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Messages - xiongwen8 (33)

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13
Water / Re: Favorite Water Card - and WHY?
« on: March 31, 2010, 01:09:04 am »
I say Flood, cause it's all about too much water.

14
Aether / Re: Fractal / Fractal
« on: March 31, 2010, 12:53:46 am »
Fractal has already been nerfed once, now it drains all remaining aether quanta.

15
Duo-Decks / Re: Fractal fish
« on: March 31, 2010, 12:47:36 am »
Needs more  :water pillars and less  :aether pillars, and maybe one more fractal.

16
Rainbow Decks / Re: Levgre's Anti-FG rainbow v1.21
« on: March 31, 2010, 12:39:12 am »
I don't quite understand the use of the Fallen Druid if the deck doesn't have a mob source (i.e. Graveyard or Firefly Queen) to make your own mutants. If it is for creature control, then a Fallen Elf would be better. Also the use of Fractals will be a problem since it provides many cards of the same element that may take a bit of time to play, so the use of fractals is only feasible in late game, but by then you've probably either died or gotten close to winning.

17
Trio & Quartet / Re: Icybraker's Pillarless Golem Deck
« on: March 31, 2010, 12:13:04 am »
Nice deck, the only problem I can think of is possible quanta shortage. Since you're relying on your mark and cremations for fire and earth quanta, I can imagine situations where you run out of 1 of the other. But hey, it wouldn't be a pillarless deck if it didn't have this problem.

18
Air / Re: Firefly Queen / Elite Queen
« on: March 29, 2010, 10:21:18 pm »
I think perhaps the point is that the slight cost increase (6 to 7) is a much bigger problem for rainbows than for a Firefly deck. Since rainbows rely on Quantum pillars/towers, getting that extra air quantum can take a lot longer than a duo-deck since a lot of luck is needed, while Firefly decks with all those air pillars/towers won't be affected much (the same might be said for feral bonds). Therefore these recent cost increases might be more of an effort to balance rainbows than Firefly decks (or Mono and Duos in general).

19
Gravity / Re: Titan / Titan (Elite)
« on: March 29, 2010, 10:11:48 pm »
Flying, gravity-pulled Titan decks usually seem pretty good on paper, but in real games they're not as invincible as they look. There are actually a bunch of ways to deal with a high hp creature (e.g. mutate, rewind, freeze, shockwave, antimatter, etc.). In addition, a flying Titan deck won't be terribly fast so that it's actually possible for the opponent to set up enough continous damage to kill your gravity-pulled Titan relatively quickly (esp. false gods). This causes your killing speed to drop, and eventually you're over-run.

20
Water / Re: Flooding / Inundation
« on: March 28, 2010, 06:05:42 pm »
I think one possible way to balance this card is to add cumulative upkeep, as in increasing the upkeep cost every turn. So for example, 1st turn:2 :water, 2nd turn: 3 :water, 3rd turn: 4 :water, and so on. When the upkeep cost can not be payed, flood/inundation is destroyed.

21
Game Suggestions and Feedback / Re: Unique Cards for False Gods
« on: March 24, 2010, 02:24:22 am »
I totally agree, adding unique cards for the false gods will add to their individual themes. And I take it that the unique cards can only be obtained by beating the corresponding false gods (not for sale in the bazzar). So as a result those cards will be legendary rare or something. Or am I misinterpreting you?

22
Card Ideas and Art / Re: Orb of Life/Vitality
« on: March 24, 2010, 02:19:51 am »
Yes, the cards might need a life gain cap, say, at 40? 50 for the upgrade? Should the cost also be increased?

23
Card Ideas and Art / Orb of Life/Vitality
« on: March 23, 2010, 09:03:06 pm »


This might be the start of a series, so additional cards might be coming soon. I made this card a little fast, so there might be some balancing problems. Is this OP? The only way I can think of abusing this would be gravity pulled flying titans.
Please give a few comments as to what you think about this card and how it can be improved. Thanks.

P.S. The hand and ball image is from deviantart, I claim no credit for the image.

P.P.S. Both versions of the card fully heals all creatures, sorry for the confusing difference, I'll change it later.

24
Patch Notes and Development News / Re: Card Usage Statistics
« on: March 19, 2010, 08:46:33 pm »
Some have suggested giving each elements creature control and permanent control. Keep in mind that we still want to maintain a theme for every element (fire=destruction, life=vitality, etc.). Giving each element creature and permanent control might not live up to their individual style (e.g. giving life creature and permanent control) and would be quite redundant. However, I do admit that many creative ways of creature control already exists in many elements (e.g. fallen elf, reverse time, gravity pull, etc.), so the main issue could be more to do with permanent control. Forgive me if my opinion sounds nutty, it is just a personal standpoint.

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anything
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