post- well except the lowering cost to  :death - I still think that it could be too easily abused if it was so cheap.

39
Forge Archive / Re: Fury | Berserk
« on: February 13, 2012, 10:21:05 pm »
 I should also add I think miracle is OP too especially in fractal RoL/ hope decks.

40
Forge Archive / Re: Fury | Berserk
« on: February 13, 2012, 10:19:36 pm »
But unless you are against another rush, you wouldn't need to have drawn these cards consecutively- say you have the 10 fire pillars down which I hope you agree isn't that big a leap for a fire deck to have done- throughout the game you wouldn't play the berserks until you need to i.e. the end few turns. By then a good fire rush would already have some strong creatures out- and a lava golem rush can continue growing with the earth quanta. It is easy to chain dimensional shields on the last 18 turns because you keep them in your hand and at least dimensional shields can be bypassed by momentum, steal or deflagration. this can only be stopped by quanta control.

41
Crucible Archive / Re: Ocula | Ocula
« on: February 13, 2012, 10:07:29 pm »
I think it's a good concept but a bit op- maybe putting the unupped hp down to 3/4 and the upped down to 5 so they can be killed more easily would be better.

42
Forge Archive / Re: Fury | Berserk
« on: February 13, 2012, 10:03:58 pm »
I like it- but i think maybe it should prevent any fire quanta being generated next turn as well other wise u could chain 6 of these if you have 9 fire pillars and a fire  mark, which is very common in fire decks- and 6 turns is a very long time seeing as fire decks are generally really destructive. Alternatively you could make it cost 15 quanta like miracle.

43
Forge Archive / Re: Philosopher's Stone | Philosopher's Stone
« on: February 13, 2012, 09:54:08 pm »
op imo- each of it's 2 abilities by themselves are good concepts- but together they are too awesomely good. you can destroy your opponents pillars disgustingly fast if you get 6 out, and all the while your hp is rising. I think you should either split it into 2 cards or make it somethng like the sundial where it dies after the second turn.

44
The Arena / Effective bronze farmer?
« on: February 13, 2012, 09:44:34 pm »

Hover over cards for details, click for permalink
Deck import code : [Select]
4t7 4th 4vl 52q 55s 55s 55s 58v 5cg 5f7 5ib 5ib 5ib 5ic 5ic 5lh 5lh 5li 5li 5ol 5ol 5ro 5rs 5rs 61u 61u 6qq 6qq 6qq 6u0 6u6 74b 7k1 7k5 7n2 7n2 7n2 7q5 7t6 7tb 80e 8pq

these are all my rare/ upped cards
are there any really effective bronze arena farmers that only use these rares + other non upped cards?

45
Card Ideas and Art / Re: Trojan Horse l Trojan Horse
« on: February 13, 2012, 09:27:09 pm »
Id actually keep the attack the same but buff the health for the upped. that way you can send it to your opponent, but then block its attack against you with a simple gravity shield.
but the 3 damage isn't really the problem- it's the poison, i was thinking of making it so that it would only 'invade' if it successfully attacks- and then use your idea of boosting the hp of the upped.

46
Card Ideas and Art / Re: Polar Bear | Dire Polar Bear
« on: February 13, 2012, 09:00:05 pm »
the game is called elements, not colors, isn't it?
^^ lol

if something like turtle shield still effects it i think it's actually under powered

47
Card Ideas and Art / Re: Chaotic Landscape | Chaotic Landscape
« on: February 13, 2012, 08:40:45 pm »
This would DEFINATELY make flooding too op- it would pretty much kill of all the opponents creatures in one turn if they aren't water type, and the shifting nature means that the ones who survive will almost certainly be killed next turn. If you make a water deck with this card in it you would be almost unbeatable. The only reason flooding isn't op already is because it leaves those 5/6 'safe spots', and this card removes that.

48
Card Ideas and Art / Re: Trojan Horse l Trojan Horse
« on: February 13, 2012, 08:27:47 pm »
I've upped the upgraded abilities cost to  :death :death :death but i'm a bit wary about decreasing them to  :death. I feel the upped version would be a nightmare in this case- inflicting 6 poison each transfer it could stack up too quickly if both sides have death pillars or quanta supply

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