Etherian Warcards [abandonment discussion?] page 7 (locked)

995 posts

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There, ready

So… which units do you like?

 
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Gain 3 DP
Attack with all basic zombies.

/end turn

Total DP: 6
Dark Church: 1465/1500
Basic Zombie: 100/100
Basic Zombie: 100/100
Basic Zombie: 100/100

 
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Desert heat now costs only 5 pts.
Edit: nemind this.

 
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Kthnx.

Sand Raider 175/225
Sand Raider 200/225
Desert Ruins 425/500
Desert Ruins 500/500

2 SP
/summon Sand Raider 225/225
0 SP
/all 3 attack
/end

 
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Sam, have you spent your 200 pts?

 
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Originally posted by developous:

There, ready

So… which units do you like?

Senor froggy is the one I like the most. (epic name is epic lol)

I’m just not sure if the deck can swarm fast enough to win. I guess we’ll see tommorow when I duel with it.

 
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Kindof? I tried to spend it before the revival, but I don’t think the transaction really carried through. So let’s redesign the tomb.

Desert Tomb
Hps: 1500
Yields 3 Sand Points
Curse
Monsters that deal damage to this barrier cannot attack on their next turn.

Curse could do something else, that’s just an example.

 
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lets redo it.

Desert Tomb
Hps: 1800
Yields 3 Sand Points
Curse
Monsters that deal damage to this barrier loose 25 attack until this is destroyed(not lower than 0). OR… negate all enemy specials until the next player’s turn.
Ancient power
When you are attacked, you may send one card from your hand to the bottom of the deck(reveal the card), then draw a card.

Cost: 165 unlock, 40 each, 35 upgrade.

About curse: if you choose the 2nd option, cannot choose the other until the next player.

 
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Gain 3 DP.
Play Dark Church.
Gain another 3 DP.
Total DP: 12
Play Basic Vampire.
All creatures attack.

/end turn

Dark Church 1465/1500
Dark Church 1500/1500
Basic Zombie 100/100
Basic Zombie 100/100
Basic Zombie 100/100
Basic Vampire 300/300
Total DP: 5

 
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I like it.
I’ll unlock and upgrade with the 2nd option. One ability per turn.
How broad are you interpreting “specials”?

I believe that leaves me with 5 vp’s because I was mid-duel when the last thread ended.

 
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Originally posted by SilentSam:

I like it.
I’ll unlock and upgrade with the 2nd option. One ability per turn.
How broad are you interpreting “specials”?

I believe that leaves me with 5 vp’s because I was mid-duel when the last thread ended.

Ya. Gl.
replying.

 
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I’ve forgotten about counting my other Ruins in for damage x.x

Sand Raider 50/225 (Returns to hand after defending, refunds 2 SP)
Sand Raider 175/225
Sand Ruins 400/500
Sand Ruins 450/500

4 SP
/summon Sand Raider 225/225
/summon Sand Raider 225/225
0 SP
3 Sand Raiders attack
/end

 
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Gain 6 DP
All creatures attack.

/end turn

Dark Church 1465/1500
Dark Church 1500/1500
Basic Zombie 100/100
Basic Zombie 100/100
Basic Zombie 100/100
Basic Vampire 300/300
Total DP: 11

 
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SAM… actually, you have 40 pts.
Kyle, from last area, there was a 35 point bonus due to player count.

Kyle Offer:

How about we group our VPS for the oxygen counter stat?
cost is 65 vps.

This would seriously weaken other players in your case, but you will be unscathed.
Just imagine contaminator units in your armada.

 
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Originally posted by developous:

SAM… actually, you have 40 pts.
Kyle, from last area, there was a 35 point bonus due to player count.

Kyle Offer:

How about we group our VPS for the oxygen counter stat?
cost is 65 vps.

This would seriously weaken other players in your case, but you will be unscathed.
Just imagine contaminator units in your armada.

Sure, let’s do it.

 
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I don’t run on Oxygen, right?

Sand Ruins 400/500
Sand Ruins 425/500
Sand Raider 50/225 (Returns to hand after defending, refunds 2 SP)
Sand Raider 200/225
Sand Raider 200/225

4 SP
/summon Sand Raider
2 SP
/end

Attacking is pointless because everything on your side just heals over it. We’ve got quite the stalemate going on here.

 
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Originally posted by Kyle123197:
Originally posted by developous:

SAM… actually, you have 40 pts.
Kyle, from last area, there was a 35 point bonus due to player count.

Kyle Offer:

How about we group our VPS for the oxygen counter stat?
cost is 65 vps.

This would seriously weaken other players in your case, but you will be unscathed.
Just imagine contaminator units in your armada.

Sure, let’s do it.

UPDATING

 
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Status:

Unstated, forces will have 15/15 oxy counters. Barriers dont have such.

Every unit in Kyle’s armada is immune.
Every unit in Ocelot’s armada is immune.

For werecooler, every unit has 35/35, but the units that instantly heal fully have 45/45 oxygen.
For SIMARK, they are all 85/85, but the mutant is 65/65 and the cannister is immune.
NoMomentum, your forces are 45/45 except the vortex which has 135/135.

HYPE, I will edit the post on page 5 to show the results.

 
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Open challenge, just reinstating.

 
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ok, all are ready.

 
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So that means units can only be on the battlefield for that many turns, right? Or is it something else entirely?

 
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Originally posted by NimbusCloud26:

So that means units can only be on the battlefield for that many turns, right? Or is it something else entirely?

It presently means nothing to you. Its when facing toxic forces you need to be concerned.

My advice is to unlock the dustmask generator to gain medical and quarantine forces, ok?

Name: Hazmat Supplier
Hps: 300
Yield: 2 dustmask points

Cost: 45 vps, 10 each.

 
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I don’t need to worry about your oxygen broham, I’m unaffected and don’t plan on having this mechanic used in my battles. I’d prefer pure fights without using toxic.

And anyway I wouldn’t feel it was fair if I used oxygen against people.

 
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