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- Birthday June 29
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potato_hoarder
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Potato_Hoarder liked a post in a topic: Resource Booster same global effect as Juice Tank
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Potato_Hoarder started following One mixed orb Lost Souls/Stonekin/Bandit/Amii , Resource Booster same global effect as Juice Tank , Season Suggestions part 2 and 2 others
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Would it be plausible/possible to have every well in the game have 2 states / a toggle, like some buildings do with an active toggle? The default is 100% normal speed; the other is "Boosted" at 200% speed, and that toggle remains hidden unless that player builds the resource booster? Then they have to manually toggle which wells they want boosted? Additionally, let the Resource Booster have a toggle for: "Toggle all current and future wells to 200% Boosted mode." If it can't be implemented, that's fine.
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Potato_Hoarder liked a post in a topic: Skylords Reborn - Download
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Potato_Hoarder liked a post in a topic: Season Suggestions part 2
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Ideas: Seasonal booster, same price as the general booster, but only for that season, to help new players participate. Disabled during the time between seasons, or could work for the upcoming season, allowing newer players to prepare for it. Which would allow for: Pure / Mixed Seasons: Starters: For pure seasons, self-explanatory, although maybe allow neutral cards, so let's say a minimum of 16 "pure" cards. For Mixed seasons, either start would be allowed, but the deck MUST have a minimum of 12 mixed orb cards. (Obviously, Amii would not really apply, unless you reduce the card requirement to something reasonable)
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Just wanna say, love these, but some flexibility would be cool too, like 3 options but 2 need to complete the challenge. So people feel like they have a choice / can do maps they enjoy more? So, "Win any 2 of these 3 following maps using Only Shadow, Lost souls or Neutral cards on advanced difficulty or higher, the highest ones will be counted: 1, An Expedition South (2-player community map) 2, Nightmare's End (2-player campaign map) 3, The Shifting Temple (2-player campaign map) These restrictions apply to all team members"
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Potato_Hoarder liked a post in a topic: TOME #4 - Reforged - PvP Tome Tournament - 14.12.2025 at 15:00 CET
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Potato_Hoarder liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Potato_Hoarder liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Potato_Hoarder liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Potato_Hoarder liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Official Card Design Contest - CLOSED - WINNERS INSIDE
Potato_Hoarder replied to Kapo's topic in Events and Tournaments
In-game Name: Potato_Hoarder Card Name: Twilight Lord Tier & Orbs: T2 - Nature / Fire Type of Card: Unit Model: Harvester (but twilight-like) Power Cost: [310/300/290/280] Size: XL Health: [2100 / 2200 / 2300 / 2400] Attack-Type: Melee Attack Damage: [2700 / 2800 / 2900 / 3000] Counter-Type: Special Active: Transform (same as all cards) Active: Summon Twilight Creeper (costs 100 "Twilight tokens") (model: pest creeper from sunken temple repainted to be more twilight-like) (green affinity) Summons [ 2/3/4 ] Twilight Creepers, which perish after 60 seconds, 60 seconds cooldown. Passive: Twilight Curse Collector Whenever a unit transforms near this unit, collect "Twilight tokens" equal to the power cost of the transformation. Passive: Twilight's Blessed When spawned in through transformation or normally, gain 100 "Twilight tokens" Thoughts behind this card: The whole Unit that summons other units on a cooldown is amazing and regrettably only on 1 unit. However, u are doing it with buildings, which is cool, honestly. I would have preferred if Twilight Creeper or Nightshade Plant did this, and if you do, either abandon this idea or assign it another attribute, please consider Nature -
Official Card Design Contest - CLOSED - WINNERS INSIDE
Potato_Hoarder replied to Kapo's topic in Events and Tournaments
In-game Name: Potato_Hoarder Card Name: Shrine of Flesh Tier & Orbs: T3 - Neutral / Shadow / Shadow Type of Card: Building Model: Healing well, but purple. Power Cost: 140 Active: Repurpose the Flesh. Whenever an Allied unit dies, return 40% of its power cost to the active power pool. The remainder returns to the Void Pool. Lasts for 30 seconds, reusable every 60 seconds. Idea behind the card: Since the 3 other pure decks have a good shrine, and Shadow's shrine should be a bannable offence (shrine of greed) at a 2 cost. Hopefully, this would replace it by having a desired effect. It's pretty much a "shrine of war" but for your allies, so when you are in a tough spot and need to spam units or spells. The idea is that this card does 0% void return, but instead mitigates it by going into the active power pool, allowing you to fix a bad situation instead of losing your entire army. -
Potato_Hoarder liked a post in a topic: Official Card Design Contest - CLOSED - WINNERS INSIDE
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Majora liked a post in a topic: minor visual glitch
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Llewellyn liked a post in a topic: "Crystal's" effect from active to passive.
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"Crystal's" effect from active to passive.
Potato_Hoarder replied to Potato_Hoarder's topic in Suggestions
nature is a 400 heal active -
One mixed orb Lost Souls/Stonekin/Bandit/Amii
Potato_Hoarder replied to Delendar's topic in Suggestions
Multiple suggestions, I'll edit it. And I don't think that's a real card we can use XD -
One mixed orb Lost Souls/Stonekin/Bandit/Amii
Potato_Hoarder replied to Delendar's topic in Suggestions
1) Could instead there be a T1 blank orb cost unit? or structure? That would be a great idea for a faction too, like an ethereal faction. 2) Would making hybrid cards not playable as your 1st card fix the issue? Like forcing the player to play a nature or fire card 1st? 3) I understand the current units are balanced for their 2 orb cost, but for example: T1 Twilight: Infected human models with the start of the twilight infection. T1 Bandits: Thieves (worse equipped bandits), like crossbowmen without shields or banditos without shields? maybe a truly scrap-like tower? T1 Amii, Amii: Apprentice or acolytes, a lot less armoured and long staffs instead of spears or more basic equipment. T1 Stonekin: Smaller more basic units, like little golems that throw parts of themselves for ranged, and slap for melee. 4) Additionally, more classes could use more T1 fliers. like map 1 ascension is locked behind nature-only decks is just bad game design (damn you EA). This would give more options! -
Hello, I've got a suggestion since I have yet to see a player use any of these cards in any game, could they be buffed by having their effect be passive? Hopefully, they will see some use if they get buffed. Additionally, I'm not sure how neutral cards affect "X-only deck" quests, maybe keep them neutral orb costs but give them their affinity?
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Since i assume the map is just a stationary image. Is there any chance of redoing the map? or is it too much of a hassle?
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Hello, Considering the map layout of "Into the jungle" wouldn't it be better placed after "Insane God" as the map has dense vegetation and a wide river. I understand that it follows a story and you want it after "unexpected visitors" but its placement doesn't match the enviroment (a desolate mountain). Additionally most missions don't really follow a placement order / sequence anyway. It's just a suggestion, If its too much of a hassle, disregard this post.
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Metagross31 liked a post in a topic: Modifying Gold so that it can be converted from Gold to BFP - say 100 -> 1 or 1000 -> 1