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Messages - Chromanin (48)

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37
Card Ideas and Art / New Creatures
« on: January 13, 2010, 10:40:48 pm »
Aether:
 Phase Wizard(0/2): Phase Shift, shift yourself out of phase for 1 turn.--Upgraded=(0/4) phase shift 1 turn.           
 Phase Warrior(2/4): Electrocute, deal 2 damage to target creature.--upgrade=(3/5) 3 damage to target creature. (should be doable)

Water:
Water Mage(0/4): Purify, remove the poison status from yourself .--Upgraded=(2/6).
Arctic Warrior(3/3): FrostBite, deal 1 damage to target creature, if it freezes, frostbite continues its damage until unfrozen.--upgrade=(4/4) Deal 2 damage to target creature, it freezes for 1 turn and frostbite continues to damage the creature.

Fire:
Fire Mage(0/3): Anger, Each creature you own gains +2/-1 for 1 turn--upgrade:(0/4) +3/-2
Infernal Warrior(5/2): Burn, Deal 2 damage to target creature, it is burned for 1 damage for 2 turns.--Upgrade:(3/4) 2 dmg, burned for 2 damage for 2 turns.

Darkness:
Black Mage (0/5): Drain life, drain 2hp from the target, damage dealt is returned to Dark mage(or yourself if easier) as healing.--upgraded=(0/7) drain 4hp from target, damage is returned to you as healing.
Dark Spirit (2/3): Light Consumption, Dark Spirit consumes half the target's light quantums and gains +n/+n. (1 use only)
-Upgrade= Dark Spectre (4/4): Cheaper ability cost

Light:
Holy Mage(0/7): Holy Cause, Heal creatures on your team for up to 2 hp each.--Upgrade=(0/8) heal team creatures to Full HP(or 3hp if this is unfair)
Holy Warrior(4/5): Warriors Blessing, grant target creature +1/+2--upgrade=(5/5) grant target creature +2/+3

Entropy:
Chaotic Mage(0/3): Chaos effect, Target creature is inflicted with a random effect.--upgrade=(0/4) target creature gains a random boost in attack and defense.
Chaos Warrior(4/3): Discord, convert some 3 of the opponents natural quanta into other elements--Upgrade= (4/4) Convert 5 of the enemies mark quanta into other elements.

Earth
Magnesium Mage:(2/3)Land Raising,  Raise land around all of your creatures, your creatures are burrowed . (Effect can be undone).--upgrade= (2/4) Excavation, Lower the land your creatures stand on,  attacking creatures take a falling damage of 1 per turn.(this cancels Land Raising)
Titanium Warrior: (5/5) Titanium Armor, Damage from all sources directed at Titanium Warrior is reduced by 2.--Upgrade= Diamond Warrior(7/7)   Diamond Armor, Damage directed at diamond warrior is reduced by 3.

Gravity:
Orbital Sorcerer (0/4):  Orbital Attraction, Pull a meteor into orbit. (at the cost of earth quanta (Meteor: 0/5 w/ gravity pull)-upgrade= (0/5) Pull a meteor into orbit every turn.
Massive Spikebeast: (5/10) Pull Trap, Gargantuan Spikebeast Pulls all attacking creatures into it, it recieves damage but all attacking creatures are dealt 2 damage each.--upgrade=Gargantuan Spikebeast(6/15) deals 3 damage to every attacking creature, it is alive for 4 turns.

Life:
Dryad:(1/3) Defensive Development, your creatures gain +0/+1 and are healed for 1hp each turn.--Upgrade= Feral Druid: (0/5)Thorn Aura, your creatures attack for an additional 1 damage.
(Warrior)Enchanted Mantis:(6/5) Capture, capture a creature of lesser hp, in 3 turns it dies. (if Enchanted Mantis dies, the captive is free).--upgrade=Primal Mantis:(5/6) Capture, capture a creature of lesser hp, in 2 turns the captive is devoured. (i'm keeping this one similar, it may be difficult to make, but I'm in love with the idea of it.)

Death:
Necromancer:(0/3) Summon, summon a skeleton.-upgrade= (0/4) Summon an elite skeleton.
Bone Warrior: (2/2) Devour, consume target creature of lesser hp, Bone Warrior gains +1/+1.-Upgrade=Bone Gatherer: (2/2) Consume: Consume Target creature, Bone Gatherer gains +1/+2.

Time:
Elder of Time:(0/1) Elder of Time is immortal with the "draw a card" ability.-Upgrade= (3/4) Elder of time is immortal with the reverse time ability.

Air:
Storm Goddess: (0/7) Thunderstorm(4 wind) deals 1 damage to every enemy creature.-Upgrade= (0/7) Lightning storm(2wind) deals 1 damage to every enemy creature.
Enchanted Craftsman: (6/3) Flying weapon: turn target weapon into a creature.-Upgrade= (7/5) Animate weapon: Turn target weapon into a creature. (cheeaaaper)

And thats it, maybe not perfect i know but its basically all good. If someone will use my ideas, the attack powers/play costs/ability costs should be reconsidered by their fairest judgment.  :D  hopefully ya like these better. Should be easier if they were to be used.
I'm also going to learn to create cards and pictures for them to help mine and element's cause.






38
Card Ideas and Art / Re: Other is an element, cards for "Other"
« on: January 13, 2010, 09:18:44 pm »
Ahh i see, sure. I can make it simpler for the designers if they're willing to use my ideas.
I'll get crackin right'a'way ;)

39
Card Ideas and Art / Re: Other is an element, cards for "Other"
« on: January 13, 2010, 09:03:51 pm »
actually, i'll take your word for it and make the changes myself, and quick insight before i do this though?

40
Card Ideas and Art / Re: My Card ideas
« on: January 13, 2010, 08:59:55 pm »
Yeah these are cool

41
Card Ideas and Art / Re: Card Blocker
« on: January 13, 2010, 08:51:54 pm »
lol i like the images u made for it. Its a real lifelike lock, cracks me up.
yeah i agree, sweet idea dood

42
Card Ideas and Art / Re: Other is an element, cards for "Other"
« on: January 13, 2010, 08:44:06 pm »
Ideas are original, but if you want to have more chances that they're truly taken in consideration by zan or other people try to make them a bit less complicated. Coding is not easy.
Well any changes can be made to my ideas, i don't need to be the one to simplify them, anyone can throw their opinion in on what they think should be changed about my ideas to simplify them. I'm in love with the mantis idea. I think its great, pretty simple too i think. But since i'm not the one who's in charge of making the elements cards, whoever is can just see my idea and make it how they want if they like it.

44
Card Ideas and Art / Re: Mind control card idea
« on: January 13, 2010, 08:25:28 pm »
you should read my post, on the "other" element. I suggested that idea also in entropy. But i have many ideas in many other categories which would balance out any unfairness.

45
Card Ideas and Art / Other is an element, cards for "Other"
« on: January 13, 2010, 08:23:11 pm »
"Other" as an option in the bazaar should sell a creature. I was thinking something like a creature called "Mystic" Which requires quanta of any random element. In my opinion "mystic" should be able to choose a type of pillar and then get an effect from the type of pillar you choose with it.  The stats with this ability should probably be weak. Maybe like a 0/5 or a 1/4 something without much damage. but great effects. Mystic Mage: Gain effect abilities relevant to target pillar. Costs 12 quantum of any element--upgrade cost=16 quantum. Mystic Warrior: Gain damaging abilities relevant to target pillar cost= 12 quantum of any element--upgrade cost=16 quantum.
Shape Shifter: Cost 10 quantum of any element, Shape Shift, become the target creature.--Upgrade cost=15 quantum of any element, shape shift become the target creatures elite version.

Aeither Phase Mage(0/4): Plane Shift, shift target creatures physical form onto another plane for 2 turns, target creature cannot attack for damage nor be targeted, but can use abilities.--Upgraded=(0/5) 3 turns.            Phase Warrior(2/4): Electrocute, deal 2 damage to target creature.--upgrade=(3/5) 3 damage to target creature.

Water Water Mage(0/6): Purify, mystic mage purifies you of 3 poison marks .--Upgraded=(2/6) -5 poison marks.
Arctic Warrior(3/3): FrostBite, deal 1 damage to target creature, if it freezes, frostbite continues its damage another 1 turns.--upgrade=(4/4) Deal 2 damage to target creature, it freezes for 1 turn and frostbite continues to damage the creature.

FireFire Mage(0/3): Anger, Each creature you own gains +2/-1 for 1 turn--upgrade:(0/4) +3/-2
Infernal Warrior(5/2): Burn, Deal 2 damage to target creature, it is burned for 1 damage for 2 turns.--Upgrade:(3/4) 2 dmg, burned for 2 damage for 2 turns.

Darkness Dark Mage (0/5): Drain life, drain 2hp from target creature, damage dealt is returned to Dark mage as healing.--upgraded=(0/7) drain 4hp from opposing player, return to Dark Mage as healing.
Dark Warrior (2/3): Vampiric Growth, damage dealt by Dark warrior is returned to it in defense. (ex. 2/3 dark warrior damages opponent player for 1 damage, it becomes a 2/5.)--upgrade= (2/4) Half the damage Dark Warrior inflicts is returned to him in attack and defence. (if a 2/N hits player for 2 damage, it gains +1/+1, if a 3/N hits it gains +1/+1, but if a 4/N hits the player, it gains +2/+2)

Light Holy Mage(0/7): Holy Cause, Heal creatures on your team for up to 2 hp each.--Upgrade=(0/8) heal team creatures to Full HP(or 3hp if this is unfair)
Holy Warrior(4/5): Warriors Blessing, grant target creature +1/+2--upgrade=(5/5) grant target creature +2/+3

Entropy Chaotic Mage(0/4): Chaos effect(or Chaotic confusion), target creature has a 30% chance of attacking its owner.--upgrade= (0/6) and 50% chance
Chaos Warrior(4/3): Fearful disloyalty  When Chaos Warrior comes into play, enemy creatures have a 30% chance of attacking their owner--Upgrade= (2/4) Chaotic Build: Chaos Warrior gains a random bonus in attack and defense.

Earth Magnesium Mage:(2/3)Land Raising,  Raise land around all of your creatures, your creatures are burrowed . Effect can be taken off by mage(Lower).--upgrade= (2/4) Elevation Decline, Lower the land all of your creatures stand on,  attacking creatures take a falling damage of 1 each time they attack.(this cancels Land Raising) creatures with dive are unaffected.
Titanium Warrior: (5/5) Titanium Effect, Damage from all sources directed at Titanium Warrior is reduced by 2.--Upgrade= Diamond Warrior(7/7)   Diamond Effect, Damage directed at diamond warrior is reduced by 3.

Gravity Puppet Master: (0/5) Decoy, create a (0/8) decoy that will absorb all damage against its owner.--upgrade=(0/12) Puppet master creates a (0/8) Decoy upon entering and Each turn but Enters the game with gravity pull.
(warrior)Massive Spikebeast: (5/10) Pull Trap, Gargantuan Spikebeast Pulls all attacking creatures into it, it recieves damage but all attacking creatures are dealt 2 damage each.--upgrade=Gargantuan Spikebeast(6/15) deals 3 damage to every attacking creature, it is alive for 4 turns.

Life Empathetic Dryad:(1/3) Defensive Development, your creatures gain +0/+1 and are healed for 1hp each turn.--Upgrade= Feral Druid: (0/5)Thorn Aura, your creatures attack for an additional 1 damage.
(Warrior)Enchanted Mantis:(6/5) Dominance, Enchanted Mantis cannot be targeted by creatures of lesser hp.--upgrade=Primal Mantis:(5/6) Capture capture a creature of lesser hp, if Primal Mantis does not die in 2 turns, the captive is devoured. Dominance still applies.

I'll leave Death, Time, and Air to anyone else. Then perhaps i'll put my input on those three also :)








46
Card Ideas and Art / Re: Cards for Elements that Need More Cards
« on: January 13, 2010, 04:24:34 pm »
I say that the water element needs Blizzard, a 2 damage mass effect spell which works like firestorm with the possibility to freeze any creature for 2 turns. Same quanta usage as firestorm, first 7 and upgrade to 5.

Aether needs a couple new cards.. perhaps a spell which immortalizes a creature. A new creature or 2, perhaps: Electro spirit with "Conduct"or"Generate" which grows in attack(A 2/2 which upgrades to a 3/4 or something) . Perhaps another which can electrocute any creature for 2 damage and upgrade to 3. Maybe even another with the ability to grant "Phase Shift" to target creature for 3 turns or so.

"Other" as an option in the bazaar should sell a creature. I was thinking something like a creature called "Mystic" Which requires quanta of any random element. In my opinion "mystic" should be able to choose a quantam pillar and then get an effect from the type of pillar you choose with it.  The stats with this ability should probably be weak. Maybe like a 0/5 or a 1/4 something without much damage. but great effects.

47
I would really like to be able to have multiple decks to switch between, i think at least 2 would be cool. But being able to save a deck and switch back and forth without having to add/remove all your cards would be an awesome feature.

48
I say that the water element needs Blizzard, a 2 damage mass effect spell which works like firestorm with the possibility to freeze any creature for 2 turns. Same quanta usage as firestorm, first 7 and upgrade to 5.

Aether needs a couple new cards.. perhaps a spell which immortalizes a creature. A new creature or 2, perhaps: Electro spirit with "Conduct"or"Generate" which grows in attack(A 2/2 which upgrades to a 3/4 or something) . Perhaps another which can electrocute any creature for 2 damage and upgrade to 3. Maybe even another with the ability to grant "Phase Shift" to target creature for 3 turns or so.

"Other" as an option in the bazaar should sell a creature. I was thinking something like a creature called "Mystic" Which requires quanta of any random element. Make it a relatively strong creature or a weak one with an interesting new ability. Perhaps the ability could be that each turn it establishes itself a different ability, steal, freeze, destroy, grow, infect and so on.. Unless something better is thought of.

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blarg: