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A Match Made in Solis
Racecar0
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It's Friday and there isn't nearly enough SolForge talk going on today as there should be.  So, with Valentine's Day coming up, I have a silly conversation starter for you all! 

If you could combine any two SolForge cards into one, which would you pick?  Would it be Grimgaunt the Weak, destroying creatures and buffing up in the process?  Brimstone Earthshaker, who eats structures and pings creatures on the go?  Echosmith, blocking lanes and leveling up your deck in one fell swoop?  What's your match made in Solis?


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Noetherian
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Sure, I will take a shot. How about the extremely difficult to kill, Forgeplate Hydra.

Forgeplate Hydra (Alloyin/Uterra Creature)
Rank 1 (4/7): Regeneration 1. Armor 1.
Rank 2 (9/10): Regeneration 3. Armor 3.
Rank 3 (15/15): Regeneration 5. Armor 5.

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SeomanReborn

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TechnoStag (Alloying/Uterra Creature)

Rank 1 (3/5): Gain 5 Life. Discard and level a card in your hand.

Rank 2 (8/10): Gain 10 Life. Discard and level a card in your hand.

Rank 3 (15/15): Gain 15 Life. Discard and level a card in your hand.

There were children cryin' and color flyin' all around the Chosen Ones.

All in a dream, all...in a dream...

CerebralPaladin

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For sheer ability to switch the state of the board, it's hard to beat the Magma Wisp:

Uterra/Tempys

Rank 1:  5/1; place another Magma Wisp in an adjacent lane and do 2 damage to target creature

Rank 2:  8/3; place another Magma Wisp in an adjacent lane and do 4 damage to target creature

Rank 3:  10/5; place a Magma Wisp in all unoccupied lanes and do 6 damage to target creature

 

Then of course there's Chrogias Dragon:

Rank 1:  -5/1, Defender (each turn when it would attack, it deals 5 damage to you)

Rank 2:  0/10, Move 1

Rank 3:  50/50, do 5 damage to everything in play and opposing player, Regenerate 5, Move 2, Breakthrough, and a pony.

Dragon

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Fiendish General
Rank 1 (2/7): Adjacent creatures get +2 power.
Rank 2 (4/11): Adjacent creatures get +4 power. When Fiendish General is destroyed, put a Level 1 Fiendish General into this Lane.
Rank 3 (6/15): Adjacent creatures get +6 power. When Fiendish General is destroyed, put a Level 2 Fiendish General into this Lane.

Lightning Prowler
Rank 1 (6/6): Fast, Breakthrough.
Rank 2 (7/7): Fast, Breakthrough.
Rank 3 (8/8): Fast, Breakthrough.

Volcanic Dragon
Rank 1 (0/4): Defender. At the start of your turn, give 1 damage to each of your opponent's creatures.
Rank 2 (8/8): Move 1. At the start of your turn, give 3 damage to each of your opponent's creatures.
Rank 3 (16/16): Move 2. At the start of your turn, give 5 damage to each of your opponent's creatures.

LordMagnus

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February 8, 2013
7:47 pm
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CerebralPaladin said
Rank 3:  50/50, do 5 damage to everything in play and opposing player, Regenerate 5, Move 2, Breakthrough, and a pony.

…win, if for nothing else but the pony.

Hm.  Yuru, Necromantic General?
Rank 1 (2/7): +2 to adjacent creatures that rise as 3/4 Zombies
Rank 2 (4/13): +4 to adjacent creatures that rise as 6/8 Zombies
Rank 3 (6/18): +6 to adjacent creatures that rise as 9/12 Zombies

"Destroying the status quo.  Because the status is not, quo.  The world is a mess, and I just need to... rule it." -Dr. Horrible

Wolffgang

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Haha these are pretty awesome. ( and i want that pony )

 

Zimus Devourer ;)

Rank 1: (5/2) Whenever a creature dies this creature gets (+1/+1), The first time this creature dies it comes back as undead.

Rank 2: (9/6) Whenever a creature dies this creature gets (+2/+2), The first time this creature dies it comes back as undead.

Rank 3: (13/10) Whenever a creature dies this creature gets (+3/+3), When this card dies, return it to play at the end of the turn.

(and you thought ithey were OP before ;) )

 

Yuru wisp

Rank 1: (2/4) Whenever a non-zombie adjacent creature dies, put a (4/4) zombie in that lane. When this card is put into play, put another copy into an adjacent lane.

Rank 2: (4/8) Whenever a non-zombie adjacent creature dies, put an (8/8) zombie in that lane. When this card is put into play, put another copy into an adjacent lane.

Rank 3: (8/12) Whenever a non-zombie adjacent creature dies, put a (12/12) zombie in that lane. When this card is put into play, put another copy into all empty lanes

Noetherian
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February 8, 2013
8:09 pm
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Wolffgang said  

Yuru wisp

Rank 1: (2/4) Whenever a non-zombie adjacent creature dies, put a (4/4) zombie in that lane. When this card is put into play, put another copy into an adjacent lane.

Or alternatively, "Yuru, Echomancer" :->

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SeomanReborn

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YOU WILL SUBMIT TO TECHNOSTAG

 

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Wolffgang

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SeomanReborn said

YOU WILL SUBMIT TO TECHNOSTAG

 

 

 

 

Ahahahah that is amazing.

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Zurus, Necromancer

Rank 1: (3/5) The first time this card is destroyed, return it to play at the end of the turn. It becomes undead. When an adjacent non-zombie creature dies, put a 4/4 zombie into that lane.

Rank 2: (6/10) The first time this card is destroyed, return it to play at the end of the turn. When an adjacent non-zombie creature dies, put an 8/8 zombie into that lane.

Rank 3: (11/17) When this card is destroyed, return it to play at the end of the turn. When an adjacent non-zombie creature dies, put a 12/12 zombie into that lane.

Culling Earthshaker

Rank 1: (3/7) Move 1. When this deals damage to a rank 1 creature, destroy that creature.

Rank 2: (8/11) Move 1. When this deals damage to a rank 1 or rank 2 creature, destroy that creature.

Rank 3: (13/18) Move 1. When this deals damage to a rank 1, rank 2, or rank 3 creature, destroy that creature.

Deathshaper Savant

Rank 1: (4/6)

Rank 2: (6/10) When you play a Rank 1 card, destroy target rank 1 creature.

Rank 3: (10/14) When you play a Rank 1 card, destroy target rank 1 or rank 2 creature.

vitlus

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SeomanReborn said

YOU WILL SUBMIT TO TECHNOSTAG

 

This is great :D :D I laughed my ass off!

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Hoywolf

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Enraging Deepbranch Prowler

rank 1: 7/7: breakthrough. target creature gets +3/+3

rank 2: 8/8: breakthrough. target creature gets +5/+5

rank 3: 9/9: breakthrough. target creature gets +7/+7

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Johnny C

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This looks fun.

FangStone Field or BrimWood Field

Lv1: At the start of each turn, deal 2 damage to creatures an opponent controls in this lane. Creatures in this space get +1/+1
Lv2: At the start of each turn, deal 4 damage to creatures an opponent controls in this lane.  Creatures in this space get +4/+4
Lv3: At the start of each turn, deal 6 damage to creatures an opponent controls in this lane.  Creatures in this space get +7/+7

 

Alloyin Hydra

Lv1: 4/7    Regenerate 1, Your adjacent creatures get +2 power.
Lv2: 7/10  Regenerate 3, Your adjacent creatures get +4 power.
Lv3: 11/15 Regenerate 5, Your adjacent creatures get +8 power.

 

ScorchmaneWisp

Lv1: 0/6    When you play this, put a copy of it into an adjacent lane. Defender. 
Lv2: 10/10 When you play this, put a copy of it into an adjacent lane. Move 1.
Lv3: 20/20 When you play this, put a copy into each empty lane and deal 5 damage to each opposing creature and player.  Move 2.

 

Edit: Ninja edit on Cavern General to Alloyin Hydra.

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grim2103

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Lightning Storm:

Lv1: (4/2) Fast, When this enters the battlefield, deal 4 damage to target creature or player.

Lv2: (9/4) Fast, When this enters the battlefield, deal 8 damage to target creature or player.

Lv3: (14/6) Fast, When this enters the battlefield, deal 12 damage to target creature or player.

grim2103

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Deepbranch Sentinel:

Lv1: (11/11) Breakthrough, Armor 1

Lv2: (17/17) Breakthrough, Armor 3

Lv3: (24/24) Breakthrough, Armor 5

Johnny C

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Deepbranch Hydra

Lv1: 7/7 Breakthrough and Regenerate 1
Lv2: 8/8 Breakthrough and Regenerate 3
Lv3: 11/11 Breakthrough and Regenerate 5

The quickest, most reliable way to sort out account issues is to submit a ticket through the Stoneblade Zendesk system: https://stoneblade.zendesk.com/home

Stoneblade really does care about their Kickstarter backers. However, they are much quicker at responding to Zendesk requests than Forum requests. (Also, the Zendesk system tracks requests for them and ensures that no one's request falls through the cracks.)

grim2103

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Scorch the Weak

Lv1: (0/6) Defender, Destroy a Level 1 creature.

Lv2: (10/10) Move 1, Destroy a Level 2 creature.

Lv3: (20/20) Move 2, Destroy a Level 3 creature and deal 5 damage to each opposing creature and your opponent.

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Technosmith and scout drone could make a great card for leveling. Earthshaker could benefit from deepbranch prowler's breakthrough or lightning wyrm's fastness to make it harder for enemies to protect their structures. In fact fast and move make a pretty good combination anyway. Zimus 3 could combine with mimicwisp to create an impenetrable wall and if the game turns into a stalemate due to both players doing that you could just use a Volcanic Zimus to put the opponent on an unstoppable countdown to death.

When it comes to a card that is completely broken at every level though, this gets my vote:

Alloyin Wisp

Lv1: (6/8) When you play this put a copy into an adjacent lane. Adjacent creatures get +2/+0.

Lv2: (8/13) When you play this put a copy into an adjacent lane. Adjacent creatures get +4/+0.

Lv3: (10/18) When you play this put a copy into each empty lane. Adjacent creatures get +6/+0.

 

tjc569

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Well, this thread as already taught me two things

 

1.) Technostag needs to be a real card like 10 minutes ago. i dont care what it actually does but the Alloyin need to steal a stag and assimilate (guess that word works) it. And now I have an image of Technosmith saying resistance is futile stuck in my head.

 

2.) I would play with any card in my deck that had the effect, "get a pony" even if the pony was a 1/1 token. Just saying, that would be a humorous card. 

 

As for the fusion card, I would love to see a cross between darkshaper and life shaper, but I can't think of a good name for it…

 

level 2: When you play a rank 1 card, target creature gets -1/-1; target creature gets +1/+1

leven 3:When you play a rank 1 card, target creature gets -2/-2; target creature gets +2/+2

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