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..... A good idea but then I could just antimatter it back.... >:D MuahahhaIt will gonna kill me xD
Does death shadow's attack only change on the turn that it is put on the board, or does it change at the end of every turn before it attacks?The intention for the card value is to be costantly update. The cost is not as high as dragons because it has some limitation in use (it would be crazy put it into play with a negative atk). Anyway, it could be raised without problem.
I would suggest:Death shadow's attack only changes on the first turnDecrease death shadow's attack a bit...way too high (consider changing the -attack: health ratio also)Possibly drains all remaining death quarta, so that it cannot be used again too quicklyNO IMMORTALITY: Upped, if even if your opponent has 30 hp left, death adder has 25 attack. Crazy if it cannot be destroyed.
Compare this card to any dragons. Upped dragons cost 12 quarta or so, and this card, which has a very good potential to do twice that, costs only 7.
its not a huge deal, a lot of people here play or played magic as well so the cards are bound to crop up in the create a card forum. could definitely be broken in the right situation. im imagining playing this turn 3-4 and playing antimatter on it.Yupp. In arena... Platinum. Uses shards. 500 hp. Uses this card. Antimatter. OTK!
Not at platinum level, so i can't imagine. Definetely broken, ok :DThat is a HUGE difference from the beginning idea. :o
Maybe moved toward this direction?
(http://i.imgur.com/26hBj.png)
The second version looks to be the best of the lot. A better version IMO would be:I feel the same, that it is the more balanced, even though i was searching for something more extreme :P
"KEYWORD: CARDNAME gains +1|+0 when you are damaged and -1|+0 when you are healed."
KEYWORD: the name of the ability
CARDNAME: the name of the card
Alternatively
"KEYWORD: CARDNAME gains +1|+0 when a player is damaged and -1|+0 when a player is healed."
What about making the skill vaguely defined in the card but concretely defined in mechanics? Like Adrenaline.Sounds like a pretty good idea, a little bit like Sosa, but then not really :P
"Avenger | Avenger - Revenge: This card's attack increases as its owner's health decreases."
Attack = MaxHP/(HP+10)
I chose the name Avenger because he sounds like a guy who only cares about punishing people- and the worse the crime the madder he gets. You can keep the old name though.
301-( (hpLeft/maxHP) )Great idea camoninja, thanks :) and the equation is pretty good i guess.
That gives the Stone Skin an extra HP flexibility, but max damage is still 30.
Okay I think the second equation is good now.
Now if i have to change the thread name with Demise Shadow| Demise Shadow?Though I am one of those who agreed that camoninja's idea was somewhat better than your own, you are free to choose your own card names as you feel appropriate. He felt that the card's ability seemed better with 'demise' instead of 'death', but if that is not the case for you, and you have a pretty good argument / feelings about your card name / art, don't worry about that part :P
Though I am one of those who agreed that camoninja's idea was somewhat better than your own, you are free to choose your own card names as you feel appropriate. He felt that the card's ability seemed better with 'demise' instead of 'death', but if that is not the case for you, and you have a pretty good argument / feelings about your card name / art, don't worry about that part :P1) Camoninja never said me to change the name, it was just not to replicate the name of an Mtg card. Just that.
I'm not that much into the mathematical equation of this ability, but I would say max damage at 20 or 25 would be most appropriate. Currently there are 0 cards that can do 30 damage, excluding heavy armor + rage pot on any creatures or overdrive + gravity creatures, but at 20, it is realistically similar to dragons, except better since you have to wait quite a bit for the damage to reach that high.
Shard of Sacrifice -> Miracle -> Death ShadowThat's.... really expensive, and SoSa would prevent you from playing Miracle immediately after unless you have 12 Light Pillars in play already. Highly unlikely that one would run that combo too, since you'd need to have 4 of these out for an OTK assuming you opponent has full HP. (As a result it seems pretty slow)
:o
Otherwise, I like the new version of this card. It starts off weaker than midhitters like Lava Golem and GoTP, but makes up for it lategame when you're taking more damage.that's the point. Glad you like it :)
this card's attack is changing all the time right. does that mean that it will get rid of antimatter after a turn?it should, yes.