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Messages - LittleFighterFox (42)

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25
Crucible Archive / Wording
« on: December 27, 2011, 11:18:37 pm »
How you word Shadow makes it seem like it's permanently at the opponent's health.
Is that ability passive? Cause otherwise it would interfere with the weapon's skills.

I don't know what to make of this card. Feels kinda...empty.

26
Crucible Archive / Double Seed
« on: December 27, 2011, 11:10:15 pm »
Just to be sure, the passive skill works only on that target and it removes the previous skill right?
Removing all passive skills... mwahahaha! Die Voodoo! Die Scarabs! Die Chimera! Fall Pegasus! Devour Scorpions!
Oh wait, another one popped out. Oh well, I'll just combine it with Pandemonium

I don't think everyone can see the other use of this. I'm okay with the cost and effect. Interesting to see its other secrets.
Best to place this on vulnerable targets like; Phoenix, Crusader, Arctic Squid, Steam Machine (Not a complete list)

Lither? Why not just Life? Aether already has CC/CP Spells.

27
Card Ideas and Art / Permenants
« on: December 26, 2011, 11:30:41 pm »
This includes Shields and Weapons right?
Dusk mantle, Dim Shield, Unstable, Diamond Shield, Fire Shield, Procast and eternity  all give +6 ATK
Thorn Cap, Jade shield is +7

Interestingly, Hit Dusk twice and the opponent's invincible jade shield just became dusk with options to steal.
Also, targeting a Hammer Will replace an awesome eternity into a Hammer with less atk.

Nice semi-PC idea

28
Pre-Smithy Ideas / Re: Dusk
« on: December 26, 2011, 11:18:36 pm »
I'm not sure, but I think there is another section for these ideas, possibly the pre-smithy.
Because your missing a table, proper title, etc.

Otherwise, I think you should add the fact that it starts invisible or something?

29
Card Ideas and Art / Re: Ninja | Elite Ninja
« on: December 26, 2011, 12:48:17 am »
Removed momentum from Ninja. Doesn't fit with it and a momentum, immortal ninja is untouchable. Besides, Darkness has PC.

Thanks Hyroen for pointing that mistake out.

The reason why I didn't put immortality only would be because the opponent can see it. I mean, what is the use of a visible Ninja?
The ability doesn't have to be used every turn, only when you think the opponent will use a AoE storm. Another benefit is that buffs can be placed Ninja, whereas you cannot to immortal placed creatures.

30
Card Ideas and Art / Flying Ninja
« on: December 25, 2011, 06:01:47 pm »
Also why is it airborn, IT CAN'T FLY!
That's what you think! I think you haven't seen a flying Ninja before, because they're invisible!
...well to be honest, I wanted Ninja to be compatible with Air Blitz.

Why  :aether:air and why not only one of them?
Ninja is airborn (air) and aether is the "upper, upgraded air", so ya, that's how Ninja's fly.
I wanted a new synergy for Darkness with Aether and Air. Might decide the eliminate one later on.

Both deal 3 dammage, and are invisible
skill ambush: ninja loses invisebility that turn and gets momentum and it's attack is doubeled
Thing is invisibility isn't a passive or active ability;  Cloak doesn't give your creatures an "invisibility" status (or a visible one anyway)
I was thinking about either giving it more attack or immortality, and I chose immortality to make Ninja truly untouchable.

31
Card Ideas and Art / Ninja | Elite Ninja
« on: December 25, 2011, 12:42:35 am »
NAME:
Ninja
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Creature
ATK|HP:
4 | 1
TEXT:
Ninja is invisible.
:air :air :  Ambush
Ninja gains immortality for one turn.
NAME:
Elite Ninja
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Creature
ATK|HP:
4 | 1
TEXT:
Elite Ninja is invisible.
:aether :aether  :  Ambush
Elite Ninja gains immortality for one turn.
ART:
Modified sprites of Rudolf from LF2
IDEA:
My Own
NOTES:
Invisible is not a passive nor active skill. It's something that is just attached to Ninja. If the opponent uses Precognition, they will not be able to see Ninja. As well, summoning it will not be shown to the opponent.

The skill would last until the creature dies, or until the opponent hits it with an AoE spell (AKA Fire Storm)
If the opponent uses an AoE spell and the creature survives it loses its invisibility as long as it remains on the field.
A PU/TU cloaked creature will be cloaked you use it on a cloaked creature, but visible if it is not. (This is when, as I said, for AoE)

Both Ninja and Elite Ninja has the passive skill airborne.

Ninja's active skill is Ambush (Couldn't think of a better name.)
Immortality last until the start of the player who activated the ability next turn. Immortality prevents Ninja from being discovered next turn if the player decides to play Fire Storm.

As for synergies, I want this card to be used in air/dark and aether/dark decks.
Other cards to put in Darkness/Air decks: Cloak+Air blitz, Liquid Shadow+Dive, Vampire Stil+Flying
Adding Ninja will give another candidate for blitz, and a sure hitter against shields/CC.
Other cards to put in Darkness/Aether decks: Voodoo+PU, Silence+Nightmare, Dev+Fractal, Cloak+Shield, Dragon+Steal
Adding Ninja will add a cheap attacker to the front, without the need for steal.
NAME:
Ninja
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Creature
ATK|HP:
3 | 1
TEXT:
Ninja comes into play invisible
:aether :aether : Ambush
Ninja gains momentum and immortality for one turn.
NAME:
Elite Ninja
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Creature
ATK|HP:
3 | 1
TEXT:
Elite Ninja is invisible.
:aether :aether  : Ambush
Elite Ninja gains momentum and immortality for 1 turn.
ART:
Modified sprites of Rudolf from LF2
IDEA:
My own
NOTES:
Invisible is not a passive nor active skill. It's something that is just attached to the creature when summoned for Ninja, and invisible from the hand for Elite Ninja.

The skill would last until the creature dies, or until the opponent hits it with an AoE spell (AKA Fire Storm)
If the opponent uses an AoE spell and the creature survives it loses its invisibility as long as it remains on the field.
A PU/TU cloaked creature will be cloaked you use it on a cloaked creature, but visible if it is not. (This is when, as I said, for AoE)

Both Ninja and Elite Ninja has the passive skill airborne.

Ninja's active skill is Ambush(Couldn't think of a better name.)
Both status effects last until the start of the player who activated the ability next turn. Immortality prevents Ninja from being discovered next turn if the player decides to play Fire Storm, and momentum is to ignore shields (particularly the fire and life ones).

As for synergies, I want this card to be used in air/dark and aether/dark decks.
Other cards to put in Darkness/Air decks: Cloak+Air blitz, Liquid Shadow+Dive, Vampire Stil+Flying
Adding Ninja will give another candidate for blitz, and a sure hitter against shields/CC.
Other cards to put in Darkness/Aether decks: Voodoo+PU, Silence+Nightmare, Dev+Fractal, Cloak+Shield, Dragon+Steal
Adding Ninja will add a cheap attacker to the front, without the need for steal.
SERIES:

32
Pre-Smithy Ideas / Slyph
« on: December 24, 2011, 04:33:36 pm »
The sylph is more what I mean.
Thanks for showing that card to me. The card I had was not exactly the same, but similar enough...

33
Pre-Smithy Ideas / Cloaking/Invisibility
« on: December 24, 2011, 03:17:08 am »
I think this is the place to post this.


I'm making a card which has a passive skill invisibility.

What that means is that a creature with this skill is invisible to the opponent, similar to cloaking.
The skill would last until the creature dies, or until the opponent hits it with an AoE spell (AKA Fire Storm)
If the opponent uses an AoE spell and the creature survives it loses its invisibility as long as it remains on the field.
A PU/TU cloaked creature will be cloaked you use it on a cloaked creature, but visible if it is not. (This is when, as I said, for AoE)

Advantages:
You may bless/power the card, and unlike Quint you can still hit it afterwards. And unlike burrow it isn't vulnerable buy any targeting cards.
A Quinted cloaked creature cannot be hit by Fire Storm.

How much quanta should the ability take from the creature;
when it comes into play cloaked,
when it cloaks another creature,
and/or when it is played without revealing the card played (On the top-right side, opponent can still see quanta reduced)?

It would be great if I could have some input on this.

34
Anvil Archive / Dual Synergies
« on: December 24, 2011, 02:50:46 am »
I think this card is best in a light/dark or fire/water decks, but it's interesting to see multiple synergies with this card.
I can't even begin to think of the countless element splashes with this card.
Of course, I don't think it's OP considering adding 6 in your deck will cobweb it but putting less may disrupt the splash cycle.
In fact, it could do a little less so people would want to invest in it...

35
Card Ideas and Art / Sacrifice
« on: December 24, 2011, 01:43:22 am »
A great one quanta death card, which boosts all aspects of Death. (But we still need that PC)

Now with Soul Catcher, by including both cards makes death pile quanta about as fast a Fire rush can. (creature + SC -> 6/7 :death)
Unfortunately, Virus and Soul catcher is much better at carrying that combo. There aren't many good targets for you to give yourself quanta.
Possibly adding one more quanta gain would make it square with Immolation.

I still like this card because it adds another lagging CC.

Just an idea, what about making the upgraded card one of anything? Then you can put it in as easily as Deflag.

36
Crucible Archive / Gravity Pull
« on: December 23, 2011, 11:32:28 pm »
So gravity pull allows you to block three turns of attacks? That's really powerful if you ask me.
And because it's aether, baslisk it once or twice then quint. Impenetrable wall for what, 45 turns?
Setting off six slugs with one thunderbolt will effectively reducing all (immortal) creatures HP by 6, will makes it even more powerful. (For 2  :aether)
Thinking outside the box, a mitosis set-up would inflict 23 damage to all creatures. And if you have  :darkness, Voodoo on your field that's 19 damage for each.

I like the concept but the first two possibilities (more the former then the latter) makes it OP.

the ability is passive, reducing any incoming damage to 1 and it will not be damaged again that turn.
If the first hit doesn't reduce the damage to one, then it would be fair. Maybe reword it to say it negates damage for the rest of the turn after it was activated?

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