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Messages - The_Aegis (47)

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13
Competitions / Re: Competition: Card Art
« on: February 18, 2010, 04:56:05 pm »
Well, this mummy owns...

I don't think anyone can compete with a real graphic art, here. :P

If you can make more, I'm sure Zanz (and we us, couse everyone wants new cards :P) will be happy!


P.S.: I suggest you to cut a bit of the border, to make it fit better in the small card space.

14
Competitions / Re: Competition: Card Art
« on: February 17, 2010, 10:22:14 pm »
Added a buglike creature :P

15
Competitions / Re: Competition: Card Art
« on: February 17, 2010, 09:41:32 pm »
I'm going to post some, then I will chose what "candidate" for the competition (any suggestion is wellcomed).


A life cruel-dyno creature:


A sharky water creature:



A bug-like creature for earth, fire or darkness:


16
Card Ideas and Art / Re: Light Improvement 1: Cleric/Priest
« on: February 17, 2010, 03:21:58 pm »
Still really powerful. Okay so the card - in it's latest version - costs 7 and 8 :light respectively to play. Then provided your opponent doesn't have any creature control in his hand (or on the table, but in that case, why would you play this) - the next turn you have a 6/4 creature... then a 9/7...

The essence of this card is that it is an improved version of Growth that can target any of your creatures. So, on that level, any sort of quanta cost / creature stats balancing cannot make it fair.

My suggestion will be to limit the number of times a Cleric/Priest can cast Blessing. By first making the ability unable to target itself - new coding. Then secondly, make the Blessing ability damage the Cleric/Priest.

So,
Cleric 4 :light
Stats: 2/3
Ability: 3 :light Blessing: Target creature gains +3/+3. Cleric takes 1 damage. Cannot target cleric.

Upgraded,
Priest 4 :light
Stats 2/4
Ability: 2 :light Blessing: Same as above.

My reasoning behind this is that Creatures with Abilities are immensely powerful. If played early on, take a Lava Destroyer (again..) or an Elite Otyugh played early on, they 9 times out of 10 can win you the game. And in that remaining 1 time out of 10 all you need is a Quintessence.

If Blessing were to damage the Cleric/Priest, then you would be forced to include Guardian Angels/Archangels in your deck if you wanted to spam their ability.

For me, Heal 5hp on a target creature is more or less useless. The only situation I've found myself in was in a very drawn out and long fight against Firefly Queen where her Eagle Eyes kept targeting my Firefly Queen and the heal kept her alive enough to spawn more fireflies which I eventually mutated into things with Steal and Destroy to take down her Emphatic Bonds and weapons.

Atleast this way, there would be a synergy between the Heal ability and this new card. And also, a possible synergy between Light & Earth including Plate Armors.

Nice idea though.
At the cost of a priest, you can play 2 lava golems, that with 2 quantums can get +2|+2 both (so a total of +4), and both starts with higher attack.

Other than that, getting the 8 light quantums early (and the 2/3 quantums per turn for blessing) is more difficult than get 4 fire quantums early, so the golem will start upgrade much faster and the have more chance to become stronger before the opponents has cards to counter them...


In my opinion, the new cards are balanced with golems, and even if they are slight better (and I don't think they are), light needs a buff (while fire is one of the strongest elements), so I think it's ok...

17
Card Ideas and Art / Re: ideas
« on: February 17, 2010, 05:59:51 am »
No Problem, new card ideas are allways wellcame.  ;)

18
Card Ideas and Art / Re: ideas
« on: February 17, 2010, 05:53:45 am »
just some ideas i had

shape shifter / shape shifter elite
element:  :aether
cost:  :aether :aether (upgraded  :aether :aether :aether )
type: creature
*/*
description: shape shifter has power and health equal to all the  :aether you have

thoughts, please no hateful comments
That is extremely overpowered...

You can easily get around 100 quantums in a mono (and get 30 quantums is a joke).

Maybe your quantums /4 (rounded up) can be good.

19
Card Ideas and Art / Re: Light Improvement 1: Cleric/Priest
« on: February 17, 2010, 05:45:17 am »
I'm not so sure this is as balanced as you think. Look at growth creatures. Let's take lava destroyer.

5 fire, 7/1, +2/+2 for 1 earth

Now yours...

6 light, 4/4, +3/+3 for 2 light on a creature of your choice

Lava destroyer's ability costs less overall quantum, but at the same time priest's gives a bigger boost. However, note that lava destroyer's ability costs a different element from its casting cost. Overall, the lava destroyer's ability cost is harder to pay.

Next let's look at the ability itself. I've already explained that the lava destroyer's ability is harder to pay so it can be said it costs more, but +3/+3 on a creature of your choice is much better than +2/+2 on just the creature using the ability. So priest's ability costs less and has a better effect than an already strong lava destroyer.

Then let's look at the starting stats. Lava destroyer's main weakness is it's ability to be easily killed/eaten in the early going, since it is 7/1. Its +3 starting attack (when compared to priest) does not balance the -3 defense. If lava destroyer started 4/4, like priest, I would like it much better than its current 7/1 even though it would be less useful in speed decks. With 4 defense, the priest can survive most spells and after a single turn is out of range of an elite oty's eating ability, while a lava destroyer must wait 2 turns (3 turns if the oty has devoured any one thing). On top of that, the priest's element also has the card blessing and can be used with it to get a 7/7 creature right on the turn its played, making it very hard to kill before it gets going.

Finally let's look at the casting cost. Priest costs one measly quantum more than the lava destroyer in an element where high tower counts (and therefore lots of quantum) is beneficial (miracle). Though fire has fire bolt and fahrenheit, most decks that use lava destroyers don't use either. So for most light decks, 6 light isn't actually all that much.

So since I feel like I wrote an essay, tl;dr version:

-Blessing on a stick is not a good idea (unless it costs a LOT, like a light nymph, for instance. With an ability cost of 4 or so upgraded)
-Compared to lava destroyer, priest's ability cost is easier to pay and also is MUCH stronger
-Priest's starting stats are better for its purpose than lava destroyer's since it can withstand some blows when its at its weakest
-The priest would be in an element where having lots of towers is beneficial so its +1 casting cost is negligible

I wouldn't mind blessing on a stick, I just think it would need to cost a lot more than your's.

I thinked about it, and you are right, but I will not go this far as you say...

I reworked the cards to make them more expansive and less durable, so they are vulnerable to otyughs, rain of fire, paradox and other cards...

And, anyway, even if you are right about the eart cost of Lava golems skill being a downside, that not makes their skill more expansive... It's just an opportunity cost (you have to get earth mark), but we all know that every card will be played in decks suited for it, so noone playing lava golems will have problems paying for their skill.

And, as a last thing, I wanted new cards for Light monoes (that now are sucky), then I want to stick with a light-quant only card.


That are the new versions, tell me what you think about them:



Aegis

20
Card Ideas and Art / Re: Light Improvement 2: Divine Gift
« on: February 17, 2010, 05:22:20 am »
Yep. You get only one of them, so it's not really usefull for pillars (paying 3 quants to get a pillar that is free is not that good...).


But maybe will become usefull some situations (like if you get a non-light creature from mutations and you need different quants to use it, and your opponent has pillars for them to copy.).

21
Card Ideas and Art / Re: Light Improvement 3: Sunshine
« on: February 17, 2010, 05:18:54 am »
Interesting, but nightfall is death/dark.

Maybe make this affect light/life?
But Nightfall was only +1|+1, that is +1|+2 becouse it works only with one element.

I have thought about making it Light/Life, but then it can become a bit OP (Life is allready a pretty fast deck with a lot of small creatures, and with adrenaline even more...).

22
Card Ideas and Art / Re: Light Improvement 2: Divine Gift
« on: February 17, 2010, 04:42:48 am »
But you can copy the enemy weapons/shields, that can be good sometimes.

As can be good get multiple copies of things like Emphathic Bonds, Graveyards, Shards of Gratitude, or similar things (even hourglasses, if your deck is not a mono).


Anyway, I was thinking about his price compared to steal (that is the same, 3 for norm and 2 for upgr.) too, so if most people will say that is better making it 2 :light | 1  :light i can lower the price without problems.

23
Card Ideas and Art / Light Improvement 3: Sunshine
« on: February 17, 2010, 04:02:09 am »
And the last of my ideas to improve Light deck, it's simply a Light version of Nightfall/Eclypse, that I think will work really well with photons and pegasus (and also works only in monos, that is what I want to improve):

As Nightfall/Eclypse, more copy of this card will NOT stack.



What do you think about them?

24
Card Ideas and Art / Light Improvement 2: Divine Gift
« on: February 17, 2010, 03:32:31 am »
Another idea to improve Light decks:

Light decks suck mainly becouse they can't manage enemy permanents.

Now, destroy things shouldn't be the right theme for light, so how to make them on the same level of other elements (or at least, less underpowered)?

My idea is similar to what "Parallel univers" is for Aether, only for permanents.

It will not give to Light the chance to destroy enemy permanents, but at least give them the chance to copy them.
Other then that, Light can copy his OWN permanents, making multiple copies of them (Something like moltiplication of bread and fish of Jesus Christ, that fits well the holy theme of Light).

That will give the chance to Light to get from the opponent some nice weapon/shields or permanents (like emphatic bonds, graveyards or similar utility permanents).

So, that are the cards:



What you think about them?

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