Recent posts by Tsizt on Kongregate

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Topic: Card Monsters / Help with Umbral Vortex

Hi, Kholdy
Glad yo see you again.

My UV deck:
mush+TS
eagle+mm
musc+heal (ofc master healer is the best)

 
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Topic: Card Monsters / Changes to (mostly) non-epic cards (few people are talking about)

I think yellow devious boots should be changed back to 2cc.

 
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Topic: Card Monsters / Is the purpose of these cards changes to ruin purple?

Well, I think not all people think that Red is extremely OP and purple is nerfed heavily. (Maybe except that borot which is now a real monster) IMHO, it is nice to have a nerf on purple but just little. Purple has long been regarded as OP so a little nerf is not too much. It is reasonably fair to have purple’s armor more expensive since the ancient times.

But, the point may be you are purple users and you think you suffer a lot. But why don’t you say other colour, yellow and green get OP?

PS IB is the lamest change as it is the silliest decision to make a common unique.

 
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Topic: Card Monsters / Card Changes Vote - Final Round - Closed!

1. Too OP with reach + potentially have higher damage than musc + 2cc + not low HP in backrow
2. Yes
3. Yes
4. Yes
5. Yes
6. Yes. a
7. Yes. d
8. No. If we make it unique, then everyone will have one in everyone’s deck. This will limit the variety of decks. It does not deserve to have the same treatment as grim reaper. I prefer 2cc, draft 1, 10 armor.

 
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Topic: Card Monsters / ***Shell***

Unsummon all.

 
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Topic: Card Monsters / Epic Card Changes - vote ROUND 2 - closed

1. Yes
2. Yes, it is better
3. No, imo it should not have sac ability
4. Big Big NO. I thought it is 2 resonate and 70 fortify? Having 1 resonate will make it only like a rare and weaker than immunity.

From Edgebee forum,
It is not very useful. As long as i have used herbalist which has 2 resonate, its resonate does not have much effect due to the following reasons (already eliminated others deficiencies to be compared with knightingale)
1. Draw it at the end.
2. Opponent does not sac.

What herbalist gains crystal from resonate at most 4 per game, i.e. 2 times. With later nerf of as, people should use fewer sac, so it will be less often to enter sac.
So, this means knightngale can at most gain 2 crystal per game, which is far worse than drain crystal.
Besides, in the first round, ai can play it unarmoured even it has 4 CC! It is hugely useless if one kills it the first round.

5. No. What’s the purpose of so much HP? It becomes an ordinary ally.
6. Version B
7. No, I would rather keep its shield.
8. Yes

A lot of abilities have been changed from the original doable suggestions? What happens?

 
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Topic: Card Monsters / Epic Card Changes - vote ROUND 2 - closed

Originally posted by JordanS196:


4. Knightingale: No. Give i demoralize, and i’d consider it.

Red/blue has no demo dude.

 
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Topic: Card Monsters / ***Glumbie***

Originally posted by Dgias:

You could still add aggression to it as well, but I agree that it may be hard to balance.
It could go unnoticed vs certain decks and be a complete pain vs others.

Very true.

 
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Topic: Card Monsters / ***Epic Sac Cards***

Originally posted by JuzzieJT:

Green Squid
Red Palabird

Could do with more Rare sacs too.

Then what ability do you want to remove from pala?

 
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Topic: Card Monsters / Epic Card Changes - Latest update from Lamatiel

I think it is better to extend beyond weekend as people may be freer on those days.

 
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Topic: Card Monsters / Epic Card Changes - Latest update from Lamatiel

1. Yes
2. No (If a mage has cautious, then balance should have it first?)
3. Yes
4. Yes
5. No (I thought 3cc is a good suggestion as it can be played faster and more armors can be put on it; remove its 30 shield and replace invincibility makes it become an uncommon…)
6. Yes
7. Yes (If immunity applies to all allies, then no. Why people don’t agree on this change? People now prefer MC over it and can we often see it? Immunity is just useless if XXX all ability is used on other non-immunity allies)
8. Yes
9. Yes
10. Yes
11. Yes
12. Yes (if added a crystal on archmage, it will be a must (although it already is) in a balance-based deck, so i think adding this ability on other ally is less redundant)
13. No (Maybe add it on borot?)
14. No (as Pharadox is quite OP, adding one more ability on it will be even more OP. Crystal ability should be added on another nature creature.)

*Another reply was posted on Edgebee forum.

 
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Topic: Card Monsters / Fantasy idea for Top 10

Alliances below top 10 will be doomed.

 
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Topic: Card Monsters / Fantasy idea for Top 10

@JuzzieJT
It is difficult to avoid to every game as many mature games in which players need to accumulate something to be stronger will have to face how to retain old players and attract rookies to play. Making this will further worsen the situation.

 
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Topic: Card Monsters / Fantasy idea for Top 10

@BrokenFixer
Yep, I believe the gap between them will bigger and bigger, discouraging weak players to play and quit.

 
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Topic: Card Monsters / Xmas...

It’s a sunk cost which regards to your past decision not present. (lol) So, it actually an misconception that you are now paying a lot of effort into the game, making you continue playing

 
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Topic: Card Monsters / DA (Dragon Apocalypse) Auto Win Setups

Definitely true.

 
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Topic: Card Monsters / New Guy

Very impressive reply lol

 
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Topic: Card Monsters / Xmas...

@chaosguard
They will make CM2, S&P3, CM3, S&P4 and so on.

 
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Topic: Card Monsters / DA (Dragon Apocalypse) Auto Win Setups

Kick axe is vulnerable to backstab, not-in-target 60-magic GD, together with chance 20, these are the main reasons why those good setups fail in wave 3,5 or may be 4.

 
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Topic: Card Monsters / Hydra's monopoly

agree! This will soon become one must-have ally and people who don’t have it will not play aa and lp regardless how many live play tickets one has.

 
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Topic: Card Monsters / Brainstorming for next Expansion

Originally posted by AlexZ31:

i want a regen + mele+ flying card ;D so good for FP

50 melee, regen, flying, 4cc, 120 hp, yellow/green. Do u mean this? lol

 
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Topic: Card Monsters / Alliance Thread

Rating 1007 and ranking 30 Severe Typhoon is recruiting 1 ally. Playing daily alliance assault and chating in billboard is preferred. We are willing to give suggestions to improve your deck. :)

 
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Topic: Card Monsters / Brainstorming for next Expansion

@bmuell01
Your point is justifiable. However, it just like someone (forget who) saying to make it an armor-less GR to nerf it. Once put it on god mush together with demo, it is very difficult to be killed unless you have disarm/destroy. Yes, it may be slow but very very powerful.

 
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Topic: Card Monsters / Brainstorming for next Expansion

If it is a rare, then no armor will mean it is totally OP. For a rare, 10 armor is enough.

 
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Topic: Card Monsters / Brainstorming for next Expansion

I. To boost courage
Fear is still very annoying even after the 5th expansion. My chimpbow 90% is move to be killed or I 90% move to kill the opponent’s chimp due to Grim Reaper. So I suggest more courage equipment for all colors.

1. 10 courage, 30 range [EPIC] (Upgraded version of Herald’s Bow)
Red 4CCs
Yellow 3CCs
Blue X
Green 3CCs
Purple X

2. 10 courage, 20 magic [EPIC] (Upgraded version of Spirited Flute)
Red X
Yellow 4CCs
Blue 3CCs
Green 4CCs
Purple 3CCs

3. Other rares

II. To boost range
Another prevailing problem is flying. However, too few cards (only 2 decent cards) have anti-air ability and it has bug. (Sometimes only one melee misses against flying, but the archer does not shoot.) Besides, paint is an extremely under-developed ability.

1. Anti-air + paint (even thought the backrow is moved to the opposite of the archer, it will still be shot) [EPIC]
Red 4CCs
Yellow 3CCs
Blue X
Green 3CCs
Purple X

2. Anti-air + cleave + 10 range [EPIC]
Red 3CCs
Yellow 3CCs
Blue X
Green 3CCs
Purple X

3. Anti-fly + entangle/stun + 10 range [EPIC]
Red 4CCs
Yellow 3CCs
Blue X
Green 3CCs
Purple X

4. Other rares
5. Usable (paint)

III. To boost Backstab
When compared to reach, backstab is really a ‘common’ ability while reach is at least a ‘rare’ ability. Lots of restrictions and high scarcity makes it almost unseen in anywhere in CM. This is another under-developed ability. If its ability is not to be changed, I suggest the following. Red and blue do not have backstab.

1. Backstab + 10 Courage + 10 melee [EPIC]
Red X
Yellow 3CCs
Green 3CCs
Blue X
Purple 4CCs

2. Backstab + Cautious + 20 Courage [EPIC]
Red X
Yellow 3CCs
Blue X
Green 3CCs
Purple 4CCs

3. Backstab + reach + 20 courage [EPIC]
Red X
Yellow 3CCs
Blue X
Green 3CCs
Purple 4CCs

4. Other rares

IV. To boost chance
Chance is a rarely used ability due to its instability of damage. Dealing 70 chance in MS is really annoying but how often is that? Musc (lv5) can deal 70 damage every time! It is better to have 40 chance but, in fact, you are dealing 20,30,20,10,0 damage every round. Due to its instability and intrinsic advantage, too high chance on equipment is not good but another type of boost is needed.

I. 30 chance + 20 range + 10 courage [EPIC]
Red 4CCs
Yellow 3CCs
Blue X
Green 3CCs
Purple X

2. 20 chance + 20 range + reach [EPIC]
Red 4CCs
Yellow 3CCs
Blue X
Green 3CCs
Purple X

3. 30 chance + 10 magic + anti-fly [EPIC]
Red X
Yellow 3CCs
Blue 4CCs
Green 3CCs
Purple X

4. Other rares

You may notice that I mainly boost Yellow and Green mainly because archers are too weak due to several cons mentioned above. Other abilities are needed to boost archers in addition to merely introducing more +range damage equipment.