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I get it, Bone Wall stops heavy hitters, and now you're trying to make Skull Buckler stop spammers.I know full well that shield exist and it's where I got the idea even though that shield goes by poison on players as well.
It probably will work. Oh, and in the Card Ideas and Art section, the poison ratio shield already exists. Go dig that up.
It could generate a Malignant Cell/Skeleton for each 1 damage absorbed by it.It would be better if you could choose whether to have it or not.
Well, we have yet to have an ingame shield with skill to be activated - so far they're all passive.Then vote for Graviton Inferno. ;)
Here are some ideas:
- Reduce physical damage by 1. Poison opponent if struck by weapon. (Like Thorn Carapace but for players.)
- Reduce physical damage by 1. Deal 1 damage to all enemy creatures if destroyed. (shield splinters)
- Poisoned creatures deal half damage rounded up. (cursed shield)
The thorn carapace that affects players is only really useful in poison decks.A deck doesn't have to be built around poison for poison to be useful, you know. It's still damage dealt. Say your opponent has a Lobotomizer out. In five turns, the poison shield will match that weapon's damage in poison. After that, it's outpacing the weapon. Many, many decks use weapons as part of their strategy, and I can think of lots of reasons a cheap disincentive would be a great thing to have.
When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.You are the man. I wasn't considering thematic problems at first when I was looking for a buff, but I think now this is best suggestion here so far. It also is "opposite" to Solar Shield in a sense, which I like ; Solar helps quanta, while Skull relies on HP. Bravo.
All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:
"Reduces damage by 1 for every 25-40 HP you have."
In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)
...just an idea though, heh. ^^;
When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.Great idea, but might be kind of ridiculous in poison SS skull shield stalls.
All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:
"Reduces damage by 1 for every 25-40 HP you have."
In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)
...just an idea though, heh. ^^;
"Shield: Reduce damage from physical sources by 1. For each point of damage reduced generate 1 infected Skeleton."Nightmare + ROL + Skull Shield + Vulture = :o
So.... many.... Death Effects! :D
- Reduce physical damage by 1. Poison opponent if struck by weapon. (Like Thorn Carapace but for players.)This one is the one I like best. Could cost 2 | 1, would still be the cheapest shield around and the effect is so situational it wouldn't be a problem. I like this.
When people made suggestions for Solar Buckler, the 'generate :light quanta upon being hit' made so much sense not just mechanically (as a way for :light to generate more quanta for its creatures/spells/permanents), but also thematically in that it was like a Solar 'Panel' - the word "Solar" had tied in with the ability perfectly.
All these ideas of poison-related concepts don't really relate to the word 'Skull' at all, and (as Daxx said) might overlap with Thorn Carapace; I would think it'd be cool if the shield acted like a skull:
"Reduces damage by 1 for every 25-40 HP you have."
In this way, the more damage you take/less health you have, the weaker the shield becomes (the skull fracturing and cracking over time until it disintegrates, a sign of decay). But if you add special calcium fortifiers or other objects to make the skull stronger (Stone Skin/Shard of Divinity), the shield drastically improves in effectiveness. :)
...just an idea though, heh. ^^;
it's low cost makes it perfect for aflatoxin pairing. adding new things would make it cost more, and less effective right after playing the 8 cost afla.If you're playing mono :death, the higher cost isn't big problem since you can easily get quanta to pay it.
Had an interesting idea for skull shield buff.This would actually be an anti-death mechanic... I mean, half of death decks support killing your own creatures to benefict from their effects...
For every creature killed the owner of that creature gains 1 poison counter. Increase cost to 4/3. Thoughts?
Here's an idea that I like.OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP!!!!!!!!!!! think how many death effects there are, maybe something like,"trigger all death effects, but drain X :death per effect"...
For each damage blocked, trigger death affects. Costs 5/4 :death
SO, sorta like a cat in shield form. It would fit in virtually any mono death, duo death, or trio death deck.
Hmmm.... I see your point. Maybe it triggers death effects once on each turn it blocks damage? Or make it drain 3 :rainbow or 2 :death (One or the other, IDK which is more balanced) per death affect activated?Here's an idea that I like.OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP, OP!!!!!!!!!!! think how many death effects there are, maybe something like,"trigger all death effects, but drain X :death per effect"...
For each damage blocked, trigger death affects. Costs 5/4 :death
SO, sorta like a cat in shield form. It would fit in virtually any mono death, duo death, or trio death deck.
then :death wouldn't have a shield.... . . bonewall?
"For every creature that dies, their attack is added to this shield's physical defense divided by 3 (maybe 4). Resets each turn"this sounds like a very good idea. balanced and better. everyone wins.
Say whuh??? They can now insta-kill??? I thought this was tabooooooooooooooooooooooooooooooooo!!! Don't kill mah dragons!It's not insta-kill. Go read the thread to see how it works now.
Skull shield is a terrible card for the game. When you take something that can swing the game as much as this can and make it probability based, you take away skill from the game.Dusk Shield, Fog Shield, Mutation, Fate Egg...
then make the upgraded cost the same and get +1 DR! avoiding ALL upgraded skellies. :DMaybe the upgraded should cost more with 2 DR...
It doesn't matter if the shield is upgraded. Ugraded creatures become elite skeletons and unupped creatures become regular skeletons.Whoops. I wasn't aware of this. In that case, Topic Locked, the shield is fine as it is.
What Chapuz said, but I do like the idea of all creatures upped or unupped turning into unupped skeletons. That's enough of a buff, I think.+1, lower casting cost offset by stronger Skeletons on opponent's field sounds more UP than unupped. Just like how there's no upped mutant, there should be no upped Skeleton from this.
The Upped shield itself does not create the elite skeletons, it only happens if it kills an upped creature.What Chapuz said, but I do like the idea of all creatures upped or unupped turning into unupped skeletons. That's enough of a buff, I think.+1, lower casting cost offset by stronger Skeletons on opponent's field sounds more UP than unupped. Just like how there's no upped mutant, there should be no upped Skeleton from this.
EDIT: except if the Skeleton can die again and trigger death effect. But it can't.
You see while the Elite is better for the opponent because it has a two attack, it is also better for you because of the same reason. That two power, means that it CAN damage you, meaning that it CAN die again. Giving you the opportunity to completely rid the field of said creature. Also allowing you to expliot two death effects from killing the same creature twice.
Testing in trainer confirms that it cannot.QuoteYou see while the Elite is better for the opponent because it has a two attack, it is also better for you because of the same reason. That two power, means that it CAN damage you, meaning that it CAN die again. Giving you the opportunity to completely rid the field of said creature. Also allowing you to expliot two death effects from killing the same creature twice.
1: No, I don't think it can kill the elite skeles. It might, but I'm pretty sure it doesn't.
To me, this shield is way cheaper than Ice/Permafrost and can take cards out of play for the entire game, not just a couple turns. I know the odds aren't as good, but still. This guy creates death effects too, which are always useful in Death.
I might make a point, though, that on average, the shield will activate no more than twice per game. Odds are higher against fire, and lower against earth and gravity. Permafrost protects against more damage, and has a much better chance of activating. While I, in no way say this shield is weak, I do say it is(Or seems) underused, and is less useful in upgraded play than any other shield. That said, it's also one of the cheapest...
For the purposes of discussion (and someone please correct me if this got modified without my noticing), the chances of skull shield triggering are (0.5 / HP), so:
50% - 1 HP monster
25% - 2 HP monster
16.67% - 3 HP monster, etc.
That's per attack (naturally) so that's a lot more than two triggers per game against fire rushes, graboid rushes, and other high-att-low-hp things.
Not that I remember.
But I understand. I would vote Against a percentage increase. I'm just saying, it is actually very close to what I said was the average, when Colorless said I was wrong.
Skull Shield | Skull Buckler