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Messages - Kylixir (7)

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Card Ideas and Art / Re: Day Of Judgement Card
« on: January 04, 2010, 08:42:56 am »
It's not even that strong in Magic the Gathering. All it does there is kill all the creatures. And that game is completely different from this one, don't try to relate the two. In this creatures are very hard to get rid of, you cant just block like you do in Magic. In this game creatures are much more valuable.

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Card Ideas and Art / Re: Indirect Permanent Protection Set
« on: December 31, 2009, 06:35:27 pm »
If the Honeycomb is implemented I foresee a deck based around FFQ's (Unupped), Rustlers, and enough empathic bonds to make anyone go crazy. Overpowered imo

3
Issue Archive / Immortal/Immaterial
« on: December 31, 2009, 03:20:30 am »
This isn't so much a bug as it is questionable mechanics. When a creature on the field is Immortal/Immaterial it can not be the target of spells.
But this doesn't explain why when a field gets swept with Rain of Fire, it still takes no damage. Rain of Fire does not target any specific creature, it blasts them all, sure Phase Dragon can't be targeted but it's sure still getting hit by embers.
So it would be easier just to say that they are simply Immortal right? Not exactly. When a creature has Gravity Pull and Immortality, it still dies. (Which is  totally fine)

So all that needs to be changed to fit this mechanic is. Instead of "Cannot be the target of spells or abilities" it should be "This creature is immune to spells and abilities"

Sure it's a really small change but that's a high mark of quality in a game where nothing is ignored.

Also Anubis and Quintessence go up against some really bad PvP desyncing problems, it only works about 40% of the time from what I've seen.

4
Card Ideas and Art / Re: Multi Colored Pillars
« on: December 31, 2009, 02:38:10 am »
I do have this to say though. What's the fun part about a card game? Making decks and playing them right? If so then wouldn't this be a good implementation? I mean sure you can really create a lot of decks here, but only a few of them are practical, and that takes half the fun out of the game. Playing the same decks over and over would really get boring. This would broaden the spectrum of available decks.

5
Card Ideas and Art / Re: Multi Colored Pillars
« on: December 31, 2009, 01:13:05 am »
Every type of pillar would have to be a separate card, they couldn't stack. Even if you put the same elements but in different order or even just moved them one slot right each, this'd form a new pillar.
You're probably right about that, like they say, when dealing with a game the limit isn't your imagination. It's what can be written in code.

6
Card Ideas and Art / Re: Multi Colored Pillars
« on: December 30, 2009, 12:08:47 pm »
Clarifacation and Specifics. (Will be updated with more collaboration)

First off, when one of these towers are played it starts at the top of the clockwise cycle. If you have a stack of 5, well it
depends on when you played each one! A stack of 5 could be getting you 5 different quantas. Assuming you played one each turn
and it has 5 different elements.

All Dual, Combined, Diverse, and Slurred towers stack in different groups. But each of the towers stack with themselves
regardless of what element combonation is inside. I.E. 3 Dual towers are stacked. One gives Time and Death, another gives
Water and Life, and the last gives Earth and Gravy

The cost for the towers is as follows.
Dual = 24
Combined = 54
Diverse = 96
Slurred = 150
Seems like decent prices. (Formula is 6X^2, where X is the amount of elements)

I honestly don't know how the upgraded version of the cards would work.

7
Card Ideas and Art / Multi Colored Pillars
« on: December 30, 2009, 12:07:50 pm »
The idea is fairly basic in theory, but not in practice I'm sure. Pillars that contribute more than one type of quantam.
I'm not talking about Quantam pillars either. Pillars that cater to duo, trio, even quad colored decks. This idea is not new
here I've noticed, everyone wants to get their fusion-ha on. But I will, in detail, explain how it could work.

Take a look at this picture

As you can see, at the fusion center or what have you, there are 5 potential boxes where you can place your wanted
elements. This would either make a Dual Pillar, Combined Pillar, Diverse Pillar, or a Slurred Pillar. For 2,3,4, and 5
respectively.

How would this generate Quantas in a fair way? Simple, it gives you the Quantas is a clockwise pattern. In the example above
the Diverse pillar would turn one generate a Time, turn two a Life, and turns three and four would both generate Darkness.

This mechanic would solve the fact that multi-colored decks have an issue with CONSISTENCY (Non-Rambo of course)
Have you ever held a full hand of cards that are differently colored than your 5 pillars? Or maybe you have a pillar you need
but you only have ONE of it.

Do you think this would be over powered? I don't think so. It slows the deck down by quite a bit, having a pillar that
rotates Quantas is actually quite balanced in my opinion. All it does is help with consistency. Having no cards to match your
pillars while the opponent beats on your face is not fun at all.

Thoughts?

Oh, here's a nice little yin-yang I made. (Ignore the fact that there's no pillar in this picture... Or ability text.)

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