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Loptous

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Posts posted by Loptous

  1. Nightshade-Plant_nature.jpg.6692efb2ed3eNightshade-Plant_shadow.jpg.f6a8214a662c

    AbilityIcon Activatable Transformation

    Power: Varies. Cost to transform into this unit: 221
    - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met!

     

    AbilityIcon Passive Gifted Gifted Tendrils

    Affinity: Gifted
    - If the unit dies its many tendrils will cover the ground rooting every enemy unit in (a) 20m radius for 20 seconds.

     

    AbilityIcon Passive Tainted Tainted Tendrils

    Affinity: Tainted
    - If the unit dies its many tendrils will poison the ground. Every enemy unit within a 20m radius will take 50 damage per second. Lasts for 20 seconds.
     
     
    Upgrades:
     
    Nightshade Plant I Damage +280
    Nightshade Plant II Damage +500
    Nightshade Plant III Damage +550

     

     

  2. Earthkeeper_fire.jpg.10960d3972de01471acEarthkeeper_frost.jpg.3069ad697d95a582e4

    Well sorry about the long delay, been on a Thanksgiving trip and whatnot.

    AbilityIcon Activatable Infused Infused Backup

    Activate to become immobile and absorb 50% of all damage done to the targeted friendly unit and allow it to deal 30% more damage. The absorbed damage is transferred to all own stonekin within a 40m radius of the target. The transferred damage can not be warded off by damage reducing abilities. Lasts for 30 seconds or until interrupted. Reusable every 30 seconds.

    AbilityIcon Activatable Blessed Blessed Backup

    Activate to become immobile and absorb all damage done to the targeted friendly unit. The absorbed damage is transferred to all own stonekin within a 40m radius of the target. The transferred damage can not be warded off by damage reducing abilities. Lasts for 30 seconds or until interrupted. Reusable every 30 seconds.

    Upgrades:

    Earthkeeper I Lifepoints+30

    Earthkeeper II Lifepoints+60

    Earthkeeper III Lifepoints+60


    My Thoughts: This card seems weird in playstyle, but I will disregard that for now. As far as Stonekin decks go this could prove to be useful, I can imagine something around the likes of 1-2 Stone shards 1 Earthkeeper a good combo I would assume.

  3. Spirit-Hunters_nature.jpg.412dd405373472Spirit-Hunters_shadow.jpg.6dae812dede248

    AbilityIcon AutoCast Gifted Gifted Bow Attack

    Affinity: Gifted
    Every 2,5 seconds, unit fires arrows at enemies that deal 4 damage. The arrows are embittered with a strong toxic substance that severely poisons a targeted unit and slowly decreases its life points by 30 per second. Lasts for 10 seconds.

    AbilityIcon AutoCast Tainted Tainted Bow Attack

    Affinity: Tainted
    Every 2,5 seconds, unit fires arrows at enemies that deal 4 damage. The arrows are embittered with a strong toxic substance that severely poisons a targeted unit and slowly decreases its life points by 20 per second. The damage dealt by this substance cannot be warded off with the help of damage reducing abilities because it is able to circumvent every buff or protective shield. Lasts for 10 seconds.
     
    Upgrades:
     
    Tainted

    Spirit Hunters I Lifepoints+5x6

    Spirit Hunters II Lifepoints+10x6

    Spirit Hunters III Lifepoints+10x6

    Gifted

    Spirit Hunters ILifepoints+5x6

    Spirit Hunters IILifepoints+10x6

    Spirit Hunters IIILifepoints+10x6

    My thoughts: I love this card! Tainted being able to bypass shields is always a great thing, especially Avatar of Frost. The green one I don't know so much about except that it does more damage for some reason I don't know. Could there perhaps be any synergy found within the green affinity, if so I would greatly appreciate it.

  4. Creping_paralysis.jpg.d2c3b5afbed944f509

    AbilityIcon Spell Entrance

    After a preparation time of 5 seconds up to 5 enemies within a 20m radius will be paralyzed for 10 seconds. After the effect wears off, targets are immune against Paralyze for a while. Reusable every 20 seconds.
     
    Upgrades:

    Creeping Paralysis I Entrance* +2s duration 

    Creeping Paralysis II Entrance**+3s duration

    Creeping Paralysis III Entrance***+2 paralyzed target

    My Thoughts:

    I like this better in some regards better than curse of oink, just because you can still attack the targets and lasts almost as long. The only con I find is the cast time with this card. You have to predict where the enemies will be moving to a degree and/or use it in a very confusing fight. Whilst the Curse of Oink is an immediate spell I believe and is also not restricted to 2 Nature orbs, unlike this. Anyways, a decent card I think can sometimes get the job done.

  5. Retreating-Circle.jpg.6323fd4f2c6848f5ec

    AbilityIcon Spell Homeland Portal

    Creates a Portal that teleports friendly units in a 15m radius back to the nearest monument of their owner. Lasts for 30 seconds. Reusable every 20 seconds
     
     
    Upgrades:

    Retreating Circle I Power Cost-5

    Retreating Circle II Power Cost-5

    Retreating Circle III Power Cost-10

    @Shotty I can formulate my opinions if you wish, just haven't been doing it cause time and such.

    Also apologies for no post yesterday, hectic things going on these next few weeks.

    My Thoughts:

    This card seems like it should serve a purpose, but is almost fruitless to use because of orb constraints. I do think the concept is very nice, although the execution for it is rather poor. It may have some use in PVE, but for PVP, while having three orbs, I'm sure no one would want to use this. I may be wrong, and there just happens to be a OP combo with this card, but as far as I see it, I wouldn't use it.

    Especially because I got this ****ing thing so many times in boosters, I eventually grew sick of its stupid face.

     

     

     

     

       
         
         
  6. Lost-Dancer_fire.jpg.d3d1065f2e86c99c4d5Lost-Dancer_shadow.jpg.0c34c177f7bafc86b

    AbilityIcon AutoCast Tainted Tainted Blast

    Affinity: Tainted
    Every 3 seconds, unit delivers a nether blast that deals 80 damage to enemies in a 15m radius, up to 120 in total. Deals 100% more damage against humans.

    AbilityIcon AutoCast Blast

    Every 3 seconds, unit delivers a nether blast that deals 80 damage to enemies in a 15m radius, up to 120 in total.

    AbilityIcon Activatable Necro Explosion

    Power: 25
    Activate to gather up to 2600 life points from corpses within a 20m radius around the caster to create a huge nether sphere that explodes after 2 seconds dealing the corpses former maximum life points as area damage to hostile and friendly entities. Up to 25% of the gathered life points are dealt as damage per target. Affects ground targets only. Knocks back small units.

    Reusable every 10 seconds.

    AbilityIcon Activatable Revenant's Doom

    Power: 60
    Activate to bestow the unit with a curse that will make it ressurect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 20 seconds the revenant will then die once and for all. May only be triggered once.

    AbilityIcon Passive Infused Siege

    Affinity: Infused
    Deals 50% more damage against structures
    Does not increase damage done by Necro Explosion to building
     
    Upgrades:

    Lost Dancer I Lifepoints+40

    Lost Dancer I Necro Explosion+150 life points gathered from corpses

    Lost Dancer II Lifepoints+80

    Lost Dancer II Necro Explosion+250 life points gathered from corpses

    Lost Dancer III Lifepoints+80

    Lost Dancer III Necro Explosion+300 life points gathered from corpses

  7. Scythe-Fiends.jpg.5fe0c38f053c400822089a

    AbilityIcon Activatable Tunneling

    Activate to teleport unit to an own ground unit or structure within a 30m range. Reusable every 10 seconds.
    This ability is properly, a teleportation ability rather than a tunneling ability as with many Nature Cards; it does not require a tunnel nor can it use the tunnel network.

    AbilityIcon Passive Swift

    Moves at high speed.
     
    Upgrades:

    Scythe Fiends I Damage+15x4

    Scythe Fiends I Tunneling+10m range

    Scythe Fiends II Damage+30x4

    Scythe Fiends II Tunneling+10m range

    Scythe Fiends III Damage+30x4

    Scythe Fiends III Tunneling-5s until reusable

  8. Artillery_fire.jpg.7cb13cdbdbc3600683a5cArtillery_shadow.jpg.522eb7adb08efe1cf33

    AbilityIcon AutoCast Boom Bomb

    Every 4 seconds, Artillery blows a fiery bomb at enemies that deals 784 in a 15m radius, up to 1176 in total. Knocks back small and medium units.
    Affects only ground units (not mentioned in card's description)

    AbilityIcon AutoCast Tainted Tainted Mine Blow

    Affinity: Tainted
    If surrounded by more than 4 hostile entities Artillery may additionally shoot mines every 15 seconds at the position of an enemy unit. After 10 seconds the delivered mine my be triggered by nearby enemies within a 12m radius and deal 1000 damage, up to 3000 in total. If not triggered the mine will vanish after 60 seconds.

    AbilityIcon AutoCast Infused Infused Mine Blow

    Affinity: Infused
    If surrounded by more than 4 hostile entities Artillery may additionally shoot mines every 15 seconds at the position of an enemy unit. After 3 seconds the delivered mine my be triggered by nearby enemies within a 12m radius and incinerate the ground for 10 seconds dealing 70 damage to hostile ground units per second. If not triggered the mine will vanish after 60 seconds.

    AbilityIcon Passive Life Stealer

    15% of the damage dealt by the unit will be added to its life points.
     
     
    Upgrades:

    Artillery I Boom bomb +24 damage per target, 36 in total

    Artillery II Boom bomb +40 damage per target, 60 in total

    Artillery III Boom bomb +48 damage per target, 72 in total

     

    How does Artillery have life stealer? I know it's supposed to be a Bandit theme, but for this? Not only does it not make sense, but I really don't see the point...

  9. Wrathgazer.jpg.4b23bb0a45456088b009724e0

    AbilityIcon AutoCast Disintegrating Gaze

    Disintegrates its target slowly over time. Target unit will be paralyzed during disintegration and cannot be attacked by other units. If the spell is interrupted prematurely the target will be released unharmed. May only disintegrate units.

    AbilityIcon Passive Pain Link

     

    200% of all damage done to the unit will additionally also be distributed among all friendly units within a 20m radius.

    AbilityIcon Passive Resilient

    Takes 30% less damage.
     
    Upgrades:

    Wrathgazer I Resilient + 20% damage reduction

    Wrathgazer II Pain Link - 100% damage spread

    Wrathgazer III Disintegrating Gaze - Disintegrates its target faster.

  10. Root-Nexus_nature.jpg.e0b011389fcdd2e0dbRoot-Nexus_frost.jpg.dbbcc0d2831af50e411

    AbilityIcon Passive Repeater

    Is able to repeat the root network and bridge the distance between two entities connected to it. Those entities may then support each other even across wide distances although the Root Nexus itself does not grant any additional support.

     

    AbilityIcon Passive Gifted Gifted Support

    Affinity: Gifted
    Friendly entities connected to the root network within a 25m radius around Root Nexus will regenerate 2% of their life points every 2 seconds.

     

    AbilityIcon Passive Blessed Blessed Support

    Affinity: Blessed
    Friendly entities connected to the root network within a 25m radius around Root Nexus will take 25% less damage.
     
     
     
       
       
  11. Lava-Field.jpg.16e4a0c07c3866c73e58f3952

    AbilityIcon Spell Burn!

    Spreads burning liquid over the ground dealing 340 damage to enemies in a 25m radius, up to 2100 in total. Knocks back small and medium units. Affects ground units only. Reusable every 10 seconds.
    Deal half damage to structure.
     
    Upgrades:

    Lava Field I Burn! 20 damage per target and 100 in total

    Lava Field II Burn! 40 damage per target and 200 in total

    Lava Field III Burn! 40 damage per target and 240 in total

  12. Ironclad_fire.jpg.819357feeba9c40907f5cdIronclad_frost.jpg.7a37f2a484918ce352548

    AbilityIcon AutoCast Snowy Bomb

    Every 4 seconds, unit fires snowy bombs at enemies, that deal 544 damage ina 15m radius, up to 860 in total. Knocks back small and medium units.

    AbilityIcon Activatable Infused Infused Winterfall

    Affinity: Infused
    Power: 50
    Switch into this mode in order to turn Ironclad's Frost Cannons to the ground. They will unleash pure ice that slowly freezes the surrounding ground. The ice will spread from the giant's feet until a total radius of 20m has been frozen. Up to 10 enemies within that area take 1400 damage and will then be frozen for 15 seconds. Ironclad will be immobile while freezing the ground but it additionally incites surrounding friendly units to deal 50% more damage against frozen targets. Lasts for 15 seconds. Affects ground targets only.

    AbilityIcon Activatable Blessed Blessed Winterfall

    Affinity: Blessed
    Power: 50
    Switch into this mode in order to turn Ironclad's Frost Cannons to the ground. They will unleash pure ice that slowly freezes the surrounding ground. The ice will spread from the giant's feet until a total radius of 20m has been frozen. Up to 10 enemies within that area take 1400 damage and will then be frozen for 15 seconds. Ironclad will be immobile while freezing the ground but gains an additional Ice Shield that absorbs up to 2000 damage. Lasts for 15 seconds. Affects ground targets only.
     
    Upgrades:

    Ironclad I Lifepoints+340

    Ironclad I Winterfall*+100 damage

    Ironclad II Lifepoints+680

    Ironclad II Winterfall**+5s freeze duration

    Ironclad III Lifepoints+750

    Ironclad III Winterfall***+150 damage

     
    I love the art design for this card, definitely one of the best!
  13. Icefang-Raptor_fire.jpg.3c05a437a7583f16Icefang-Raptor_frost.jpg.3139bcf86327552

    AbilityIcon Passive Infused Infused Reserve

    Affinity: Infused
    If the unit has less than 450 LP, its will then extends its frosty spikes.In this emergence stage it will then reflect 30% damage taken to attacker in close combat.

    AbilityIcon Passive Blessed Blessed Reserve

    Affinity: Blessed
    If the unit has less than 450 LP, its will then extends its frosty plating.In this emergence stage it will then take 25% less damage.

    AbilityIcon Passive Agility

    Move faster when near friendly structures.
    Requires upgrade I.
     
     
    Upgrades:

    Icefang Raptor I New ability+Agility

    Icefang Raptor II Damage+65

    Icefang Raptor III Damage+75

     

    I like the red raptor a little more than the blue one, just for being an offensive quick unit. Although I find it confusing that the reserve ability is not a toggle type ability, but instead an activation upon lower health.

  14. Twilight-Minions_nature.jpg.666e0feb3b23Twilight-Minions_fire.jpg.8f94e8f42b599c

    AbilityIcon Activatable Transformation

    Power: Varies. Cost to transform into this unit: 51
    - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met!

    AbilityIcon Passive Infused Infused Incentive

    Affinity: Infused
    - If the unit is transformed it will incite other friendly small units within a 20m radius to deal 30% more damage for 15 seconds.

    AbilityIcon Passive Gifted Gifted Incentive

    Affinity: Gifted
    Power: 100
    - If the unit is transformed it will incite other friendly Twilight units within a 20m radius to deal 20% more damage for 15 seconds.
  15. 240?cb=20100827080920240?cb=20100827081034

    AbilityIcon AutoCast Bedtime!

    Casts a fatiguing beam that makes the target unit fall asleep for 8 seconds after a short while. Sleeping units will awake after 3 seconds if being attacked. After Sleep wears off, target is immune against Sleep for 8 seconds

     

    AbilityIcon Toggled Nature's Wrath

    Enter this mode in order to enable the wrath of nature. Every 2 seconds, Dryad will then release the forces of nature to deal 35 damage to enemies in a 5m radius around the target, up to 55 in total.

     

    AbilityIcon Passive Gifted Gifted Genius Loci

    Affinity: Gifted
    Friendly units in 20m radius around Dryad are immune against weakening abilities but may still be affected by spells like Freeze or Paralysis

     

    AbilityIcon Passive Blessed Blessed Genius Loci

    Affinity: Blessed
    Friendly units in 20m radius around Dryad take 25% less damage
     
     
    Upgrades:

    Dryad I Nature's Wraith5 damage per target, 5 in total

    Dryad II Bedtime!+2 seconds duration

    Dryad III Nature's Wraith10 damage per target, 10 in total

     

    Back and ready for another great week of discussions!

  16. 240?cb=20091014061838240?cb=20091014061859

    AbilityIcon Spell Blessed Blessed Tempting Offer

    Affinity: Blessed
    Power: 75
    Sacrifices an own unit to restore card charges. The card of every unit that has the same size as the sacrificed one will be granted one more charge. The maximum number of possible card charges for a specific card will not be exceeded, though.

    AbilityIcon Spell Gifted Gifted Tempting Offer

    Affinity: Gifted
    Power: 75
    Sacrifices an own unit to restore card charges. Every card that requires the same amount of orbs to be played out as the sacrified unit will be granted one more charge. The maximum number of possible card charges for a specific card will not be exceeded, though.
     
    Upgrades:

    Offering I Tempting Offer-5s reusable

    Offering II Power Cost-5

    Offering III Power Cost-5

  17. 240?cb=20090410160043

    AbilityIcon Activatable Explosion Blast

    Power: 80
    Activate to emit a cone-shaped blast wave that deals 690 damage to enemies in an arc of 45m, up to 2100 in total. Knocks back small and medium units. Also triggers Detonation.

     

    AbilityIcon Passive Detonation

    Explodes when being destroyed charge deals 800 damage to enemies in a 20m radius around its target, up to 2000 in total. Knocks back small and medium units.

     

    AbilityIcon Activatable Self-Destruct

    Activate to trigger Detonation by destroying the bomb.
    Requires Upgrade II.
     
    Upgrades:

    Morklay Trap I Explosion Blast+40 damage per target, 200 in total.

    Morklay Trap II New ability+Self-Destruct

    Morklay Trap II Explosion Blast+70 damage per target, 100 in total.

    Morklay Trap III Explosion Blast-10 power cost

    Morklay Trap III Detonation+80 damage per target and 200 in total.

  18. latest?cb=20120106064716

    AbilityIcon Spell Wish

    Disable the card play requirements. One card played within the next 20 seconds will not require any orbs to be used. Reusable every 30 seconds.
     
    Upgrades:

    Enlightenment I Power Cost-10

    Enlightenment II Power Cost-10

    Enlightenment III Power Cost-10

     
    Sorry for the late post
  19. 240?cb=20090410162014

    AbilityIcon Spell Destroy Barrier

    Instantly destroys a wall segment. Reusable every 30 seconds.
     
    Upgrades:

    Wallbreaker I Destroy Barrier-10 seconds until reusable

    Wallbreaker II Destroy Barrier-10 seconds until reusable

    Wallbreaker III Power Cost-5

  20. Gladiatrix_nature.jpg.52e8bb001825f8da73Gladiatrix_shadow.jpg.0ea03bbb0354e8ac84

     

    AbilityIcon AutoCast Spear of the Warrior

    Every 2.5 seconds, unit throws her warrior spear at an enemy dealing 105 damage

    AbilityIcon Activatable Sobering

    Activate to immediately remove all buffs from a target hostile unit. Reusable every 20 seconds.

    AbilityIcon Activatable Tainted Tainted Sobering

    Affinity: Tainted
    Activate to immediately remove all buffs from a targeted hostile unit. The target will additionally be insensitive to all major buffs for 15 seconds. Reusable every 20 seconds.

    AbilityIcon Passive Gifted Swift

    Affinity: Gifted
    Moves at high speed.
     
    Upgrades:

    Gladiatrix I Damage+3 damage

    Gladiatrix I Sobering-5 power cost

    Gladiatrix II Damage+4 damage

    Gladiatrix II Sobering-5 power cost

    Gladiatrix III Damage+6 damage

    Gladiatrix III Sobering-5 power cost

    An interesting unit, especially the green one. The green one usually sold for more and obviously I can see why. The health points are a little low for my taste, especially for a T2 unit.
  21. 240px-Blessed_Bandit_Spearmen-0.png240px-Infused_Bandit_Spearmen-0.png

     

    AbilityIcon Toggled BlessedBlessed Partisans

    Affinity: Blessed
    Active to make unit deal 30% more damage against close-combat opponents.It will then deal 30% less damage against ranged enemies ,though. Attacked targets can only move at walk speed for 10s. Last until deactivated.

    AbilityIcon Toggled Infused Infused Partisans

     

    Affinity: Infused
    Active to make unit deal 30% more damage against ranged enemies.It will then deal 30% less damage against close-combat opponents,though. Attacked targets can only move at walk speed for 10s. Last until deactivated.

    AbilityIcon Passive Life Stealer

    15% of the damage dealt by the unit will be added to its life points.
     
    Upgrades:

    Bandit Spearmen I Blessed Partisans+5% damage bonus

    Bandit Spearmen II Blessed Partisans+5% damage bonus

    Bandit Spearmen III Blessed Partisans+10% damage bonus

  22. 240?cb=20091205165442240?cb=20091205165504

    AbilityIcon Passive Adamant Skin

    Unit takes 15% less damage

     

    AbilityIcon Passive Blessed Blessed Fury

    Affinity: Blessed
    Deals 50% more damage against demon and undead creatures

     

    AbilityIcon Passive Infused Infused Fury

    Affinity: Infused
    Deals 50% more damage against beast creatures
     
    Upgrades:

    Stone Shards I Damage+5x6

    Stone Shards II Damage+10x6

    Stone Shards III Damage+10x6

    I don't care what anybody says, I like these dudes!
  23. 240?cb=20090410155551

    AbilityIcon Activatable Mason Mastery

    Power: 40
    Friendly buildings in a 25m radius take only 60% damage for 15 seconds. Reusable every 30 seconds.

    AbilityIcon Passive Material Research

    Friendly buildings in a 25m radius have 50% lower repair costs.
     
    Upgrades:

    Kobold Laboratory I Lifepoints+60

    Kobold Laboratory I Mason Mastery*+10% damage reduction

    Kobold Laboratory II Lifepoints+140

    Kobold Laboratory II Mason Mastery**+10% damage reduction

    Kobold Laboratory III Lifepoints+150

    Kobold Laboratory III Material Research*+20% lower repair cost

     

    Sorry about the lack of card for yesterday, was a little busy.
  24. 240px-Ice_Guardian-0.jpg

    AbilityIcon Activatable Frost Ward

    Power: 15
    A frosty barrier which absorbs up to 520 damage. Degenerates if not in proximity of friendly structures. Can only be cast near friendly structures but if it is played out near a friendly orb or well it will enter the game with its Ice Shield pre-enabled. Reusable every 30 seconds.
    Must be within 20m of friendly structure to cast ability, 25m to maintain shield
     
    Upgrades:

    Ice Guardian I Damage+20

    Ice Guardian I Frost Ward+30 damage absorption

    Ice Guardian II Damage+20

    Ice Guardian II Frost Ward+50 damage absorption

    Ice Guardian III Damage+40

    Ice Guardian III Frost Ward+60 damage absorption

    Very good card

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