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Messages - zse (568)

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133
Yes, you're right. Those are inconsistent and I'm also bothered by this. My opinion is that BOTH Aflatoxin and Skull Buckler should override Phoenix ability. ::) Can you please make a poll about this.
*edit * Poll added, thanks.

134
 :lifebig :lightbig Nymphs n' Dragons :lifebig :lightbig
Hover over cards for details, click for permalink
Deck import code : [Select]
7ad 7ad 7af 7af 7af 7ap 7ap 7ap 7b0 7b0 7b0 7jp 7jp 7jp 7jt 7jt 7k2 7k2 7la 7la 7la 7la 7la 7la 7la 7la 7q9 7q9 7q9 7q9 8pn

 :-\ = Mitosis
Ever since Mitosis was introduced everyone and their grandmother have been thinking how to make good fast HB grinder from that card. Well here's one way to do it using :life :light duo.
Jade Dragon & Nymphs - Damage
Leaf Dragon - Primary :life quanta production by converting :light to :life
RoL & Solar Buckler - Primary :light quanta production
Pendulums - Alternative quanta production
Miracle - Healing
Sundial - Deck thinning
:lifebig :lightbig Nymphs n' Angels :lifebig :lightbig
Hover over cards for details, click for permalink
Deck import code : [Select]
7ap 7ap 7ap 7b0 7b0 7b0 7jp 7jp 7jp 7jp 7jt 7jt 7ju 7ju 7ju 7ju 7k2 7k2 7la 7la 7la 7la 7la 7la 7la 7la 7q9 7q9 7q9 7q9 8pn

Another modification on this deck.
AAngel Nymphs - Damage
RoL & Solar Buckler - Primary :light quanta production
Pendulums - Alternative quanta production
Miracle - Healing
Sundial - Deck thinning

135
Death / Re: Skull Shield | Skull Buckler
« on: March 03, 2011, 10:41:51 pm »
I think the chance to convert critters to skeletons is way too huge.
I think the exaggeration on that comment is way too huge.

Seriously speaking the effect is good, but not OP. It's actually quite well balanced if you compare it with Fire Buckler or Gravity Shield. All those 3 make many creatures useless, but they all leave ways open to deal lots of damage with creatures. Only difference is that while FB and GS are absolutely predictable, Skull Buckler has that RNG effect encoded in it. That is the sole reason why it may seem better/worse than what it is depending whether it's used against you or you're using it. See the infamous Dusk/Fog-effect.

136
General Discussion / Re: List of AI improvements in 1.27 beta
« on: March 02, 2011, 03:37:11 pm »
Bloodsuckers now infect multiple creatures with 1 infection counter, while prior to 1.27 those used to infect 1 creature with multiple counters.

137
I've been trying to build fast Half-Breed grinder that wins > 90% games, and now I've ended to this:
Deck import code : [Select]6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6rq 6rq 6u8 712 712 715 715 717 717 72i 72i 72i 7n2 7q0 7q7 7q7 7q8 7q8 7ri 7ri

Since this is so similar to the deck in 1st post (CBS), I didn't bother to post my deck in a new topic.

Instead of going to :rainbow I tried to keep it :death/ :time duo.
Oty is replaced with Retrovirus,
Crusader with 2nd Eternity + AW,
Quints with 2nd Anubis.
All the rest (PA/Firestorm/Hourglass) taken out to thin the deck down to 30 cards.Is there any way to speed up this deck concept for HB grinding, or is CBS only suitable for slowish FG-grinding?

138
Duo-Decks / Re: Retro deck
« on: February 28, 2011, 09:00:55 am »
Just played against Hermes with using your original version (41 card with Condor and 3 Wall). I almost quited when I saw Fire Buckler being played, but then I got Bone Wall and decided to see how it goes. Fortunately my Wall was enough as H didn't get many attackers. H used like 5 Fire Lances and 2 Fire Storms on my Dragons, but I had kept 1 Dragon in hand to Fractal new batch. The result of the match? See spoiler:
(http://imageplay.net/img/m7Gbd148567/Retro_Hermes.bmp)
 :P Sometimes not quitting pays off.

139
General Discussion / Re: Testing Stall cards
« on: February 27, 2011, 12:55:34 pm »
I understand your idea on picking USEM as the no-brain beating deck, but even as simple deck as that will sometimes have some inconsistent starting hands in short tests. Since the trainer allows you to give "illegal" decks for AI, you should think using something like this for opponent:
by zse
Hover over cards for details, click for permalink
Deck import code : [Select]
7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 7ac 7ae 8pn

140
Buff This Card! / Re: Fire Nymph (upped)
« on: February 27, 2011, 11:55:10 am »
In 1.25 Nymph's Tears got buffed.
In 1.26 :water :light :death Nymphs got buffed.
In 1.27 :aether :darkness Nymphs are getting buffed...
Still no love for poor little Fire Nymph? Or is it finally time to lover her ability from 4 to 3?

141
Game Suggestions and Feedback / Re: Backgound
« on: February 25, 2011, 09:58:30 am »
I like the idea. Reminds bit like the good old times playing MtG Shandalar:
These "better graphics" will attract some, while some others just plain dislike them (like sound/music) and want to turn them off ASAP. But hey, who/what can ever please everyone?

142
Forge Archive / Re: Quantum Harmonizer | Quantum Harmonizer
« on: February 23, 2011, 11:54:18 am »
The mechanic in this card is great. So simple yet it opens so many possibilities... pure Brilliance!

Something like this is needed to promote trio- and quartet-decks like Zblader and DesertKnight already pinpointed. If this becomes too powerful fueling up such decks, it may need little bit nerfing (cost to 3-4), but first we need to get this in game ASAP! ;)
This counts as a normal card, right? maximum 6?
That would be the most logical way to make this card, but it leaves open the obvious possibility for making a sibling card for this generating Pendulums instead.

143
Buff This Card! / Re: Turquoise Nymph | Aether Nymph
« on: February 23, 2011, 07:37:28 am »
What is all this nonsense about changing perfectly good ability? Nerf This Card! topics are in that-> way. ::)

Don't you guys see how making :aether Nymph have Parallel Universe ability would become as much overshadowed by Mitosis as the Quint-ability is now overshadowed by Anubis?

Only difference from change 'Nymph Quint -> PU' would be making :aether :darkness :entropy Nymph's Tears decks much worse. Do we really need to kill that deck-type just to make this card different from what it is now?

144
Earth / Re: Iridium Warden | Vanadium Warden
« on: February 20, 2011, 11:22:35 pm »
Ta-da!

this wording is much nicer.
Yeah, now this tweaked mechanic and wording both work really nicely. Great job once again Zanz!

The added feature for Airborne protection is also really interesting. Now Dragons die only after being webbed with Spiders... Great way to balance this card.

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blarg: zse