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Messages - Levy (24)

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1
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 11, 2012, 07:06:58 pm »
Im not sure i understand.

Are you saying rather than limiting the card to 2 turns, let the damage done to your opponent be equal to your darkness quanta/ or max payable darkness quanta?
[/quote]
No. I meant the lower bound for the cost of Mask can be derived from the cost of Dimensional Shield.
X is the casting cost of the card. Y is the number of waves it prevents

Sundial
X = 1|0
Y = 0 (delay one of your waves to block on of theirs)
[/quote]

Ahhha i see i like i like.

2
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 10, 2012, 09:27:38 pm »
permanents can be overpowered, its not enough to say "permanent control cards exist (plus momentum), so this isnt too powerful"
Agreed

Do you think this is a fair comparison? I believe this can at least set a lower bound for the cost.

Mask of Tragedy | Mask of Affliction
For X :darkness + 1 card + the shield slot you can return Y waves of attacks against your opponent.
For X :underworld + 1 card + the shield slot you can gain a Y waves advantage over your opponent.
For X :aether + 1 card + the shield slot you can block Y waves of attacks from your opponent.
Dimensional Shield | Phase Shield
Im not sure i understand.

Are you saying rather than limiting the card to 2 turns, let the damage done to your opponent be equal to your darkness quanta/ or max payable darkness quanta?

3
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 10, 2012, 08:34:36 pm »

4
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 10, 2012, 08:33:32 pm »
Unlike Sosa, it costs quanta, and is a permanent.
I think it would be more balanced to have the upgraded version just cost less rather than have an extra turn.
Also, does it work like reflect as in if both players have the mask on the field 1 damage won't be infinitely dealt back and forth?
Good insight.

I would say no. Damage calculation in that case i think should be done normally. That is to say, if i have a total attack power of 10 and you have a total attack power of 15; you would be receiving fifteen damage and i would be receiving ten.

5
Archived Decks / Re: SoI - Steroids of Impatience
« on: February 09, 2012, 06:31:59 pm »
Thanks for the upbeat responses, and thanks for the science SnoWeb! I feel more cleverer already  ;)

I too would be curious to see an effective Dunescorp version :)
by Levy
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 55q 55q 5bs 5bs 5bs 5bs 5bs 5bs 5c3 5c7 5c7 5c7 5c7 5c7 5c8 5c8 5rg 5rg 5rg 5rg 5rg 5rg 5rt 5rt 5rt 5rt 5rt 8pl


I just put this together after seeing your comment. I used to use a deck similar to this, but i wasn't vary pleased. It is quite effective with the right opening hand though. you guys can improve it as you see fit

6
Deck Help / Re: Gravity-Darkness Synergy[Please review]
« on: February 09, 2012, 05:47:54 pm »
you will only need one accelerated doll to win trust me, the rest can serve as meat shields to speed up your opponents demise by making him damaging your dolls, that could be your main strategy
 ;D yeah im gonna try it out thnx. [I just went up against the worst opponent for an accel deck - reverse time lol]

7
Deck Help / Re: Gravity-Darkness Synergy[Please review]
« on: February 09, 2012, 05:39:16 pm »
i like the deck, it has good synergies in it

the real problem of your deck is that you are trying to make too many things with it: you are mixing gravity oull with acceleration with liquid shadow all on the same deck, and that can serioulsy undermine your chances of winning a game, because those cards end up clashing with eachother, because they do not belong to the same strategy

i would first ditch the gravity shield for now and rely on dusk mantle
lose the liquid shadow as it will lobo your dolls with overdrive, wich is not what you want, unless you play LS on the dragons, but thats not a reliable strategy

gravity pull is good to use on your dolls, but you will have to be careful to separate your overdriven dolls from your Gpulled dolls, again, more cards that dont really connect very well

momentum is fine i would leave it there
I see what your saying but considering that its a strategy that take a bit of time to build the liquid shadows have been proven to save my butt on several occasions whether its on a dragon or a doll attacking for >10. Im gonna try your suggestion.

yeah i do keep my gravity pulled dolls different from my accel dolls. most games all i need is one or two accel dolls ftw.

8
Deck Help / Gravity-Darkness Synergy[Please review]
« on: February 09, 2012, 05:17:49 pm »
by Levy
Hover over cards for details, click for permalink
Deck import code : [Select]
55o 55o 55p 55q 55q 55q 55t 55t 562 562 562 562 5uo 5uu 5uu 5v0 5v0 5v0 5v0 5v0 606 606 606 606 606 606 606 606 606 606 8pl


I started working on the deck just yesterday and it has its perks but still a lot of bugs.

 - The deck is relatively cost effective as long as you get 2/3 pendulums in the 1st hand.
 - adding liquid shadow to high attacking voodoo dolls [around 10-14 for me] is a nice healing strategy, but needs to be employed before your opponent builds considerable attacking power.

Please give me your feedback on how to improve this one.

9
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 09, 2012, 04:55:38 pm »
I don't like it at all. With one shard of divinity and a chain of these, you could win many games (on a lame way)
 ;D I dont really think so there are several cards that can over power this.

steal
Deflagration
Pulverize
Momentum
and probably more im not remembering... ;D

Vampires can also act as a counter. I deliberately made the card last only two turns so as to be fair.

10
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 09, 2012, 04:47:16 pm »
Interesting idea. The ability name may need to be changed though since it is already taken by the voodoo doll. Might need a usage cost for balancing, but the casting cost looks about right. And the art is definitely cool. For what its worth, it gets a thumbs up from me.
It simply means that voodoo would no longer be an ability exclusive to voodoo doll.

11
Card Ideas and Art / Re: Mask of Tragedy/Mask of Affliction
« on: February 09, 2012, 04:45:40 pm »
Not sure about the balance, but the concept is great (at least less broken than SoSa).
Also it's good that it's a permanent.
I figured I'd leave it up to you guys to determine the best balance for the card. I didnt want it to last too many turns and at the same time i didnt want it to be too costly to be feasibly.   

12
Card Ideas and Art / Mask of Tragedy/Mask of Affliction
« on: February 09, 2012, 08:01:25 am »
NAME:
Mask of Tragedy
ELEMENT:
Darkness
COST:
6 :darkness
TYPE:
Permanent
ATK|HP:
TEXT:
Voodoo: For two turns damage and status effects dealt to you is also dealt to your opponent.
NAME:
Mask of Affliction
ELEMENT:
Darkness
COST:
6 :darkness
TYPE:
Permanent
ATK|HP:
TEXT:
Voodoo: For three turns damage and status effects dealt to you is also dealt to your opponent.
ART:
Levy
IDEA:
Levy
NOTES:
SERIES:

 :D I know those of the  :darkness darkside will like this one. At first i though a Voodoo Shield would be unfair, but there are clearly enough methods in the game to bypass this effect [momentum/deflagration/steal etc].

so tell me what you all think.

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blarg: Levy