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Messages - Lanidrak (474)

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13
Crucible Archive / Re: Stalactite | Stalactite
« on: May 20, 2010, 09:38:51 am »
I think raising the cost will be a good way to balance it's current version:

Stalactite
Cost: 7 :earth
Ability: :water :water :water Drip

Elite Stalactite
Cost: 5 :earth
Ability: :water :water :water Drip

Keep drip at 3 water, but make the Stalactite itself cost quite a lot - so you can't get a Stalagmonster or two out early, and grow them obscenely.

14
Card Ideas and Art / Re: Quantum Apprentice / Quantum Adept
« on: May 19, 2010, 09:19:37 pm »
Having a Steal, or an Explosion, or a Shield. Will also stop your "opponent from killing you way too early and easy".

So you're presuming a Fire Based Fahrenheit deck, with this Card in it. Would be overpowered? They would need light quanta to buff / heal the Apprentice/Adept. Otyugh can easily devour one of these, and a mindflayer can easily lobotmize one of these.

Can we have constructive criticism?

15
Crucible Archive / Re: Mass Production | Mass Production
« on: May 19, 2010, 09:16:52 pm »
Read the full thread.

Costs were originally 7 / 5 ... but that pretty much restricts it to a mono-earth or a late-game rainbow. The costs were intentionally lowered, so that this card would see wider use.

16
Crucible Archive / Re: Mass Production | Mass Production
« on: May 19, 2010, 06:27:10 pm »
I'm with Essence. I really like this card. At first glance it appears over-powered. But there is nothing like it in the game - and as such, it must be added!

Move to Crucible?

17
Card Ideas and Art / Re: Quantum Apprentice / Quantum Adept
« on: May 19, 2010, 06:25:42 pm »
Yeah... about that... Edited:

Quantum Bloom now causes damage to the Creature.

18
General Discussion / Re: Points System?
« on: May 19, 2010, 06:21:55 pm »
Cool, thanks SG.

Well, my initial post was just me rambling off numbers. We can of course make it more complicated. It should not measure the Cost, but the STRENGTH of the persons deck. I made Quantum Pillars/Towers cost more than Mono Pillars/Towers because it is a well known fact that on average, Rainbows can have a lot more diverse playing technique (using a lot of different cards) - making it harder for your opponent to guess what cards you are using. Whereas, a Mono Aether (in the Example) is pretty easy to read.

I could just be over-complicating things. But I think there needs to be a difference between a cards Cost and it's derived Point value or Strength.

In your example, 60 Dragons, no pillars. That deck would theoretically score very highly in Points... Maybe someone more mathematically inclined than myself could offer an equation which works out the ratio of pillars to creatures/spells/permanents and generates a point value for each pillar that way.

19
Crucible Archive / Re: Stalactite | Stalactite
« on: May 19, 2010, 06:17:15 pm »
First Edition:

The card was an instant kill and replace target creature with Stalagmonster.
If the target was a Stalagmonster it gained +1/+1

This was considered over-powered.

Second Edition:

Drip did 1 or 2 damage.
If the creature died, it was replaced with a Stalagmonster
If the target was a Stalagmonster, it gained +1/+1.
Could be used multiple times.

I think this was over-powered creature control, as you could obliterate anything your opponent put out and turn them into (more or less useless) Stalagmonsters.

Third Edition:

Drip can be used multiple times per turn.
Drip causes all Stalagmonsters in play to gain +1/+1
Drip causes 1 damage to a target creature.
If a creature dies, it is replaced with a Stalagmonster.

I still personally think this is the best way to have this card work. Since you carry Stalactites, this version gives you the option of using it as a limited Creature Control. As in, use the Drip to bring a creature to 1 or 2 hitpoints, then finish it off another way. Or if you are desperate, kill it with Drip and give your opponent a Stalagmonster.



I think we just need to increase the cost of Drip.

20
Card Ideas and Art / Quantum Apprentice / Quantum Adept
« on: May 19, 2010, 06:10:10 pm »
(http://Need Card Art)
(http://Need Card Art)
NAME:
Quantum Apprentice
ELEMENT:
Other
COST:
6 Other
TYPE:
Creature
ATK|HP:
1/2
ABILITY:
3 Other - Quantum Bloom: Causes all your Pillars and Towers to activate. The Apprentice takes 1 damage.
NAME:
Quantum Adept
ELEMENT:
Other
COST:
6 Other
TYPE:
Other
ATK|HP:
2/4
ABILITY:
3 Other - Quantum Bloom: Causes all your Pillars and Towers to activate. The Adept takes 1 damage.
ART:
Artist Required
IDEA:
Landirak
NOTES:
    The ability is as though you have ended your turn, all your Pillars and Towers are activated, producing quanta.Think of it as a focussed Nova on a stick (creature)This does NOT affect creatures which give quanta
[Brimstone Eater/Ray of Light/Elite Firefly etc][/list]
[tr][td]
SERIES:
[td]No Series.
[/td][/tr][/table][/td][/tr][/table]

21
General Discussion / Points System?
« on: May 19, 2010, 04:18:44 pm »
This is relatively simple.

How about each card is given a value in 'points'. This will give us a way of determining the strength of a persons deck.




Pillars / Towers
Pillars = 1 point
Towers = 2 points
Quantum Pillars = 2 points
Quantum Towers = 3 points

Vanilla (no ability) Creatures are worth their ((Attack + Defence) / 2)
Black Dragon = 7 points
Blue Crawler = 3 points
Abomination = 5 points
Graviton Mercenary = 4 points

Creatures with an ability are worth their ((Attack+ Defence) / 2) + 1d5 depending on ability)
Devour = 4 points
Lobotomize = 2 points
Burrow = 1 point
Dive = 3 points
Antimatter = 5 points
Improved Mutation = 3 points

Some Permanent's have a derived value - by the number of creatures in your deck:
Nightfall = 1 point for each Death/Darkness creature in your deck
Empathic Bond = 1 point for each creature in your deck, and an additional point for each creature that can spawn creatures (eg. Firefly Queen)

Most spells are worth their effect.
Firebolt/Icebolt/Thunderstorm = 2 points
Rain of Fire = 8 points
Quintessence = 4 points
Momentum = 3 points
Gravity Pull = 3 points




Example Decks

30 Card Mono Aether
18 Aether Towers = 54 points
6 Phase Dragons = 60 points
6 Phase Shields = 30 points
Total = 144 points

30 Card Speed Rainbow
8 Quantum Towers = 24 points
6 Supernovas = 36 points
2 Abyss Crawler = 12 points
1 Phase Spider = 4 points
1 Flesh Recluse = 4 points
1 Lava Destroyer = 10 points
1 Elite Wyrm = 8 points
4 Sundials = 16 points
2 Bone Walls = 14 points
1 Rain of Fire = 8 points
1 Firefly Queen = 6 points
Total = 142 points
 




This is not an exhaustive list... But, it will allow us to see the rough value of someone's deck. The two examples (given above) are relatively similar. They both rely on speed to get a lot of creatures in play as fast as possible. The rainbow can do this quicker than the Aether - thanks to the Supernova's. But the Aether has more defensive capabilities because his Dragons are Immaterial and his Phase Shields work like a 3 turn Sundial.

A 60 card Rainbow Deck will have a much higher 'Point'-Value than a 30 card Mono Fire deck.

We could then maybe have tournaments etc between certain 'Point' valued decks? This would make people think long and hard about what cards they want in their deck - and make their decks as efficient as possible




What do you think?

22
Card Ideas and Art / Re: Interruption / Interference
« on: May 19, 2010, 11:31:26 am »
Yet we have spells like Earthquake and Trident/Poseidons ability which can only target pillars/towers.

It wouldn't take a genius to make a script or code or whatever which differentiates between Pillars/Towers and Permanents...

23
Crucible Archive / Re: Pigley | Pigley
« on: May 18, 2010, 08:40:53 pm »
"Negative Energy"

or

"Quantum Drain"



I've had an issue with it being called Pigley as soon as I saw it. Then I saw it was SG who posted it... :p

Overall, I really like the idea. And I'm glad to see it (soon) evolve.

24
Card Ideas and Art / Re: Interruption / Interference
« on: May 18, 2010, 08:36:33 pm »
I was toying with the idea of making it 100%. But I was dreading the 'omg overpoweredz' comments it would receive.

Make it all spell cards, and 3 turn doomclock?

I think that would be a bit too over-powered. It would also shoot you in the foot, since it affects you also.



I am thinking of making it affect Towers/Pillars, Creatures and Spells (ie. Not Permanents)

Then make the 'chance to interrupt' 50%. So you would need to play two of them for a 100% lock down.

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