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Messages - Hermis0 (70)

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49
Card Ideas and Art / Re: Switch-a-roo | Switch-a-roo
« on: April 25, 2011, 05:36:16 pm »
If the card gave you your opponent's cards until the end of your turn (for a very hefty price), I could see it functioning, especially if your opponent got your cards for his next turn as well.

Under that condition, I think it would be better as a temporary permanent like Sundial -- lives for one turn (opponent gets opportunity to kill it), and you have to pay a price on the next turn to get the benefit (perhaps based on the number of cards in your opponent's hand).

50
Card Ideas and Art / Re: Falsehood | Falsehood
« on: April 25, 2011, 05:28:42 pm »
Interesting.  Have to think on this one.

51
Card Ideas and Art / Re: Faded One | Evanescent
« on: April 25, 2011, 05:24:49 pm »
Invisibility, I am presuming, would be removed by various cards, such as Rain of Fire and Pandemonium.
Other than being interesting, it's not a game changer.  It's essentially immortal, unless you're saying that it's impacted by field-wide events.

52
Card Ideas and Art / Re: Black Widow|Dark Widow
« on: April 25, 2011, 05:18:35 pm »
The healing vs poison is based on long-game.  It would only need to create 8 poison (4 turns) to overwhelm the affects of healing in the long term.  This unit isn't intended for the short game.

53
Crucible Archive / Re: Distortion Ray | Distortion Bolt
« on: April 25, 2011, 05:16:05 pm »
What also should not be forgotten is the added influence of Miracle, Shard of Divinity, and Petrify (Basilisk Blood).  And in my little universe, a deck with Titan and Distortion would not run without Miracle (not if you're expecting to take 84 damage in one swing).

Titan (5 Gravity) + Animate Weapon (1 non-specific) + Twin Universe (6 Aether) + Distortion (? Aether)

That's not that complicated of a combo to pull off, if you have instant-win on mind (often doable on the second turn).  Do it twice or add extra TU's, and you fell FG's all day long.  The Miracle would only be needed if you didn't get your combo or quanta fast enough.

You also have the option to create a scaling formula to deal with high-HP creatures.  For example, if you want to guarentee the player dies if he would create a creature with attack of 50, but not too horribly punished for flipping an Armagio with attack of 25:

DMG = 0.08 * ATK^2

AttackDamage
30
108
1518
2032
2550
3072
40128
50200

54
Card Ideas and Art / Re: Black Widow|Dark Widow
« on: April 25, 2011, 01:48:52 pm »
Ok with having the Black Widow, but not with a big negative poison value.  The ability doesn't fit the creature (black widows don't heal people ;) ).

Other than that, a creature that enters the game with a negative value is neat.

55
Card Ideas and Art / Re: Fire Power|Fire Power
« on: April 25, 2011, 01:41:33 pm »
The real damage shift comes with Rain of Fire / Fire Storm -- changing 3 to 4 or to 5 is a real nightmare of difference, particularly in the same element.  I think the card should limit the scope of damage to targettable spells.

Also, the upgraded card should either have the same damage impact or be more expensive.  A +2 boost makes Fire Bolt hit for 5 damage instead of 3 (without boosts).  It would make Thunderbolt hit for 7.

56
Purify
Should not require water quanta.  It's the only poison stopper in the game.  It should be more versatile.  If other poison stoppers were added, this would be fine as water-only.

Sundial
Should be immaterial.

57
Card Ideas and Art / Pandora's Box | Pandora's Box
« on: April 25, 2011, 01:40:14 am »
NAME:
Pandora's Box
ELEMENT:
Entropy
COST:
6 :entropy
TYPE:
Spell
ATK|HP:
TEXT:
Each player receives four random permanents.
NAME:
Pandora's Box
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Spell
ATK|HP:
TEXT:
Each player receives four random permanents.
ART:
Hermis0
IDEA:
Hermis0
NOTES:
Does not generate shields or weapons.

Permanents are generated in-play, not to a player's hand.

They are generated as though played from your hand this turn.
SERIES:

58
Card Ideas and Art / Re: Qucksilver Vial | Quicksilver Decanter
« on: April 25, 2011, 12:42:01 am »
I tend to agree.  This gives the possibility of more deck types without being powerful enough to warp the game.  I like it.

59
Card Ideas and Art / Re: Nexus
« on: April 25, 2011, 12:39:12 am »
Add aflatoxin and Bonewall.

60
Crucible Archive / Re: Arms Thrower | Arms Launcher
« on: April 25, 2011, 12:37:15 am »
Overpowered or not, I really miss the point.  One way or the other, you would be spamming expensive weapons in place of free Sparks/Balls of Lightning.  Why would a player use this, if not for the ability to put out Dark/Death weapons or armor them before they die... in which case we would be discussing how to limit the ability?

Believe me, I've wanted to create a deck that could spam Weapons.  But that's only because I don't like losing.  :-)

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