LuciferianX wrote: . Quicksand (yes, I changed color on you, humor me); creates a 5x5 grid of trap tiles. When these tiles are matched, the opponent loses 1 AP of the matched color and takes 300 damage. At max level: -- 800 damage per match (remember there's 25 of these things) -- 1 round stun per trap matched (max 3 rounds) -- 2 AP of same trap color lost If that doesn't grind you to a halt, nothing will.
Soul Molecule: I get the concept, but it's a little kludgey and doesn't quite work for me. I would rather see this: Soulbound (Passive): When Mud-Dude is downed, he exchanges all remaining blue for health and stands back up. Minimum 10 blue, gains 200 health per blue consumed and empties the battery. At five: -- Minimum 8 blue -- Gains 500 health per blue consumed this way This makes it a nastier, and more reliable heal on par with R&G, it isn't so OP that it's unstoppable and the AI is likely to only get it once, assuming no other blue users, and with a 12k health pool, it won't take much to bring him almost all the way back from the dead.
GundamY wrote: O Trap tiles made by Mud-Thing's "Quicksand" cannot be disabled by enemy tiles. For "Landslide", whenever you match 5 or more tiles from the falling tiles, create 2 friendly random tiles at 500 strength (maximum friendly tiles created is 6 per turn). I made the trap tiles immune to being disabled by enemy tiles because I am countering Human Torch's Inferno (because Mud-Thing is flame retardant, see?) So the only way to get rid of the trap tiles is making a match with them anyways, which leads to the "Heads I win, tails you lose" scenario.