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Decks / 0 cost SoPa
« on: August 29, 2023, 11:52:19 pm »This bronze arena grinder actually still works pretty well
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Made some fine-tunes to a deck I used in Fortune Teller.
Actually not bad, just vulnerable to CC. SoR helps with that if you get it. Can farm champions, usually with EM because of Black Hole.
Luciferin helps with light quanta, the only other element that could use more is entropy
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New Card Suggestions / Fissure
« on: March 29, 2021, 09:49:11 pm »
Fissure | Fissure
20 | 15
Spell
Drain all your quanta. Deal damage to opponent per quanta drained. All creatures receive damage equal to the quanta drained divided by 15, rounded down.
I'm not sure what to call this.
Originally this was going to be a card, but that would be OP.Given Entropy's lack of OTKs despite SN being a thing I decided to put it there. Not exactly an OTK since you do need to deal 1 more damage so it's kinda like reverse Miracle. Earth doesn't have the best quanta sink (Stone Skin). Not sure if it needs it but it's the best candidate for this card I think.
Also decided to make it damage the entire board as a form of area CC and to make it harder to win with end-of-turn damage, although a weapon could easily solve that.
Might be OP? Damage per quanta going down might be a good idea
20 | 15
Spell
Drain all your quanta. Deal damage to opponent per quanta drained. All creatures receive damage equal to the quanta drained divided by 15, rounded down.
I'm not sure what to call this.
Originally this was going to be a card, but that would be OP.
Spoiler for Hidden:
Also decided to make it damage the entire board as a form of area CC and to make it harder to win with end-of-turn damage, although a weapon could easily solve that.
Might be OP? Damage per quanta going down might be a good idea
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New Card Suggestions / Decomposition
« on: February 09, 2021, 02:37:37 pm »
Decomposition | Decomposition
Element: Death
Cost: 3 / 2
Spell
Decrease target permanent stack by 1 per turn. Non-stacked permanents count as 1 stack. Cannot target pillars/pendulums.
Actual idea is to let it target non-stacks so permanents just get destroyed when their owner ends their turn, but I didn't know how to word it. This means they get to do whatever they do before getting destroyed (so weapons get to attack, pillars get to produce quanta etc.).
Thought death should have hard PC given that the spiritual quartet has none. Steal only transfers permanents, which also damages you some of the time (e.g. stealing a weapon or shield when you already have one).
Also wanted to call it erosion but that sounds more like an earth or air card.
Element: Death
Cost: 3 / 2
Spell
Decrease target permanent stack by 1 per turn. Non-stacked permanents count as 1 stack. Cannot target pillars/pendulums.
Actual idea is to let it target non-stacks so permanents just get destroyed when their owner ends their turn, but I didn't know how to word it. This means they get to do whatever they do before getting destroyed (so weapons get to attack, pillars get to produce quanta etc.).
Thought death should have hard PC given that the spiritual quartet has none. Steal only transfers permanents, which also damages you some of the time (e.g. stealing a weapon or shield when you already have one).
Also wanted to call it erosion but that sounds more like an earth or air card.
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Decks / Sadist Deployer
« on: February 05, 2021, 08:25:21 pm »Can beat champs
Should be able to improve, as it is it's quite a bit redundant
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Decks / CataVindicate
« on: January 17, 2021, 08:18:47 pm »Could probably do -1 Tower +1 Vindicate/Catapult
Actually pretty quick, got a few 6-7 ttw when I got a good enough draw
Catatitans version
Not as consistent and far more fragile but can be even faster with a good draw
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Decks / Spiritual Quickdraw
« on: December 26, 2020, 12:58:29 am »What started as testing if Embezzle + Minotaur worked ended up here.
Play adren+embezzle on one of your opponent's creatures. You'll usually have quite a bit of quanta by then and a reaper/surgeon out. You only need one turn of the combo to get ahead of the opponent by a wide margin. Despair/Rejuv are so that you won't die from the damage from the combo. Because of the massive drawpower, you don't really need many copies.
Could probably use PC to have a chance against shell of void and stuff like that, but that may be asking for too much if I want to keep this slim
Might be worth including Reinforce since reaper and despair kill
Really fun IMO. Works reliably against Mages.
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Decks / Post-berf? SoD PDials
« on: December 22, 2020, 12:47:05 am »Happier with Time instead of Light mark, but much, much easier to get draws and SoDiv out with Light mark instead, although less consistent.
You want to get Lockets out fast and have at least 2 and 2 generated every turn. If you can get SoSac in between dials you only need 1 .
Have Lockets generate if necessary
Posting because surprisingly, I didn't find post-nerf pdials
Might be an idea to make Time mark spiritual PDials to get rid of the vs problem
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Fixed Bugs / Account-bound card replication
« on: December 22, 2020, 12:16:42 am »
From Discord:
After a bit of experimenting I have found out how to replicate bound cards
I just turned my 2 bound alchemists into 6 bound alchemists
Upgrade every card you have of a certain card (at least one of them must be bound). Upgrading a card with a bound card makes the upgrade bound. When you unupgrade an upped bound card (unupgrade every upped version you have to do this), they just turn into 6 bound cards, not the original amount
This should work with any card conversion
After a bit of experimenting I have found out how to replicate bound cards
I just turned my 2 bound alchemists into 6 bound alchemists
Upgrade every card you have of a certain card (at least one of them must be bound). Upgrading a card with a bound card makes the upgrade bound. When you unupgrade an upped bound card (unupgrade every upped version you have to do this), they just turn into 6 bound cards, not the original amount
This should work with any card conversion
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Decks / Phantom Jelly
« on: November 20, 2020, 07:24:08 pm »Jellies retain psionic
Locket version
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New Card Suggestions / Stasis
« on: November 19, 2020, 01:47:05 am »
Stasis / Stasis
Element: Gravity
3 / 2
Spell
Target player cannot draw cards until their next turn.
There's quite a bunch of cards that help draw, but very few that slow it (the closest thing is RT/Eternity).
This should be a useful card against such decks. It's not very situational either; preventing even one draw from your opponent is nice. And if Eternity isn't broken, this shouldn't be either.
Decided to put this in Gravity because it's more about control and denial than anything.
This could fit in Time as well, although it doesn't need it.
A buff to this card could probably be to make it block cards like Burn Card, Embezzle(Death effect) and Yoink.
...I may have thought of this while playing against a Millcat deck. I don't like Millcat.
In most cases, this shouldn't be much different from Throw Rock, Nightmare or RT in terms of drawing denial (1 card).
Element: Gravity
3 / 2
Spell
Target player cannot draw cards until their next turn.
There's quite a bunch of cards that help draw, but very few that slow it (the closest thing is RT/Eternity).
This should be a useful card against such decks. It's not very situational either; preventing even one draw from your opponent is nice. And if Eternity isn't broken, this shouldn't be either.
Decided to put this in Gravity because it's more about control and denial than anything.
This could fit in Time as well, although it doesn't need it.
A buff to this card could probably be to make it block cards like Burn Card, Embezzle(Death effect) and Yoink.
...I may have thought of this while playing against a Millcat deck. I don't like Millcat.
In most cases, this shouldn't be much different from Throw Rock, Nightmare or RT in terms of drawing denial (1 card).
Spoiler for Original post:
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