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Messages - Ragorak2 (9)

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Card Ideas and Art / card ideas by raggy #2
« on: December 15, 2009, 10:09:51 pm »

well i beleive there was a card on mtg that cost 1 and you could draw 3 cards, ancestoral recall i beleive, but it was later too powerful due to the ncreasing ammount of cards. 2 isnt nearly as powerful, as you only gain half as many cards, (3-1=2, and 2-1=1, 1 is half as much as 2), plus elements has nowhere near the ammount of cards as mtg so i doubt it will be overpowered. anyways with 30 cards, and 6 of time warp, that should make it really seem more like a 18 card deck, and with having 8 cards in your starting hand, you really only have 10 turns, and that isnt alot of time to kill someone, so time warp really wont be overpowered unless it comes out when zanz has tons and tons of cards

2
Card Ideas and Art / HERO CARDS by Scaredgirl
« on: December 15, 2009, 10:09:50 pm »

The basic idea is good, i like the pic for the light hero =P, but most of the abilitys would probably have to end up being scrapped.

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Card Ideas and Art / card ideas by raggy #2
« on: December 15, 2009, 10:09:50 pm »

Daxx, to put the card in perspective, its basically a sundial without the stasis, and you dont get a choice if you want to draw the cards or not. however for the cost its kinda hard to tell when you cant actually play it, but i honestly wouldnt be surprised if it got upped to 2 or even 3 time quantams, but the effect itself is fine

4
Game Suggestions and Feedback / graveyards
« on: December 15, 2009, 10:09:50 pm »

my idea is for the current system to be able to memorize which cards youve already used and put them into a selected graveyard for used cards. that way there will be more ideas for cards in the future e.g. revive target creature, re-use spell ect. the main goal of having a graveyard would be so more varietys of cards could be implemented in the future and such.

5
Game Suggestions and Feedback / Feature for the bazaar.
« on: December 15, 2009, 10:09:50 pm »

eh the problem with this is it doesnt matter which rare you get cause as long as its a rare you can get the rare you want. i think in order to make it work would be so you had to trade in 2 or 3 rares in order to get the rare of your choice

6
Game Suggestions and Feedback / cumulative spins
« on: December 15, 2009, 10:09:50 pm »

it will either be broken by being able to choose what rares you are more likely to get, or cost too much memory for such a small feature. while it wouldnt be a bad feature if it knew exactly which deck you played and such, it isnt a feasible feature for what you get out of it

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Card Ideas and Art / card ideas by raggy #2
« on: December 15, 2009, 10:09:49 pm »

Sacrifice might be difficult to implement (double targeting).

I have no idea what Life Force is supposed to be or do. Could you clarify that?
basically for life force, you know how shields have prevent one damage to a player from all sources, well life force will work as preventing X damage to a creature where X is the ammount of creatures you control, except instead of preventing damage from creatures, it should prevent damage from spells and poison(maybe).

sacrifice shouldnt be too dificult to implement, because the moment you sacrifice the creature, it should be dead so you cant sacrifice it again. i think it would mostly be used as a means of bypassing a shield if desperately needed, but having the flexibility of taking out creatures as well
Yeah, and about that Deep Freeze. It's totally OP. Just imagine a water deck with 6 x Congeal and 6 x Deep Freeze. Opponents characters would be totally shut down. If you upped the cost to like 10 or something then yeah, I could see it work. OR if the freeze lasted less than 4 turns.

and i agree it would be a little OP, i would probably prefer the freeze to last 2 turns, with the upgraded version being 3

8
Card Ideas and Art / card ideas by raggy #2
« on: December 15, 2009, 10:09:49 pm »

Time
Time Warp
Cost: 1 time quantam
effect: draw 2 cards

Death
Poison spike
cost: 2 death quantams
effect: put 5 poison counters on target creature

Water
Deep Freeze
cost:7
effect:freeze all enemy creatures

Life
Life Force
cost 2
effect:all damage dealt to target creature is prevented by 1 damage for each creature you control


Earth
tremors
cost 4
effect: deal 2 damage to all non-air enemy creatures

Darkness
Theif
cost 5
creature: 1/1
skill: pay 3 darkness quantams, steal target permanant

Fire
Sacrifice
cost 1
effect: sacrifice target creature you control, deal damage equal to twice the sacrificed creatures attack to a single target

light
healing light
cost 5
effect: heal all creatures you control to maximum health and cure all poison that may be on them.

9
Card Ideas and Art / Phase Dragons
« on: December 15, 2009, 10:09:34 pm »

actually the reason the dragons are immortal is because zanz didnt like them being Parrelelled univered, and he also intended aether to be weak against gravity, thats why they cant get past gravity shield

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