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Messages - Hermis0 (70)

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13
Card Ideas and Art / Re: Ties of Fate | Shackles of Destiny
« on: April 28, 2011, 04:19:53 pm »
I like the fact that this only works during your opponent's turn (I'm assuming it doesn't matter how the unit dies, if it's during his turn).

I think  :time is an ok element, although it does kill the unit (rewinding his just wouldn't work right).   :death is certainly more appropriate.  But not everything that kills units should be  :death.

14
Card Ideas and Art / Re: Trap Digger | Deadfall Digger
« on: April 28, 2011, 04:14:45 pm »
Ability should be  :earth.
If you let creatures just unburrow themselves, it isn't that powerful of CC (unless that's intentional).
Nor do I think it's possible for the game to "remember" what a creature's ability used to be.

15
Anvil Archive / Re: Imp Spirit | Fiend Spirit
« on: April 28, 2011, 04:09:43 pm »
I would suggest that the Imp should be able to acquire the ability for the turn, which would replace it's own ability (perhaps with a 0-cost).  Then the player can use that ability that same turn.  This would allow the Imp to not only use activated abilities, but any active ability (Vampire, for example).  After it's attack, the ability would revert back to Corrupt.  Leave it to Zanz to determine if activated abilities can be taken and activated in a single click.

I do not like the idea that in using a Sacrifice or One-Time ability should impact the originating creature.  If Imp is using the ability, Imp should pay the price.  Otherwise Imp could also kill and Lobo certain creatures.

16
Forge Archive / Re: Death Minuet | Death Waltz
« on: April 28, 2011, 03:31:21 pm »
I like both concepts, but I don't like them together in the same card (even the same element).  This is basically because it turns a field of nothings (Malignant Cells come to mind) into Dragons in two turns.  At the same time, it super-charges your Bone Wall.  Then you can keep it going, turn after turn, no matter how many units are killed.

I would recommend matching cards, but Eternity and Rewind already provide a match to the auto-kill.

And just to be clear... I really like the corpsify-all-your-units concept.  Very nice.

17
Forge Archive / Re: Metanoia | Metanoia
« on: April 27, 2011, 04:38:51 pm »
Because it is so versatile, it should cost more.  Say 7 and 6?  It's not predictable, but very powerful.

18
Card Ideas and Art / Re: Pandora's Box | Pandora's Box
« on: April 27, 2011, 01:03:48 pm »
Change made to upgraded card.

19
I think clarification is required up front on one important detail.  Are you allowed to have more than one out at a time?  Because I would be playing a barrier/shield deck every time.  While they aren't super powerful alone, consider the impact of having all of these trigger against an attacking creature (yes, it would take a little while to collect them all... kinda like pokemon).

I would limit it to a single barrier, or if you have several the barrier is randomized, or perhaps the unit hits the barrier of its own element, blah blah blah.

20
Card Ideas and Art / Re: Aspect of Infinity | Aspect of Infinity
« on: April 27, 2011, 12:55:12 am »
I hate this card.  Why?  Because I like decking my opponent!  This would be just plumb irritating.

The problem you will have is stalemates.  Without decking, something has to give way.

I'm thinking it needs a correction, but I like how clean and precise it is already.  Maybe it continues in play as long as players are taking damage?  I don't know, tough one.

21
Crucible Archive / Re: Quantum Spiral | Quantum Spiral
« on: April 26, 2011, 09:02:33 pm »
It's a very limited scenario card.

Perhaps change it to permit giving you quanta for 1, 2, or 3... and then capping there (no quanta if you have too many).
Should only cost 1 quanta to play.
The point of this card is to increase possible scenarios. If it has limited uses in the current metagame, it doesn't necessarily mean it hasn't got many possible uses in future ones.

Also, I thought about your idea initially, but it doesn't work. The card would be mostly used for duo decks, being a double pillar that only needs some other pillars and a mark to work off. That could be a good idea, too, I suppose, enhancing duo decks a lot. But it is not the purpose of this card, as duo decks already have pendulums to help with quanta balancing. This tries to open up a new spot.
all true

22
Crucible Archive / Re: Aboleth | Uobilyth
« on: April 26, 2011, 05:47:56 pm »
Would the damage be immediate?  Or would it be an attack (requiring shield conditions)?

23
Crucible Archive / Re: Quantum Spiral | Quantum Spiral
« on: April 26, 2011, 05:42:39 pm »
It's a very limited scenario card.

Perhaps change it to permit giving you quanta for 1, 2, or 3... and then capping there (no quanta if you have too many).
Should only cost 1 quanta to play.

24
Card Ideas and Art / Re: Pandora's Box | Pandora's Box
« on: April 26, 2011, 05:40:06 pm »
gotcha, all makes sense now

What are your thoughts on my upgrade change?

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