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Messages - OdinVanguard

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61
New Card Suggestions / Re: Warmth wind | Chilling winds
« on: July 03, 2015, 08:15:00 pm »
Ah, I didn't catch that it was just 1 turn of freeze. I thought it was 3 turns.
I think that is probably okay then. Its not a far cry from turtle shield at that point.

The gladius combo would work out just fine as long as you animate the gladius first.
At a cost of 1 :air or even 2 :air its very reasonable.

I agree that the unupped seems a little UP right now though.

62
Guilds / Re: Event 3: Voting
« on: July 03, 2015, 04:58:24 pm »
I'm a little torn between reaper and poisoning the well...

There are still relatively few mill cards in the game, so RotP loses some if its potential as an anti hand mill threat. Its stats aren't really good enough to make it stand out in that manner either. The only really useful combo I can think of is in a light-time-death draw lock style deck.

I think poisoning the well would make a nice combo with voodoo dolls and black cats + looters...  That last one may end up OP hence why the decision was such a hard one here.

RotP is a little UP but PtW may be slightly OP... Decisions, decisions.

63
New Card Suggestions / Re: Warmth wind | Chilling winds
« on: July 03, 2015, 04:50:16 pm »
Hmmm... mass freeze for 1 :air is going to be situationally OP I think. The flooding requirement isn't that hard to overcome, it just makes a forced combo.

The good point on that particular forced combo is that it should only really affect 5 enemies at a time in most cases... I still think that 1 :air is far to inexpensive for that effect, however.

Maybe bump the upgraded price a bit?

I think this would make a very amusing combo in a flown gladius deck.
I'ld probably end up using material pillars and a light mark.

64
New Card Suggestions / Re: Fear | Overwhelming Fear
« on: July 03, 2015, 04:44:21 pm »
Hmm... with the "contagious" part, I almost think "hysteria" might be a better description, since that tends to imply a group effect.

My only concern is that it will be too powerful relative to rewind. Particularly since there is no connection to the time element and rewind is one of times core thematic mechanics.

Other than that, I think it is a very interesting card concept. I like that it can be used both offensively as mass rewind and defensively as anti-deckout.

65
New Card Suggestions / Re: Dodgeball
« on: July 03, 2015, 04:39:32 pm »
Good thing I'm a TO ;)

Don't forget to post to the polling submission thread when the card is ready.

66
New Card Suggestions / Re: Dodgeball
« on: July 02, 2015, 10:45:12 pm »
Or you could just go with the "bounce" mechanic (e.g. goes to the player's hand)...
then it really is like playing dodge ball... you smack someone on the other team with the ball then they pick the ball up and throw it back at you.
And with flooding you will have one doozy of a water hazard...
this card could be very fun!

I think if it makes it in I will have to come up with a dodge ball tournament.


67
New Card Suggestions / Re: Dodgeball
« on: July 02, 2015, 09:47:09 pm »
Question, you mention sacrificing this card in the tag...
but the ability prevents if from dying...
So would it just bounce back to the original player then?

This could lead to an infinite bounce cycle if the field is full...
That could be prevented by having it injure the thing it bounces off of... which would be highly amusing... and very much like a good hardcore dodgeball game...

"If you can dodge a WRENCH... you can dodge a BALL" rofl

68
New Card Suggestions / Re: Satellite Cannon
« on: July 02, 2015, 07:08:15 pm »
One thing to consider here... how does this interact with ricochet?

Does the pillar destruction ricochet as well?

Would additional copies of this card get made?

69
New Card Suggestions / Cavalry
« on: July 02, 2015, 02:25:34 pm »
--Optional--

-------------

Cavalry / Cavalry
Cost: 7 :light | 8 :light
Stats (if creature or weapon): 4|6 / 6|8
Ability(ies):
  • unupgraded: "Flanking: If the opposing field slot is empty, Cavalry grants adjacent creatures to its left or right +50% attack damage."
  • upgraded: "Flanking: If the opposing field slot is empty, Cavalry grants adjacent creatures to its left or right +50% attack damage."

The idea is to have a powerful support card. When the field slot opposing this creature is empty, it grants the creatures in adjacent slots to its left and right a +50% boost to their attack damage. This bonus is multiplicative, so with 2 cavalry providing a boost to a creature in the middle the central creature actually gets a total of +125%

Spoiler for Bonus Calculation:
+50% -> 1.5 multiplier
1 cavalry bonus: New attack = Old attack * 1.5
2 cavalry bonus: New attack = Old attack * 1.5 * 1.5 -> Old attack * 2.25

This is a big boost, but should be offset by the difficulty in pulling off the combo because some form of CC will likely be required to ensure that the Cavalry’s opposing slot is cleared.

The reward can be worth the effort though.
Consider: A blessed pegasus with two flanking cavalry will deal 54 damage with dive activated and sky blitz.
Throw in 4 SoFr and this jumps to 81.
With double blessing, this becomes a 121 point OTK.

70
New Card Suggestions / Re: Satellite Cannon
« on: July 02, 2015, 01:12:09 pm »
cannon/resonator stall ftw :P
^ Was thinking the same thing.

I don't think that will be too easily abusable, however, since this thing takes 3 resonators to keep fed (2 upped)...
It would make a very nice way to remove late game permanent clutter with resonators though. Which is something gravity could benefit from given how much space its locket inertia combo takes up.

71
New Card Suggestions / Re: Satellite Cannon
« on: July 02, 2015, 04:51:56 am »
Art (can make smaller if needed):


I've been playing with reusable spell ideas a lot myself.
The pillar destruction part you added is a nice way to prevent spam abuse. Well done.

72
Decks / Re: Parallel Computing [champs]
« on: July 01, 2015, 10:05:43 pm »
Wait... no obligatory fractal?

it tends to win in 4-6 turns, so it doesn't need it so much. Something I need to test is going full mono and swapping CP for SoW.
Hmm... only issue on that is that SoW provides no additional HPs, which are important for a growing byt... but with upped byts that might not be so much of an issue.

73
Decks / Re: Byakko/Void
« on: July 01, 2015, 05:41:29 pm »
Deck out isn't worth worrying about when you counter healing & have PC for shields. Would rather run more SoD
More byako is roughly equivalent to more SoD ;)

Actual 1 reinforce = 3 byako -> +27 maximum health per turn. Thats effectively +1 SoD per turn.

Really only needs 1 maybe 2 reinforce at the most.

74
Decks / Re: Parallel Computing [champs]
« on: July 01, 2015, 05:40:10 pm »
Wait... no obligatory fractal?

75
Decks / Re: Inertial Swallow [Demigod]
« on: July 01, 2015, 05:37:21 pm »
Dat locket combo :D

By themselves neither locket nor inertia is really that OP, but the combo is certainly a doozy!

Been running variants of this since the locket inertia combo became a thing but never thought to perfect it for hunting DG. Well done!

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