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Messages - wckz (149)

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145
Issue Archive / Bugs/Imbalance
« on: December 15, 2009, 10:09:47 pm »

That's all fine and dandy if they only get one Bonewall in their deck.

But another gets played as soon as that one's toast!   :'(
JT, I posted this in another forum but look at some ways to defeat bonewall.


1st weakness: Summon creatures and wait, it will fall...and as it's damage inconsiderate, even with photons that cost nothing to summon will obliterate it
2nd weakness: Boneyards completely negate it (Example: He destroys your creatures, more skeletons pop up and obliterate his walls)
3rd weakness: FFQs (After Turn 1: 1 wall taken down, Turn 2: 3 walls taken down total, Turn 3: 6 walls taken down total, Turn 4: 10 walls taken down total, Turn 5: 15 walls taken down total) <--- With just 1 FFQ and a few life quantums
4th weakness: Doesn't matter how many walls are up, if you kill their creatures, it will fall (just don't deck out by drawing like a maniac)
5th weakness: Stealing works better than most people think (Have one bonewall up, then use spells or otyughs or mutants to destroy his army. You will likely only be a few bonewalls short of him, but as his creatures are gone, you can just batter away at his wall.) (I won against a 25 bonewall disadvantage this way.)
6th weakness: More costly than other shields, so depriving the enemies of quantum works very well against this, especially against rainbow decks that don't have death pillars (Use devourers, earthquakes, defragrations, pulverizer, etc.)
7th weakness: Pulverizers (As the wall blocks weapons as well as creatures, the pulverizer can destroy 2 walls every turn, and in four turns, the wall is gone [Not including creatures on the field, and this also works during stasis (sundial's automatic effect)])

These are some weaknesses that took very little time to think about, so there are probably more. Even if there aren't, 7 weaknesses is pretty easy to exploit.

Sundials + Bonewalls

Who says stasis can't work in your favor?

If you have otyughs, mindflayers, lobotomizers, lava golems, boneyards, fallen elves/druids, low quanta, dissapation shield/field, devourers, fate eggs, FFQs, Forest Spirits,  hourglasses, etc, stasis time can be very beneficial to you. While they hide behind a sundial, you can take advantage of this by using abilities activated every turn. This can give you super buffed creatures with high attacks and strange abilities, destroy his army/make it useless, create an army that will instantly destroy his bonewall, gather quanta for cards like miracle/dragons, or give you enough quanta to hide behind a dis. shield/field (If added with an encahnt artifact, it can make you nearly invincible while his shield only protects him for a turn or two).

146
Game Suggestions and Feedback / cumulative spins
« on: December 15, 2009, 10:09:37 pm »

Yeah, but how long would that take? A spin takes about 3 seconds, so 1000 would take 3000. That's 3000/60 = 50 minutes. That's nearly an hour!!!!!!

I agree with this idea, up to a point, and that point is where you have far too many spins, and your computer crasshes trying to remember which deck/element that they came from.
So your saying we waster 50 minutes after winning 1000 matches, wow, big time waster. I like this ideacuase you can step away from the computer screen and hope for 1000 new cards (luck is involved in that) without having to wait through the 50 minutes between matches just like adds take away from a game. I thought the notion of saving them up was fun.

Now to what is said after this post, I get the point, do you have to be logical?
This is a suggestion from someone else, just converte spair spins into money. (If i can't have my fun, at least save me my time (says the person logged on for-7 hours and three minutes; I leave my computer on somethimes))
As you can win more than 1 spin per match, 1000 spins doesn't have to result from 1000 matches. It could come from around 333-334 matches.

147
Issue Archive / Bugs/Imbalance
« on: December 15, 2009, 10:09:37 pm »

I feel that bonewall is perfect as it is. Think about bone walls like actual walls. If an explosive could blow three walls at once, that'd be a little weird. Usually, Instead of sparing enemy creatures if a bonewall is up, you try getting a bonewall on yours die (Not necessary) and destroy their critters. When they're all gone, it doesn't matter if there's 20 or 30 walls up, just wait a few turns and they'll be gone in no time. You'll be able to wait this long because you killed his offensive creatures. Also, since bonewalls block weapons, they get destroyed pretty quickly. If you have the option of 1. Destroying his creatures and giving him more bonewalls, or 2. Ignore the creatures while battering his bone wall, choose option 1 unless you can defeat the bonewall in one or two turns. Also, if you're really scared of bonewalls, just stuff a couple of photons in your deck, and the walls will be gone in no time.

148

I tried this deck fully unupgraded, and it gives a nice % of wins, I never lose against the *easy* gods, and have a very nice success rate vs *medium* gods. My conclusion is that this deck does work unupgraded, despite previous contradictions.

149

@brain9h: Even if you're unlucky, you still have to chain your sundials *CORRECTLY* for the maximum amount of stasis times --> More time for your pillars to generate quantums. Don't put up sundials as soon as you get them. Use them as soon as the previous one will stop protecting you.

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anything
blarg: