2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.Vampires could spread vampirism the same way. Would act just like Liquid Shadow, but without the poison effect.
Hi, all.Awesome! It should trigger the +0|+20 without dealying it.
I have just created this thread to be a place where we can suggest minor card changes. There are some ideas already around the forum section, but this is supposed to be a thread where we can talk about them instead of creating new ones.
I will start (and later I intend to keep other people suggestions in this 1st post):
1) Gargoyle could be immune to Basilisk Blood. Just sounds logical.
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.I agree with gravity pull too.
Hi, all.Most of those special cases should be added to the card text if they are implemented, to avoid unpleasant surprises when a player accidentally triggers the auxillary effects.
I have just created this thread to be a place where we can suggest minor card changes. There are some ideas already around the forum section, but this is supposed to be a thread where we can talk about them instead of creating new ones.
I will start (and later I intend to keep other people suggestions in this 1st post):
1) Gargoyle could be immune to Basilisk Blood. Just sounds logical. (Would receive +0/+20 with no delay. - TheManuz)
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.
2.1) Gravity pulled creature should also receive vampire status when attacked by vampire creature. (shmuck)
2.2) Gravity pulled creature should attract weapon damage (TheManuz)
3) Guardian Angel skill could damage undead creatures (shmuck)
4) Voodoo skill could be allowed to target a creature instead of just player. (shmuck)
5) Deja Vus created using Deja Vu skill could have a small chance of maintain that skill. (unit748596)
Ok, lets Brainstorm. Maybe some little changes can become true if there is no much coding needed.
It should be written somewhere on the crusader that activation gives +2 HP.There already is.
Freeze should be able to target the opponent (to freeze their weapon). Or maybe the weapon itself, to prevent immaterial weapons being frozen.Now this suggestion I really like. :)
Add the Vampire passive to mutation and chaos seed.Add vampire to chaos seed? This doesnt make any sense to me, chaos seed is supposed to cause negative effects.
- Poison: Damage upon attack, not upon opponent's attack.Loved the spark suggestion :)
- Gravity Pull: Redirect venom effect.
- Schrodinger's Cat: Reset status upon use.
About these:How is changing the time poison comes into effect not a card change?
- Poison change is worthy suggesting, but this is not a card change. ::)
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?
It would be pretty good added to Mutation as an ability though.Add the Vampire passive to mutation and chaos seed.Add vampire to chaos seed? This doesnt make any sense to me, chaos seed is supposed to cause negative effects.
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?I think he means that each time the venom creature attacks the creature with Gravity Pull that creature gains a poison counter.
Change upped sundial to cost one time quanta to play and no light quanta to draw a card.I'd suggest making it cost 1 generic quanta. Doesn't screw up Auto-Mulligan but still works in decks without time.
At the moment it messes with your mulligan chance so its normally better to leave it unupped.
Give devonian dragon ability : Lay fate eggAll dragons are vanilla creatures, with the possible exception of Phase Dragon (it doesn't really have an ability, more a status). They should stay that way.
Little card changes can mean anything. Costs included.Costs are not little. +/- 1 :life casting cost is worth of a thread and requires a reasonable argument with much peer review.
There needs to be a standard for all the card texts. All the freeze effects should just called "freeze", with a number after them to denote duration. Congeal is essentially the same as freeze, and redundant.
Discord needs more detail. Scramble quanta? Scramble how many quanta?
Sorry, I didn't mean to offend.You did not offend.
Apologies
The Toadfish can shoot a nasty barb at a creature (Inflate) with one poison counter provided a little quanta, which often serves as a slow but nifty form of CC for the Water element. Puffer Fish instead ignores dealing with creatures, and applies the poison directly to the player upon a successful attack.At least that's how I imagine.
Changing time poison comes into effect is more like changing a game mechanics, it will in fact affect several cards: Puffer Fish, Arsenic, Physalia, Poison (Catapult + poisoned creatures... etc).About these:How is changing the time poison comes into effect not a card change?
- Poison change is worthy suggesting, but this is not a card change. ::)
- Gravity Pull: let me see if I understand it well before including in the list. Im poisoned, then if I use Gravity Pull on one creature (mine or my opponent's), Im no more poisoned, and the poison counters are moved to that creature?
What I mean by my suggestion for gravity pull is that if a creature with venom attacks a creature with gravity pull, then the creature with gravity pull with be poisoned.
Also, I think that fate egg should be added back into the list of creatures that can be generated by mutationIs there a reason to this? Because I think an egg usually dont fit the theme of the skills. Egg with endow? lol. But I agree there is no reason for Devonian Dragon and Immortal not being in the list.
The reason for Phase Dragon having immortal is no other than how easy was to aether to produce low cost dragons using PU. Dragons are really intended to be vanillas. But I took note of the suggestion, its interesting. However, I would Like a new card created with this skill.Change upped sundial to cost one time quanta to play and no light quanta to draw a card.I'd suggest making it cost 1 generic quanta. Doesn't screw up Auto-Mulligan but still works in decks without time.
At the moment it messes with your mulligan chance so its normally better to leave it unupped.QuoteGive devonian dragon ability : Lay fate eggAll dragons are vanilla creatures, with the possible exception of Phase Dragon (it doesn't really have an ability, more a status). They should stay that way.
Little card changes can mean anything. Costs included.For cost changes, please use the "buff card" or "nerf card" section.
There needs to be a standard for all the card texts. All the freeze effects should just called "freeze", with a number after them to denote duration. Congeal is essentially the same as freeze, and redundant.
Discord needs more detail. Scramble quanta? Scramble how many quanta?
Congeal is just the card name, its text uses "freeze target creature for 4 turns". Its already freeze with a number, lol. I think the card name is ok to be different, dont you?It's not just the card name -- Arctic Octopus's ability is listed as "Congeal the target creature," and a player wouldn't necessarily see a Congeal card before they saw an Arctic Octopus card. There's enough room to write "Freeze the target creature for 3 turns" on the Squid and "Freeze the target creature for 4 turns" on the Octopus.
And congeal is essentially freeze with a fancy name. Why confuse people?Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.And congeal is essentially freeze with a fancy name. Why confuse people?Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Both Freeze and Congeal cause the target to enter a frozen status. It's not the card that matters, when determining Shockwave. It's the current status of the creature. Congeal is simply putting a creature under a status for a longer duration.Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.And congeal is essentially freeze with a fancy name. Why confuse people?Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Changing time poison comes into effect is more like changing a game mechanics, it will in fact affect several cards: Puffer Fish, Arsenic, Physalia, Poison (Catapult + poisoned creatures... etc).You asked for card changes, what I suggested for poison changes cards.
I suppose the gravity pull change is already in post #1 (I suggested it in thread start). If your suggestion is different, please explain.
But nowhere on the congeal effect does it say congeal is equivalent to a 4 turn freeze. Yet congeal behaves like one, which makes cards like shockwave confused and ambiguousBoth Freeze and Congeal cause the target to enter a frozen status. It's not the card that matters, when determining Shockwave. It's the current status of the creature. Congeal is simply putting a creature under a status for a longer duration.Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.And congeal is essentially freeze with a fancy name. Why confuse people?Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Deadly Poison doesn't say it's just Poison 2.But nowhere on the congeal effect does it say congeal is equivalent to a 4 turn freeze. Yet congeal behaves like one, which makes cards like shockwave confused and ambiguousBoth Freeze and Congeal cause the target to enter a frozen status. It's not the card that matters, when determining Shockwave. It's the current status of the creature. Congeal is simply putting a creature under a status for a longer duration.Congealed creatures still get instakilled by shockwave, even though shockwave only states that it shatters frozen creatures. It's the same ability, with a different duration.And congeal is essentially freeze with a fancy name. Why confuse people?Congeal is the Upgraded Freeze Spell. Arctic Squid|Octopus casts the Freeze|Congeal spell. That is why. Should it be?
Shatter needs to changed to killed. It isn't immediately clear that it's and instakill.
Arctic Octopus does follow the current standard form:That's how the ability works. The way it is presented to the player is in the form of two abilities, "freeze" and the more powerful "congeal", which means dry up. The two words don't mean nearly the same thing, yet they both trigger the shockwave secondary effect.
'When a creature has a skill that acts identical to a spell it will reference the spell.'
Arctic Octopus Congeals target creature.
-> Arctic Octopus casts the Congeal spell at the target creature.
-> Arctic Octopus casts "Freeze the target creature for 4 turns. Frozen creatures cannot attack or use skills" at the target creature
-> Arctic Octopus freezes the target creature for 4 turns. Frozen creatures cannot attack or use skills.
This is a card reference based Keyword.
The way it is presented to the player is in the form of 4 cards Freeze|Congeal (common) and Arctic Squid|Arctic Octopus (rare)Arctic Octopus does follow the current standard form:That's how the ability works. The way it is presented to the player is in the form of two abilities, "freeze" and the more powerful "congeal", which means dry up. The two words don't mean nearly the same thing, yet they both trigger the shockwave secondary effect.
'When a creature has a skill that acts identical to a spell it will reference the spell.'
Arctic Octopus Congeals target creature.
-> Arctic Octopus casts the Congeal spell at the target creature.
-> Arctic Octopus casts "Freeze the target creature for 4 turns. Frozen creatures cannot attack or use skills" at the target creature
-> Arctic Octopus freezes the target creature for 4 turns. Frozen creatures cannot attack or use skills.
This is a card reference based Keyword.
The way it is presented to the player is in the form of 4 cards Freeze|Congeal (common) and Arctic Squid|Arctic Octopus (rare)That still means there are two different names for the same ability. We agree that there are two different names, I'd like to argue that it's not a good thing.
The Rare card references the effect of the Common spell card by name.
Both freeze and congeal mean to solidify something. The means by which they do it are different.Freeze means to solidify. Congeal means to remove the liquid from an emulsion.
A shock-wave would not shatter a liquid or gelatinous body.
A shock-wave might shatter a solid body.
It is not the same abilityThe way it is presented to the player is in the form of 4 cards Freeze|Congeal (common) and Arctic Squid|Arctic Octopus (rare)That still means there are two different names for the same ability. We agree that there are two different names, I'd like to argue that it's not a good thing.
The Rare card references the effect of the Common spell card by name.
It isn't immediately clear that the spell shockwave also refers to the congeal effect too.
Target a card to activate the ability? I'm sure zanzarino knows how to use classes better than that.I did not claim the ability targeted the Freeze|Congeal card. (If I was careless with my wording, I apologize) I did mention that the Ability was named Freeze|Congeal because it calls the same function as Freeze|Congeal does. This means the player can reference the Freeze|Congeal spell instead of including unnecessary reminder text.
The side effects of the abilities are the same, and so two different names are not needed. They behave the same way, so they two abilities should have the same name.
Bah.Target a card to activate the ability? I'm sure zanzarino knows how to use classes better than that.I did not claim the ability targeted the Freeze|Congeal card. (If I was careless with my wording, I apologize) I did mention that the Ability was named Freeze|Congeal because it calls the same function as Freeze|Congeal does. This means the player can reference the Freeze|Congeal spell instead of including unnecessary reminder text.
The side effects of the abilities are the same, and so two different names are not needed. They behave the same way, so they two abilities should have the same name.
":water :water: Congeal" provides all the same information that ":water :water :Freeze target creature for 4 turns." and takes significantly less space.
One thing I've thought of: Owl's Eye being able to target the opponent's HP directly.Doesnt it already attack the opponent HP directly? I think the skill is supposed to be CC only, or the damage could be increased instead.
What you suggested for gravity pull was different in the original post. Otherwise I wouldn't have bothered saying that.Can you explain the difference please?
I'm not arguing for the format [ability name] [number]. I'm arguing for a standard format, and a standard naming system. Some of the current cards are not perfect examples of grammar either.Yeah, some cards can have a different text to make it clear. Chrysaora is a good example. The skill could be something like "add a poison counter to opponent".
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.My point is this is not what was in the original post. I wouldn't have made my comment otherwise. I don't see how we're still arguing about this.
Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.(50/hp)% tends to be more confusing than a "small chance"
It's also a great deal less ambiguous. I don't want to form my strategies on the basis of guesswork or the wiki I have open in the other screen.Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.(50/hp)% tends to be more confusing than a "small chance"
I agree "50/creature's HP%" is an improvementIt's also a great deal less ambiguous. I don't want to form my strategies on the basis of guesswork or the wiki I have open in the other screen.Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.(50/hp)% tends to be more confusing than a "small chance"
It doesn't have to be written that way either. 50/creature's HP% is easily better than (50/hp)%.
2) If attacker has creatures that inflict poison, like Puffer Fish or Flying Arsenic, poison should be inflicted to any gravity pulled creature on defender side.2 and 2.2 make a lot of sense to me. 3, 12 and 15 would be the perfect little buff (not game changing but still good) those cards would need (15 in particular).
2.2) Gravity pulled creature should attract weapon damage (TheManuz)
3) Guardian Angel skill could damage undead creatures (shmuck)
8.) Freeze could be able to target opponent and freeze his weapon (Xenocidius)
12) Upped Sundial could have cost of 1 generic quanta, to not interfere wit mulligan (Jaxly / Xenocidius).
15) Lycanthrope / Werewolf could change element to Darkness after using skill and receive effects from cards like Eclipse and Holy Light (Marvaddin)
Cool, I learned something :DI agree "50/creature's HP%" is an improvementIt's also a great deal less ambiguous. I don't want to form my strategies on the basis of guesswork or the wiki I have open in the other screen.Skull buckler's card text should state the percentage chance of it killing a creature. A "small chance" could be anywhere from 1% to 10%.(50/hp)% tends to be more confusing than a "small chance"
It doesn't have to be written that way either. 50/creature's HP% is easily better than (50/hp)%.
Rain of Fire, Firestorm, Fire Bolt and Fire Lance should be able to unfreeze frozen creatures.And maybe rage potion. (assuming they survive, of course.)
AoE spells (Rain of Fire, Thunderstorm, Plague, etc...) should give you the option to hit your own field. Situational, but helpful in times where you need to manage your own field's creatures. (Especially if a Malignant Cell hits the field)YESH. I DOEZ AGREE. I hates the Malignant Cells.
Unstable Gas should ignite when targeted by Deflagration | Explosion.
Ghost of the Past should have airborne.Totally agree on these 2!
Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.What's the difference when the unstable gas hits the field (besides cosmetic reasons)?
No difference for now, but it's just prettier and makes sense.Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.What's the difference when the unstable gas hits the field (besides cosmetic reasons)?
Air Nymph (upgraded Blue Nymph) should generate upgraded Unstable Gases.It doesn't already? This seems like just a bug, when you think about it.
Shouldn't that change when upgraded, though? Upped summoner generates upped card?I agree. When this becomes mechanically relevant (A reverse time effect for permanents) it will be brought up and addressed.
//mindbreaking
If a creature has "dive", it should loose that ability when targeted by "web".Or maybe suffer damage from the impact!
It's probably been suggested, but the ability Lycanthropy should instantly be activated on any creatures that have it if there's a Nightfall or Eclipse in play.Maybe lycanthrope should also get the boost from nightfall?
It might be nice if:Adrenaline is not a skill. Momentum is both a skill and a status.
- Adrenaline status could be inherited via Crusaders' endow ability from flying weapons with adrenal status (as Momentum).
- Adrenaline could be removed via lobotomize (as Momentum).
Then, I guess, the way to correctly put my suggestion would be:Why would it be nice? Is there no place for beneficial status effects that are not also skills?
"It would be nice if Adrenaline would be both a skill and a status like Momentum."
Why would it be nice?1) Using Crusaders' "endow" ability on Momentumed weapons gives them Momentum. Endowing Adrenalined weapons doesn't give Adrenaline.
Is there no place for beneficial status effects that are not also skills?Interesting question.
Please expand:Why would it be nice?1) Using Crusaders' "endow" ability on Momentumed weapons gives them Momentum. Endowing Adrenalined weapons doesn't give Adrenaline.
2) Probably counter-intuitive for new players. Momentum can be lobotomized, Adrenaline - can't.Is there no place for beneficial status effects that are not also skills?Interesting question.
Ideally - yes, there should be. For visual consistency - probably no.
Please expand:That's why it's in the "little card changes" topic.
1) 1 more endowable ability is not that significant
2) adrenaline is careful not to imply it is a skillWhy not?
3) What do you mean by visual consistency? You probably are referring to the status marker similar to infection and gravity pull.Gravity pull, immortality, adrenaline, momentum - all these share similar status markers.
Why does Adrenaline not imply it is a skill?Please expand:That's why it's in the "little card changes" topic.
1) 1 more endowable ability is not that significant
It seemed inconsistant for me for a long while.2) adrenaline is careful not to imply it is a skillWhy not?3) What do you mean by visual consistency? You probably are referring to the status marker similar to infection and gravity pull.Gravity pull, immortality, adrenaline, momentum - all these share similar status markers.
Poison counters are different in size.
The only reason Momentum differs from Gravity Pull, Adrenaline and Infection is that Charger introduced momentum as a skill in addition to it being a status effect.I agree.
In terms of visual consistency Momentum is abnormal.
Lobotomizing Infection or Gravity Pull is impossible and would not make sense if it were possible.The only reason Momentum differs from Gravity Pull, Adrenaline and Infection is that Charger introduced momentum as a skill in addition to it being a status effect.I agree.
In terms of visual consistency Momentum is abnormal.
However out of the four it's the Momentum that you see most frequently which, imo, makes it normal and the rest abnormal.
In turn this leads to Adrenaline status being abnormal as you cant target Immaterial creature and I don't think I ever tried to lobo a Grav Pull.