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Messages - OdinVanguard

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526
Decks / Fungovours [Unupgraded]
« on: September 10, 2014, 10:12:40 pm »
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Otyughs chow down on fungi to grow tougher (and eat any annoying enemies if needed)
Inertia and lockets + mark provide more than enough power to gravity once things get rolling.
Empathic bond and repulsors should provide enough stall potential to eventually overwhelm the opponent with fungi, beefed up togs and of course, lots of poison.

Slower than some speed fungi, but has nice CC capabilities thanks to togs.
May be good to add in SoFo if PC is a concern.

Despite relatively small size, deck out is not really a problem since poison ramp with 4 togs plus a swarm of decent hitting creatures is usually enough to break enemy stalls.

527
Decks / Re: Vampiric Dagger Blast Forge
« on: September 10, 2014, 09:06:29 pm »
Nice. Ricochet Blast Tempering FTW!

528
Decks / Orochishroom [Unupgraded]
« on: September 10, 2014, 09:05:13 pm »
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One of the few decks that functions worse when upgraded.
Orochi works off of devour so you can't feed it upgraded mushrooms or you will poison it.

The plan is simple. Feed fungus to the Orochi to keep it appeased. Empathic bonds provide healing.
Once you have a full field pop rejuvination onto orochi so it doesn't need to eat any more.

Use lockets strategically. Set a few to earth at first until orochi comes out. Once you have one out, you can switch over to full life to keep empathic bonds powered.

529
Decks / Toxic Allergy Syndrome
« on: September 10, 2014, 07:26:30 pm »
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Fungus + dryspell = Toxic Allergy Syndrome!
-If you get the old rpg reference 'VITAS', bonus geek points for you... although this one is fungi induced :)

Pop mitosis on a spore and hit it with living weapon to ensure you can bounce back in the case of hostile mass CC or if you need to wipe everything in an emergency or use mitosis to help propogate fungi if you don't draw enough.
Once a couple dryspells sweep through, icelances become good single target CC.

First dry spell should wait for at least 3 fungi unless there is a real need for mass CC before then.

Not gonna kill any champs, but it grinds mages well and is amusing in concept at least.

530
Decks / Innovative Nymph Rush
« on: September 08, 2014, 06:13:13 am »
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Nymphs tear rush with innovation and gift of oceanus added for epic speed boost potential.


[Unupgraded version] (kills mages in about 16 to 18 plies on average)
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531
Decks / Trixie Pixies [Unupgraded]
« on: September 08, 2014, 02:53:05 am »
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Pixies for fun, profit and trolling!

Idea: Pixies trade out useless creatures you own or dangerous creatures your opponent owns.
This can be particularly effective with fallen druids since you will end up putting a creature in the opponent's deck that they may not have the quanta to cast again.
Spider cows are also fun. If you get an ability that isn't helpful, just use a pixie to swap it out for something else.

Upgraded version can employ chaos power to buff pixies.

Other mod ideas could include adding in whim, fenghuang, and / or SoSe.

532
New Card Suggestions / Re: Corrupted Power (concept of Torriku)
« on: September 08, 2014, 02:29:52 am »
How about "Target creature gains +5 ATK, but you must then pay Health equal to its new ATK total"

533
Gravity / Re: Self flying weapon
« on: September 08, 2014, 02:28:27 am »
This was my idea for boomerang I posted a while back I think.
The self flying was a limited duration, however... Partly to encourage users to pack multiple boomerangs in a deck. It was a non-rare weapon concept.

534
Darkness / Re: Shank of Void
« on: September 08, 2014, 02:27:07 am »
With SoV it can be abused too much to be OP, even if it only decreases 2 HP. If it ever chips more, it would be too strong with double draw imo.
I think this is okay with sereprex's idea of having it be a weapon.
Right now, being able to stack them up makes giving it any higher drain level a potential OP problem... As a weapon, you would have to work much hard to do this.
Moreover, depending on how it is implemented, the effect could be potentially blocked by shields.
If that is the case, then I think having the max HP absorb match the damage dealt might not be too bad.

If shields can block the absorb by stoping attack damage, then even the adrena void is manageable.

I think this is a good route to go. It gives darkness a very interesting secondary weapon and helps keep shards interesting.

535
Decks / Re: Sparkling Gems [Champs]
« on: September 08, 2014, 02:19:17 am »
Interesting... How is the survival rate on the smithies? They always used to get zarked everytime I would try running a smithy based deck.

536
Decks / Re: Passive Shading
« on: September 08, 2014, 02:18:00 am »
I like that this opens up stallbreak vs creatureless since you can siphon your own creature & then pacify it from healing opponent
Ya, thats actually a big modivation for using pacify and blessings instead of going with mono dark... Got tired of losing outright to immaterial creatures.

537
Decks / Passive Shading
« on: September 07, 2014, 05:39:07 am »
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Pacify + shadlings = healing

Reinforce helps ensure you can keep pace with most decks and helps deal with CC fairly well. Extends total creature count from 10 to 19.

Deck size is large enough to outlast many AI decks.
Works pretty nicely vs most mages if played well.

538
Decks / Re: Vampiric Dagger Blast Forge
« on: September 07, 2014, 05:32:57 am »
@Chap Rico will fly both weapons, then you can't explode. But if you explode before flying, you'll probably destroy your own weapon
Exactly! ... lost a lot of games figuring that one out actually :D

539
Decks / Vampiric Dagger Blast Forge
« on: September 06, 2014, 01:07:05 am »
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Ricochet amplifies tempering onto your daggers. Since most other decks have few weapons, this means that it won't be helping your opponent out.
In the event of an enemy weapon, apply flying weapon and shoot it down. Then refresh dagger and buff again (your own dagger may get shot down in the process).
The lone unupgraded chaos seed is intentional. Its just there for CC purposes (mini pandemonium)

540
Decks / A Bug's Hope [Unupgraded]
« on: September 05, 2014, 04:28:50 am »
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Reinforce fireflys liberally. Use whim to get to them since unupped reinforce scatters them through the deck.
Single crusader for late game punch. Save a reinforce so that you can have up to 4 snipers at once or grab enemy weapon abilities as well.

Mix isn't perfect yet, but it holds its own well.

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