Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - MadBoat (10)

Pages: [1]
1
Card Ideas and Art / Re: Reaper| Reaper
« on: December 27, 2010, 10:17:49 pm »
it kind of reminds me of voodoo doll, actually. however much you poison the doll (with, say, parasites), you are going to deal a max of 15 damage to the opponent (not counting the poisoning you inflict); higher poison rates means the doll's damage per hit increases but hits less over it's lifetime. in its' original version Reaper is basically saying "you will take about 25 damage, it's simply a matter of when. " in that sense it is strictly worse than voodoo doll; voodoo doll gives you that, plus applying poisoning to the opp.

The version with the instant death ability seems a bit overpowered.

2
Forge Archive / Re: Temporia | Temporia
« on: December 27, 2010, 09:27:42 pm »
way too powerful.

I'm thinking of this as a parallel to empathic bond. empathic bond gives you a 1 HP swing per creature, and costs 5. This gives you a 2(or 3?!) HP swing per creature (of your enemies), and deals 4 damage on top of that, and only costs one more?

And you can stop this with shields? Shields shouldn't be a requirement to survive (and then, not every shield would do much to help... fire shield? procrastination?).
There are cards called steal and explosion, learn to use them.  There is also a strategy called out-damaging or out speeding your opponent.  And quite ironically, emphatic bond makes a good counter to this.  Don't use Life Quanta? Use SoG's instead.
outspeeding him? either I'm going to run lots of little creatures, in which case this weapon is one card that does half the work of the horde of creatures I had to draw(or fractal) and play, or I'm going to use a few big creatures that I squeeze out quickly thanks to cremation or supernova or w/e, in which case you can use eternity or rewind (which, conveniently, are in the same element as this weapon), and I'm boned.

I mean, it's not so stupid as to prevent it from entering the game, but it would alter the metagame enough that permanent control would be much more important; people would have to figure out how to splash fire or dark into all their decks, and that is something I emphatically oppose.

3
Buff This Card! / Re: Fate Egg | Elite Fate Egg
« on: December 27, 2010, 08:59:45 pm »
We could assign probabilities to cards that fate egg could hatch into.

a simple example:

40% Mid range beatstick (stone golem, graviton merc, etc)
25% weak beatstick (ash eater, dragonfly, etc)
20% Dragon or strong beatstick
5% non-Time creature with activated ability
5% Time creature with activated ability
1% animated weapon
1% Chimera
1% fate egg (lol)
1% upgraded fate egg(for unupped version), or instant win 300/300 creature or something (for upgraded version)
1% as above, but opponent gains control

4
Buff This Card! / Re: Thunderstorm | Lightning Storm
« on: December 27, 2010, 08:38:42 pm »
change it to

4 Air Quanta

Deal one damage to all enemy creatures. Draw a card.

5
Buff This Card! / Re: Nightmare | Nightmare
« on: December 27, 2010, 08:24:16 pm »
yeah needs a buff. it's very johnny, and I want to encourage weird combos, so...

changing the cost to 1 dark/1 any-color(upped), like animate weapon, would open the door to slick combos in future.

6
Forge Archive / Re: Temporia | Temporia
« on: December 27, 2010, 07:45:24 pm »
way too powerful.

I'm thinking of this as a parallel to empathic bond. empathic bond gives you a 1 HP swing per creature, and costs 5. This gives you a 2(or 3?!) HP swing per creature (of your enemies), and deals 4 damage on top of that, and only costs one more?

And you can stop this with shields? Shields shouldn't be a requirement to survive (and then, not every shield would do much to help... fire shield? procrastination?).

7
Card Ideas and Art / Re: Low Gravity | Zero Gravity
« on: December 22, 2010, 09:46:02 pm »
eating all the quanta on low-gravity doesn't really fit thematically. I'd give it an upkeep, like flood has.

8
Card Ideas and Art / Brew/Distill
« on: December 22, 2010, 09:43:32 pm »
NAME:
Brew
ELEMENT:
Water
COST:
0 Water
TYPE:
Spell
ATK|HP:
NA/NA
TEXT:
Sacrifice a pillar or pendulum. Gain a potion card of the element matching the sacrificed pillar/pendulum. Gain the quanta the pillar/pendulum would have produced at end of turn.
NAME:
Distill
ELEMENT:
Water
COST:
1 Water
TYPE:
Spell
ATK|HP:
NA/NA
TEXT:
Sacrifice a pillar or pendulum. Gain an upgraded potion card of the element matching the sacrificed pillar/pendulum. Gain three times the quanta the pillar/pendulum would have produced at end of turn.
why hasn't something like this been done yet?

9
Card Ideas and Art / Re: Center of Mass/Center of Mass
« on: December 22, 2010, 09:23:19 pm »
its just intended to be versatile. Against the enemy you can have it act like an earthquake or like a deflargrate, but it is strictly inferior to either of those, in that it compensates the enemy with mark-aligned quanta (and it costs more).

On your own stuff it can be employed as a protect artifact or as another method of quanta balance in duo decks.

10
Card Ideas and Art / Center of Mass/Center of Mass
« on: December 22, 2010, 08:27:31 pm »
NAME:
Center of Mass
ELEMENT:
Gravity
COST:
4 Gravity
TYPE:
Spell
ATK|HP:
NA/NA
TEXT:
Destroy a permanent or up to 3 permanents from a single stack. The permanent's owner's mark's quanta output is increased by the number of permanents destroyed.
NAME:
Center of Mass
ELEMENT:
Gravity
COST:
3 Gravity
TYPE:
Spell
ATK|HP:
NA/NA
TEXT:
Destroy a permanent or up to 3 permanents from a single stack. The permanent's owner's mark's quanta output is increased by the number of permanents destroyed.
Use as permanent control, or to deny quanta outside of the opponent's mark element, or to protect your own mark-aligned pillars from destruction.

Pages: [1]
blarg: