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Messages - Rooftrellen (80)

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13
Crucible Archive / Re: Timebot | Timebot
« on: November 07, 2010, 01:51:12 am »
Interesting, but might be a bit too fractalable.

I can just imagine...This, fractal, sundial, end turn, sundial, charge, sundial, charge, do this until you can TU (or just stop preventing attacks) to victory.

14
Card Ideas and Art / Re: Carcinos | Carcinos
« on: November 06, 2010, 09:02:51 pm »
I have the sudden urge to make a water/earth/gravity deck, day down this bad boy, basilisk blood, and gravity pull.

I like the idea, but it does seem maybe a little cheap.

15
Card Ideas and Art / Re: Polar Swap | Polar Exchange
« on: November 06, 2010, 01:55:42 pm »
Creatures are permanents....

That's just well known CCG terminology.
Creatures are creatures.  Permanents are permanents.

No creature has the permanent symbol, nor can they be targeted by things like explosion.

Permanents have the little symbol like a pillar in the corner.  Creatures do not.  They have different places where they go on the board.  Creatures are nothing like permanents...

As for the card, seems very interesting.

It won't always be positive, but that just makes it more interesting.  It doesn't seem too strong, but it could add a lot to the game.  I like it.

16
Crucible Archive / Re: Growing Entity | Shrinking Entity
« on: November 05, 2010, 10:44:09 pm »
The growing one isn't OP.

It's worse than growth, except it could work in any deck, without something specific.

Also, it would require some boost to live long enough to start growing.

A 2 card combo that gains stats at half the speed of growth for twice the quanta...people aren't going to think it is overly strong.

17
Card Ideas and Art / Re: Planar Vortex | Planar Shift
« on: November 05, 2010, 12:14:31 am »
15% seems like a low chance of trading, but you could make the percentage as you want, of course.  I think it would be most simple just to redistribute randomly into spaces already occupied, but neither would be OP, certainly.

The second, if I understand, would remove some of the chance from it (which I thought held a bit of charm), since both players will always get exactly half, plus one for someone if there is an odd number, but, randomly giving one person more or less, or just half and half, either way, its going to be balanced, I do believe.

As for the  :entropy part of the card, I see nothing...it looks pure  :aether to me...

18
Card Ideas and Art / Re: Skeleton Poison | Deadly Skeleton Poison
« on: November 04, 2010, 04:57:14 pm »
Anyone else thing that ^ is at least a little funny?

As for the card, it seems like a less usable aflatoxin to me.  There aren't many reasons I would want extra skeletons with death, considering graveyards aren't expensive and I don't have to kill my own creatures for it.  And there would be no way in the world I would upgrade a card to give 2/2 creatures for my opponent either, and if I wanted them to have a 1/1 creature, I would rather just outright flood every empty spot with malignant cells.

19
Card Ideas and Art / Re: Planar Vortex | Planar Shift
« on: November 04, 2010, 04:15:10 pm »
Not a problem.

The unupped version would randomly shuffle the creatures already on the field.  There would be the same number of creatures for both players, they would be in the same places on the board, and they would end up with the creatures just all mixed up.  You could get creatures from your opponent, and they could get creatures from you, but there would be no chance of creatures going to currently empty spaces.

As an example.  We each have one creature and flooding in play.  You can play this card, and the creatures will be randomly moved to a place occupied by a creature.  In this case, they would either swap sides, or not.  Neither creature could land in a flooded area, because neither started there.  The creatures could only appear in a spot already taken by another creature.

As an extension of this, no player may gain or lose creatures, as was something you said you thought about.

The upped version would basically collect all the creature cards and deal them onto the field totally at random, with disregard for who had more creatures, where those creatures were, or what is the proper location for them.  Normally, each person will get half of the total creatures, but one side could benefit over the other (though this would be more likely to happen with fewer creatures.

As an example.  We each have one creature and flooding in play.  You play this card.  The creatures will go to ANY random spot that a creature can take.  I may get both, you may get both, one or both may end up in the flooded area.  It would move them 100% at random.

The first would ask you to play creatures first.  Sparks would actually be great to lay down in combination with the unupped version of this, though, which is nice to see, even if the spark doesn't cost any aether quanta.  The upped works best if you have no or few creatures, just as your idea, but it doesn't destroy all the work your opponent has put in.  It just evens the board, at least on average, which seems a bit more fair than one person playing nothing and stalling with dimensional shields while their opponent builds up, then taking all their creatures, giving nothing in return.

The unupped would have good synergy with sparks.  The upped could be quite powerful with TU to normally give an instant creature advantage.

With this, I am unsure of if it would be good enough to drain all quanta or not, but either way could work, since it would obviously be powerful.

20
Forge Archive / Re: Entangling Roots | Entangling Trees
« on: November 04, 2010, 12:35:10 am »
I was going to have the entaglement based on the ATK of the creature, something along the lines of

:life :life Entangle. If ATK of a creature is 4 or less, delayed for the 3 turns. If ATK is between 5-8, delayed for 2 turns. If ATK is 9 or greater, delayed for 1 turn.

The idea was that the stronger the creature, the harder it was to entangle. I wasn't sure how to go about doing this though. I figured it would have to be a new creature mechanic but I figured I'd have to go about getting the mechanic approved before really delving into the notion of a creature that can do something like this.
Something that works along the same lines as adrenaline?

I can't imagine it would be hard to do that, since the same basic mechanic is used already, its just a delay, as opposed to extra attacks.

21
Forge Archive / Re: Entangling Roots | Entangling Trees
« on: November 03, 2010, 11:32:29 pm »
I like it.

More soft counters would be good, too much hard countering now.

Also, life could really use some CC.  I don't think its out of character at all.  The character of life has to go with growth, nature, tree hugging (in this case, the tree hugging you!)

On that note, maybe it could delay the target creature based on how many creatures you have in play?  More nature as your collection of pets grows?

I'm not sure how well that could be balanced, but maybe base it off 8 creatures being "average" and more than that being a bonus over the current, less being worse, would work.  That may fit life's theme well.

22
Hmm, there are different kind of card advantages.

At first, I thought, what cost would I pay for that blessing if I could add a "draw a card" to it.  But that is quite different.  There would be a lower limit to the bonus than a 2x blessing card, and chances are good that you would get a different card all together, not another blessing to match.

How much the card would be worth, if it were twice as good as an existing card with established cost, I would say is dependent upon the exact effect.

If you gave me a stopwatch permanent, which allowed me to draw 2 cards upgraded, I don't think I would pay more than 2 time quanta for it.  Adding another hourglass wouldn't be worth a single quanta extra.

I would probably be willing to pay 10 for a cataclysm spell that destroyed 6 pillars, though.  The ability to pack that much power into a single card would be worth a lot to me.

I would probably pay 150% more for a FFQ that produced 2 fireflies, both for initial cost and firefly creation.

There are two questions.  How much less advantage would you get from simply adding a second of the same card, compared to using a 2x card.  I don't think that using an extra copy if some cards would really be trouble.  Others, the extra power from a single cast could be amazing, in addition to saving a space for another card.  Really, how much would it be worth to be healed for double your max HP minus 2?  The card advantage isn't the only thing to consider for a card like that.  A card that draws extra cards may be worth having more common, rather than more powerful, rather than space saved being a real issue.

The second is how long can the card be used?  It will always be nice to boost a creature, but drawing extra cards or creating extra quanta won't be useful later in the game.  A card like graveyard, if it were to produce 2 skeletons, would be worth something, but given that skeletons won't be doing much against most shields, it falls in the middle of the road, could be useful all game, or they could get out an ice shield 2nd turn and it would be nearly/totally useless the rest of the game.

I don't think there is a good way to measure what a cardx2 would be worth.

The eyeball test will have to do the trick, I think.

23
Buff This Card! / Re: Buff Grey Nymph|Death Nymph
« on: November 03, 2010, 10:44:11 pm »
Both would be a nerf, neither nerf is needed.

24
Buff This Card! / Re: Chimera
« on: November 03, 2010, 04:35:03 pm »
I think that when Parallel Universe'd the new one should absorb the old one (effectively doubling its stats) as opposed to just destroying the old one.
That would be OP and confusing.

OP because 2 cards could double the attack of the sum of your creatures.

Confusing because the TU puts another chimera into play, which would simply add together all the creatures on your side into one super monster.  The game has enough hidden rules without needing a hugely powerful hidden combo.

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