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Messages - aldin

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1
Trading Post / Re: Tier list
« on: August 28, 2014, 08:59:06 PM »
No doubt about needing to reflect it in the market value.  I wasn't really giving a thumbs up or thumbs down for the practice.  Just kinda adding to the other value speculation you had there.

2
Trading Post / Re: Tier list
« on: August 28, 2014, 08:46:15 PM »
I think there's also a trader-induced scarcity driving the value of some stuff.  Paladin of the Flame Dawn is a nice card and all, but it sure seems like it's a card that's collected by collectors in excess of any need they have to play the card solely for it's trading value.  Early on, I had an experienced trader offer me another Rare for a Paladin of the Flame Dawn I'd opened in a pack and I lost value without having a clue that it was so highly sought after.  I was new.  And in chatting with other new folks, it isn't uncommon to hear similar stories.  Anyhow, not the point really.  The point is that Paladin of the Flame Dawn is artificially scarce in the general population because folks that might have had it sitting in their collection have often traded it to a collector with 6+ copies.  In turn, it makes those collectors the only real source of the card and drives the asking price up for it.

3
Community Events & Contests / Re: Card Design Challenge: the forum game
« on: August 28, 2014, 03:31:59 PM »
New Eden
3xWP
Cost 1
Location

Untouchable

Whenever a token is generated by a Warpath card, sacrifice the token.  New Eden becomes 5% more complete.  At 100% completion you win the game.

We sent away the young to restore the world after the desolation of the Overseers.

4
The Overseers / Re: Auxilary Angel
« on: August 28, 2014, 02:00:16 PM »
My reaction to this card was pretty similar to the above.  4 cost Overseer... again?  And the splash with Genesis is ridiculous.

5
News and Developer Talk / Re: Infinity Wars "Gold" Status
« on: August 26, 2014, 09:39:11 PM »
I often feel there's more clicks per card.

For me it's more clicks, but now that I can double-click to add cards across premium, soulbound and non-soulbound barriers from a single place - what a time saver!  Functionally speaking, I build decks much faster now.  Analysis paralysis, unfortunately, still takes about the same amount of time  ::)

6
General Game Discussion / Re: What kind of player are you?
« on: August 26, 2014, 04:03:00 PM »
Johnny here.  Once I get a deck to a 75ish%+ win rate I retire it except for quests (I truly love my Taste the Rainbow deck).  I'm currently having a blast with my Cressil/Tygrugh/Demon of Solitude deck, fooling around with a Demon of Gluttony deck I can't quite seem to make functional (and an Ancient Aether deck that I don't think CAN be made functional), and working on gathering the parts to make a Collector deck (why so many Rare artifacts, Lightmare? :) )

7
Community Events & Contests / Re: Card Design Challenge: the forum game
« on: August 26, 2014, 05:56:11 AM »
Yep - it's primarily there as a cheap way to disrupt GI shenanigans the way that Drag Down disrupts flying.  Could also be used with Aleta Caretaker or in an Enyah deck with Descension, but it's intended to have a narrow scope.

8
Deck Building / Re: DOD Deck?
« on: August 25, 2014, 08:42:18 PM »
This one is solid http://infinite-network.com/deck/view/7048/novas-ju-lin

All the recent 3xDoD decks I've played against have been based around Avatar of Lingbao, but I couldn't tell you what does or doesn't work with that deck composition-wise (other than the obvious AOE damage + enhanced morale loss = good).

9
News and Developer Talk / Re: Full Patch Notes 0.98
« on: August 25, 2014, 02:51:52 PM »
this combo makes the player almost invincible if you don't have an ability to remove the engineers.

Or Veroria.  Decks that can neither remove engineers nor remove locations are probably either not very competitive or are betting they can kill you before you can get the combo up.

10
General Discussion / Re: Interesting fact
« on: August 25, 2014, 02:49:00 PM »
"Adventure" on the Atari 2600

Multi-screen mazes!  Argh!

11
Factionless / Re: Grave Rob - and why I'm running 3x of them now
« on: August 25, 2014, 02:45:07 PM »
While the situations OP has mentioned are definitely legitimate reasons, remember that these situations do not apply to every game

Fair enough and completely true.  The 3x uses a bit of hyperbole, and Grave Rob in a rush deck just doesn't make sense.  In a deck where you expect to be playing for 10+ turns I recommend at least 2 Grave Robs.  Three if the things your deck struggles with the most are things listed in the initial post.

12
Warpath / Re: Mountain Giant
« on: August 22, 2014, 08:53:21 PM »
I don't know, is it really that hard for Overseers to get past him?
I have a feeling Overseers will just trade off a 1 or 2 characters against this guy without giving a damn.  I mean, they pretty much already do that against Jungle Giant, who has more hp.


Killaroo and Hulking Sniper seem like much better anti-flying than Mountain Giant.

He does have the strongest attack of any of them.  And with Angel of Virtue, Ascended Lucca and Guns of Goliath around that's a considerable advantage against the slew of 6-8 defense Angels.  He's also available two turns before Jungle Giant.  Hulking Sniper is nice against something that's already deployed, but Mountain Giant is a gift that keeps on giving and he's a lot more useful against decks that DON'T have fliers.  Killaroo is a nice card and all, but 4 resources for a hasted, flier blocking 4/9 sure doesn't seem much better to me than a 4 resource flier blocking 10/10 - especially one in command.

I could see splashing Mountain Giant as a commander, putting Hulking Sniper and Fight! in and calling the anti-flier portion of the deck resolved.

13
General Game Discussion / Re: Best Swarmers?
« on: August 22, 2014, 03:54:03 PM »
Warped Swarmers are good enough to be in a typical Verore deck, no other Swarmer needed.  I like the combinations possible with Brutal Swarmers and/or Artificial Swarmers plus Infectious Swarmers and/or Consuming Swarmers.  Blazing Swarmers and Tranquil Swarmers are afterthoughts for me. 

There's no such thing as a Swarmer rush deck which means I want beefier Insectoids with strong secondary effects to provide value in the mid to end game.  I made a Artificial/Consuming/Aleta, Immortal Tinker deck once that was crazy fun when it worked.  Mostly though I just enjoy the bit of an Edge I can sometimes get from Warped.

14
General Discussion / Re: Interesting fact
« on: August 21, 2014, 02:27:06 PM »
I'm 43 and my first ever video game was pac-man on an Atari 2600 (yes, that old). By the way, I still have it, joysticks are broken though  :'(

Okay, you're the winner so far!  Yet another person who remembers going to the Arcade and hearing "I hunger!" from across the room.

15
Sleepers of Avarrach / Re: Virus of Avarrach
« on: August 21, 2014, 02:21:23 PM »
I mostly agree - not sure I'd go quite as far as unplayable, but the degree of difficulty is way up.  A combination of Wealthy Nobles, Feast on the Dead and Hehkeem, the Corrupted could set up a late game surprise resource boost.  And against any deck that relies on characters it's a game ender.  No way to make it consistent though, I don't think.  And hard to stretch games out long enough to employ it.

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