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Design Theory / Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]"
« on: June 11, 2011, 02:51:54 pm »
Air: At the moment I do not know what is a good ability, though something that came to mind was (because it feels pricey for the ability) a cost Dive effect for all friendlies without an ability?
-- to be honest, airborne is good, but the firefly type ability would be better
Death: I enjoy the flavor on this one, though I'm not sure how it would work to not be too OP, such as if the carbuncle leaves, do they keep the Scavenger buffs?
-- when the card leaves play the ability goes with it, but like aflame or growth, the additions to attack/defense stay.
Earth: I enjoy it, and I feel it isn't too overpowered.
-- instead of giving them burrow, give them the Earth ability. this would be over/under powered, as their creatures would
be vulnerable to enemy attacks, but at the same time they would now have the quanta necessary to get the job done.
Fire: I feel like +2/+0 is fair, but a well respected card designer told me they thought it should be +1/+0, thoughts everyone?
-- +1.5!! everybody wins!! just kidding.. +1 is awesome
Darkness: I feel that the reduction might need to be higher, or maybe even scrap this ability.
-- I think maybe just give the card the vampire ability. that is all. no + or - to any attributes.
Life: maybe a little bit too powerful, maybe just 1hp?
-- 1 hp would make this card a viable alternative to "Feral Bond" or even a welcome addition.
Light: Very very very situational, and UP.
-- too situational, but i like it.
Time: doesn't protect from abilities, but frees them from spells. Immortality but with a weird twist (can be affected by angel, oty, etc.)
-- this is new... i think i like it.
Water: UP. Flooding is too situational.
-- maybe give it 2 quanta freeze?
-- to be honest, airborne is good, but the firefly type ability would be better
Death: I enjoy the flavor on this one, though I'm not sure how it would work to not be too OP, such as if the carbuncle leaves, do they keep the Scavenger buffs?
-- when the card leaves play the ability goes with it, but like aflame or growth, the additions to attack/defense stay.
Earth: I enjoy it, and I feel it isn't too overpowered.
-- instead of giving them burrow, give them the Earth ability. this would be over/under powered, as their creatures would
be vulnerable to enemy attacks, but at the same time they would now have the quanta necessary to get the job done.
Fire: I feel like +2/+0 is fair, but a well respected card designer told me they thought it should be +1/+0, thoughts everyone?
-- +1.5!! everybody wins!! just kidding.. +1 is awesome
Darkness: I feel that the reduction might need to be higher, or maybe even scrap this ability.
-- I think maybe just give the card the vampire ability. that is all. no + or - to any attributes.
Life: maybe a little bit too powerful, maybe just 1hp?
-- 1 hp would make this card a viable alternative to "Feral Bond" or even a welcome addition.
Light: Very very very situational, and UP.
-- too situational, but i like it.
Time: doesn't protect from abilities, but frees them from spells. Immortality but with a weird twist (can be affected by angel, oty, etc.)
-- this is new... i think i like it.
Water: UP. Flooding is too situational.
-- maybe give it 2 quanta freeze?
hi everyone, i'm new here... XD...Sliver-Rush FTW (i agree)
ok, on to the topic
does it work on ALL creatures?? or just creatures of the same color??
everyone would gowith that stuff... possibly the fastest rush deck when used with snova+photons+sparks IF it works as all creatures..
sorry, but i just HAVE to say this: Say hello to the Magic: The Gathering 's slivers!! XD