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Messages - zhen_rogue (58)

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25
Issue Archive / Counter bug - Bone Wall
« on: January 24, 2010, 07:13:08 pm »
As of 1.18 the counter of 'shields remaining' on my bone wall does not update correctly.
It updates at end-of-turn, but not real-time like it used to.
The card seems to be functioning fine, the bug is in the little text counter itself.

Example:

My turn
I play Bone Wall [7 shields remaining]
Opponent's turn
Opponent targets my Bone Wall with Explosion [counter still reads 7]
Opponent targets my Bone Wall again with Explosion [counter still reads 7]
Opponent ends turn, [my counter updates to 5]

This is so far 100% repeatable vs. Divine Glory in a L6 match.

26
Very nice idea, the forums will look a lot better with themed avatars in lieu of random garbage!

27
Rainbow Decks / Re: PuppyChow's FG Rainbow
« on: January 23, 2010, 05:15:51 pm »
I'm wondering if there would be any benefit to using the exact deck pictured in the first post, with one Protect Artifact added?
I think one person earlier had tried it, and seemed happy with the results.
Essentially, it gives you a leg up on Seism, Obliterator, Chaos Lord, Hermes, Divine Glory, Rainbow, and any other permanent-targeting gods - especially if they already have a Pulverizer or stealing/destroying mutant out there first (or fire quanta for the dreaded explosion).
Testing it now, will report back after at least 20-30 games.

28
Right now i'm testing the 'fat' variant, the only change is swapping the 3 sundials for 3 SoGs.
So far, the results appear better (for me anyway).

29
Card Ideas and Art / Re: Mortality
« on: January 19, 2010, 03:04:01 pm »
But still, with the Fire Buckler update, I don't think Immortals really need a second way of being possibly destroyed.
As stated above, the idea was to find an alternate to the Fire Buckler issue, not an additional counter.

Nightfall goes through immaterialness. Always has (at least from 1.14 on), if you equate burrowedness with immaterialness (and probably even if you don't, but I doubt anyone's gone mutants and nightfalls to test this back then).
Hadn't thought of that... So there already is one exception, with another halfway in.
More thinking-
Does a creature with "ablaze" or "growth" still get to keep increasing its stats after a quintessence has been used on it?
Also, otyughs increase in stats even after quint has been used.
Technically, you have to target the 'immaterial' creature to use its ability, so I think these are additional loopholes.

30
Card Ideas and Art / Re: Mortality
« on: January 18, 2010, 05:30:51 pm »
Rain of Fire targets all enemy creatures, doesn't hit Immaterial.

Global effects target everything on the field, doesn't hit Immaterial.
Are you saying that because those other cards don't currently affect immortals, no other card should be able to (ever)?
Or are you saying that due to how you think the coding works for global effects, that this type of change might be too much work for the development team?
I'm not sure what angle you're coming from, so I don't know how to respond yet.
Remember: my goal here is to suggest an alternative (better?) way to counter an immortal other than fire shield (which I currently don't like the mechanics of).

This discussion just also made me think:
If you have a darkness or death creature in play, and then play an eclipse, and then immortalize said creature, does it retain the eclipse bonus?
Also, if you have a darkness or death creature in play, then immortalize it, then play the eclipse, does the immortalized dark/death creature get the bonus?

31
Card Ideas and Art / Re: Mortality
« on: January 18, 2010, 03:53:14 pm »
@coinich
Honestly, the -1/-0 isn't a terrible hit to stats, I slipped that in as I thought it was more in keeping with the 'forced mortality' death theme (e.g. the critter gets a bit weaker).
However, i'd be fine with losing the stat modification and just focusing on the ability/immortality wipe.

@bobcamel
The non-single-targetable issue is a valid argument, maybe the card becomes a global effect instead, kinda like an Eclipse.

Mortality
Death card (permanent)

COST: (10?) Death quanta
EFFECT: All immortal creatures currently in play are now targetable.

This way, the immortality issue could simply be an on/off toggle when the permanent is in play.
The counter-counter is now to remove the Mortality permanent, making immortal creatures untargetable again.

32
Rainbow Decks / Re: Statistical update
« on: January 18, 2010, 03:23:12 pm »
I am surprised you are lucky enough to get that many towers in the starting hand invalmian.
If anything, my experience was more like this deck definately lacks quantum supply and I would start with no or just one tower so many times. Also, I would frequently not be able to play my supernovas thus having to discard something.
This is my exact experience - though when the quantums are available early (e.g. a "good" draw) the deck typically performs well.
I think all this deck needs is a very very slight modification or two to improve the quantum generation potential in the first two turns.
Will also try a deck variant with regular novas in leu of supers.

33
Card Ideas and Art / Mortality
« on: January 18, 2010, 03:19:47 pm »
Mortality
Death card (non-permanent)

COST: (6)? Death quanta
EFFECT: Target creature gets -1/-0 and  loses all abilities (including immortality).

Essentially, this is a card-version of the lobotomy effect - except that it can also strip immortality.
I got the idea with all the recent discussion surrounding Fire Buckler v. Immortal creatures.
Instead of a "workaround" solution to immortal creatures that also kills them directly, why not make the "official" counter a card version that doesn't kill the creatures off.

Opinions appreciated.

34
False Gods / Re: Bonewall revisited
« on: January 18, 2010, 03:34:28 am »
I really want to like Permafrost Shield, but simply have bad luck with it.
I love the fact that it's water quanta and not death, the fact that it has 2 damage reduction, and the fact that it can freeze opponents.

However, in practice, I find it does not freeze nearly enough (maybe 10%?) of the time to justify the switch from a shield that has guaranteed capabilities.

35
Another data point:

Deck preformed at 10% win ratio after 10 games (sorry actual stats were deleted w/ no way to recover them).

I realize it was only 10 games, and we can all have 10 game streaks of unluckiness.

Currently unable to believe it will function 50% or better w/ what appears to be poor draws that are unique to me.

I still like the idea, even from the first incarnation of the slimmed down version.  It's just not performing.

Several things HAVE to happen for it to work and, though statistically they should, statistics have a way of not always working out how we'd expect.

Still not convinced the FG's don't tweak our draws as well.

Regards,
elfreth
I doubt the FG matchup tweaks your draw/shuffle, but I swear sometimes the 'random' mutation results aren't so random.
When Chaos Lord mutates one of his creatures, it becomes a 12/9 Dragon with devour.
When I mutate a creature, it becomes a 0/1 Fate Egg with gravity pull.

36
I agree with invalmian that 4 Hourglasses are a must for this deck:
Drawing quickly is the decks major strength.
Moreover, Hourglasses are a prime target for explosions so since you will mostly be able to afford them due to mark of time it's no biggie playing them either way. It will just save your FB or Graveyard from certain destruction.

Also, I wouldnt take out any phase shields. They are a major survival asset of this deck and will often give you the time you need to prepare that RoF, Oty, Graveyard -> Bonewall comeback.
How do you feel about that 2nd Eternity in your deck?
With 2 Protect Artifacts, do you simply toss one out early and save the other as emergency? Or is it simply to prevent the "last card is Eternity so you lose" scenario?
It seems on paper to be somewhat redundant, and perhaps an alternate card (sundial x2? poseidon? firestorm x2?), or simply going to a 39 card deck could further sharpen your performance.

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