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Messages - Xavius (40)

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25
Thannk you, Bloodshadow, and for Bobcamel:
What's wrong w/ MtG??? Do I need to break your kneecaps??

26
Card Ideas and Art / Re: HERO CARDS by Scaredgirl
« on: December 26, 2009, 06:12:08 am »
I have to say, i like the concept (though I don't think they quite fit the theme of Elements, maybe a little tweaking neccesarry) and I like the ideas behind it. Still, you shouldn't be going "They're over-powered! They'll unbalance the game! I'm gonna stop playing the game 'cuz you made these ideas!!!!!!!!!!!!!!!!!!!!!"
Yes, that was alot of exaggeration. No, that was not aimed at anyone in particular. No, that was not in any-way related to me reading this stuff after alot a really bad day on the holidays. Sigh.
Leave SG alone, she has IDEAS, not THINGS THAT ARE BEING PUT INTO THE GAME (Yes, there is a difference, just count the letters if you're unsure)

27
Card Ideas and Art / Re: Combination/Fusion cards
« on: December 26, 2009, 06:07:04 am »
Here's my idea, hope you like it ;)
A fusion card is a card combined from two "parent" cards, below are the examples:
Life cycle:Permanent free(pillar)
each turn, generates 1 death and 1 life
Parent cards:Bone pillar and Emerald pillar.
This one's a metamorph, its element is none of its parent cards'.
Predator:Creature 0/3(5 life)
Devour:Destroy the target creature if its hp is less than Predator's hp.Predator gains +1/1
Scavenger:for every creature death, Predator gains +1/1
Parent cards:Otyugh (gravity) and Vulture (d347h)
As you can see, Predator's element is different from Otyugh's and Vulture's.
So.... Predator gets +2/+2 if he eats something? That's overpowered in my opinion.
heh, I thought the same. Maybe if it costs more or if it starts at 0/2. or it could even lose a health each turn that it doesn't eat something. it would force you to supply it with something or risk Paradox spams.

28
Card Ideas and Art / Re: My ideas
« on: December 26, 2009, 06:01:14 am »
Another idea:

flood:
Makes all creatures unburrow (both sides), except creatures with water mark (doubt there are many, but with mutations it is possible).
Costs 3 water quanta.
This could work, but it would be best if you included some water creatures w/ burrow, like, idunno, a Clam or a Sea Worm or something...

29
An idea i saw earlier, my replies are in this wonderful bright green.
Comments on each.

Mimic: Could be useful, sure, but... it's very brittle and pricy.
Doppelganger: I'd rather use PU, really. Cannot be stopped, doesn't take a turn to execute and is cheaper.
ok, good points on both. But it lets Entropy decks get in on the fun as Mono, w/o Nova
Antigravity: Is alright, dragon combos sound scary at first but shoudl be edible
Pit Viper: Kinda weak and pricy
Blood Asp: Much better, could be a good addon to a Life deck, not specifically poison ones.
The idea is that Pit vipers are less amazing, and the Blood Asps are better, but still cheap.
Zombie: You're firing Skeletons.
That was the idea. All the other 1 cost creatures are all 3 points divided between A/H, but skeles are 1 cost for only 2 points speread between A/H. the others like that are free.
Lich: A very brittle, better Graveyard.
My original idea was that it plagues for 1 death quanta, but i decided against it.
Archer: On such a brittle creature Sniper is alright. Same for the upgrade, still Paradoxable and under 3 HP.
Ancient Fossil: Yay free Poisons! Also, could be useful sometimes, like for EQ+freePoison+Some Earth deck. Also, there aren't many Earth or Death abilities anyway.
Sorry to burst your bubble, but I forgot to add in the "can't reduce below 1 cost". again, sorry.
Second Fossil: A pay-to-play Boneyard. Not as useful.
But it produces every turn, rather than 1 every death, so even if nothing dies or a skele dies, you're garunteed a skele every turn. with 6 you will always get 6 skeles, and with 6 otys...
Rusty Automaton: I'd rather use the Hematite Golem, after the fourth turn it's more profitable. This card is like useless.
but it's cheaper, which is the idea.
Goblins: Good idea
Gorgon: I guess the cost is  acceptable for a Mono creature.
Medusa: Much better if the enemy doesn't have some supershield.
Shadows: Two for Growth? Other creatures get it for 1. Unfair. Could be useful for one of those Vampire Blessing decks as another beatstick.
They do? i thought I typed 1. oh well. This is what I get for posting while i'm really tired...
Palace Guard: Fairly good idea, damage soakup with the same ratio as Armagio but with the shield.
Paladin: Worse ratio, bigger shield. Could be useful against mobspam.
Would reducing the cost to 4 or 3 be better?
Giant Squid: I hope you do realize it can only Devour creatures with 1 HP at first, yes? The ability price could be affordable for Mono.
Yes, the idea is that while it can't eat alot at first (1/1s and sparks, mostly) but it can still deal damage from the get-go. Mostly the idea was to try seperating Devour from Gravity, as it could easily be used in a lot of other situations otherwise that shouldn't need Gravity quanta.
Kraken: Costly, but much better. Could be useful for Water/Earth doing Poseidon and Armoring Krakens.
Apprentice: Just a step for the upgrade, I see.
Necromancer: A very brittle Boneyard. Seeing as both cost 3 Death, I'd rather use Boneyard.
Mage: The ability is too costly for what it does, really. Aside from that, fairly nice but brittle.
Priest: As above. Drop the ability cost to 1 and it'll be perfectly fine, for now it's underpowered because of the high cost.
Ah, well perhaps dropping cost of priest ability and all costs by 1? I'm trying not to create overbalanced stuff in this part.
Overlord: Good card. Really good in Earth/Dark/Quantum deprivation with Devourers and EQs.
Also good in a time/dark stall deck. I've tried one and it works on everything, unupgraded about 50% of the time. And I do mean against anything. training and false gods both have equal chance of beating it, which really sucks.
Will o' the wisp: Not really useful. Other quantum generators survive longer. Raylights...
it's meant to provide one quick quanta (two with upgrade) and some soft damage. of course, if you put a Momentum or a plate armor...
Plague Bearer: What's the point of having Skeletons if they die after one turn?
Dont use skeles then.this is meant for an anti-creature deck, such as against Graviton. With Quintessence, they stay alive indefinately.
Gravity Bolt: Seeing as there is a way of avoiding Reflect anyway, this card isn't very useful, especially with that Gravity doesn't have any quantum fasteners found in other elements (Brimstone Eater, Immolation, Devourer).
There are direct damage spells that get around Reflect??? what are they?
Shield: You ripped this one from Bloodshadow.
Kiteshield: As above.
Buckler: Also, it makes other-element weakshields pointless.
These ones were from a friend that said he thought it would be a good idea, for multi-color decks. I put them in 'cuz they sounded like a good idea.
Leopard: Effectively does 9 damage, for 3 Life? Too strong.
Mist Leotard: Effectively does 12 damage and I can't get rid of it, for cheaper than an Immortal from Aether? Too strong, dood.
Maybe increase cost or remove Immortal? Or both? I was copy-ing an idea from MtG.

HEROS

Destroyer: Passive destroying is way too strong no matter what you do.
Unerring: Compared to other heroes, kinda weak. Good creature control, but with two Owleyes I could do the same thing cheaper and with more precision.
Maybe let it hit through reflect or immortal??
Raging: Fast buildup, but expect it to get Paradoxed immediately. Designing a Hero for Fire is hard because the theme makes the Hero easy to lose.
I knew I was forgetting something... it was Paradox. as I said earlier, I was typing this here while very very tired.
Imperturbable: I guess this one is survivable, stopping up to 4 creatures and no more. An Arctic Octopus can do this thing, just much pricier and is brittle.
Illuminated: 2x SoD + non-instant creature control prevention. Is alright. Pisses Plaguers off.
Avaracious: What kind of a word is that? Also, it might be hard to control out manually, and aside from that it's just a bigger Vampire. Is alright.
Avaracious: very greedy, extremely 'me' centered. Wants to own everything in the universe, including people. Miserly. very Scrooge-ish.
Twisted: So, I can end up with a weak thing or a brittle thing, and it drains quanta. Is fairly alright, I guess.
Unstoppable: Momentum on steroids, and... a 6 attacker. Notverygood.
Eternal: You ripped this from Bloodshadow. Also, very good and balanced card, as it can be only delayed and deals high damage, and high damage is what Time needs.
If I ripped this from Bloodshadow, it was not intentional. All of these were written by me and my freinds, after a bit of explaining to them. We all play MtG, so they wanted some stuff like alot of the newer cards.
Adam Savage: VERY OP. Does 4 free Snipers at the end of every turn, and can strike Immaterial? Not nice. Would clean out the enemy field immediately.
Sorry, should read that it ONLY targets Immortal creatures
Foul: VERY OP. The poison will build up really fast. 9 poison, 18 poison, 27 poison... heck, normal poison DECKS don't get to 27, and this can in 3 turns. The other passive effect is a nice concept.
Ah, I thought something was off with this. should be half damage, can't inflict more than 3 a turn. Again, typed while VERY tired. Sorry.

Good thing that they can be Mutated or Reversed, otherwise all of them would be OP. Don't fix this.

If I didn't comment on the upgrade separately, apply the same comment as for the normal version.
I I didn't reply to a comment, it's 'cuz I liked what you said.

30
Well, I have a ton of stuff to show you guys, and I keep coming up with new ones all the time.
Symbols: (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air
(Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether
Template is as follows:

Name: Cost
class (stats)
AbilityType/EffectTarget:
Ability/Effect Text
upgrade ==> path
Elite Name: Cost
Class (stats)
AbilityType/EffectTarget:
Ability/Effect Text

Mimic: 5 Entropy
Creature (0/1)
Active Ability:
2(E) : Mimic becomes a copy of target creature until end of turn (Includes all statuses and abilities)
Mimic ==> Doppleganger
Doppleganger: 6 Entropy
Creature (0/1)
Active Ability:
3(E) : Doppleganger becomes a copy of target creature (Includes all statuses and abilities)

Anti-Gravity: 3 Gravity
Spell
Targets creatures:
target creature gains Dive for 2 Gravity quanta. all other abilities (not statuses) are removed.
Anti-Gravity ==> Wieghtless
Wieghtless: 2 Gravity
Spell
Targets Creatures:
Target creature gains Dive for 2 Gravity quanta. All other abilities (not statuses) are removed.

Pit Viper: 2 Life
Creature (2/1)
Active Ability:
2(D) : Poison the opponent. Pit Viper does not attack this turn.
Pit Viper ==> Blood Asp
Blood Asp: 4 Life
Creature (3/2)
Passive Ability:
Venom

Zombie: 1 Death
Creature (2/1)
No Ability
Zombie ==> Lich
Lich: 2 Death
Creature (2/2)
Passive Ability:
Whenever a creature dies while Infected, generate 1 Zombie creature.

Archer: 2 Life
Creature (3/1)
Active Ability:
2(A): Sniper
Archer ==> Elite Archer
Elite Archer: 4 Life
Creature (5/2)
Active Ability:
2(A): Sniper

Ancient Fossil: 4 Earth
Artifact
Passive Abilities:
All Earth and Death spells cost 1 quanta less to play.
All abilities that cost Earth or Death quanta cost 1 quanta more to use.
Ancient Fossil ==> Ancient Fossil(Elite)
Ancient Fossil: 5 Earth
Artifact
Passive Ability:
At the end of each turn, remove 1 Earth and 1 Death quanta from your stockpile. Generate 1 Skeleton creature. If you do not have the required quanta, this ability does not activate.

Rusty Automaton: 2 Earth
Creature (3/5)
Multiple Abilities:
Countdown 3 (Lasts 3 turns)
3(T) : Rewind (Add another turn to Rusty Automaton's countdown)
Rusty Automaton ==> Clockwork Soldier
Clockwork Soldier: 2 Earth
Creature (3/5)
Multiple Abilities:
Countdown 5 (Lasts 5 turns)
3(T) : Rewind (Add another turn to Rusty Automaton's countdown)

Goblin: 1 Earth
Creature (n/1)
Passive Ability:
Swarm (n=number of Goblins in play)
Goblin ==> Goblin Commando
Goblin Commando: 1 Earth
Creature (n/2)
Passive Ability:
Swarm (n=number of Goblins in play)

Gorgon: 3 Death 
Creature (1/3)
Active ability:
2(D) : Poison
Gorgon ==> Medusa
Medusa: 5 Death 
Creature (3/5)
Passive Ability :
Venom

Shadow: 1 Darkness
Creature (0/1)
Active Ability:
2(L) : Growth
Shadow ==> Shadow Guard
Shadow Guard: 2 Darkness
Creature (1/3)
Active Ability:
2(L) : Growth

Palace Guard: 2 Light
Creature (0/10)
Passive Abilities:
Defender (Palace Guard enters play with the Gravity Pull ability active)
Reduce all damage to Palace Guard by 1
Paladin: 5 Light
Creature (0/15)
Passive Abilities:
Defender (Paladin enters play with the Gravity Pull ability active)
Reduce all damage to Paladin by 2

Giant Squid: 4 Water
Creature (4/2)
Active Ability:
3(W) : Devour
Giant Squid ==> Kraken
Kraken: 6 Water
Creature (4/4)
Active Ability:
3(W) : Devour

Apprentice: 1 random
Creature (0/2)
No ability
Apprentice ==> Necromancer
Necromancer: 3 Death
Creature (3/1)
Passive Ability:
Whenever a creature dies, generate one Skeleton
Apprentice ==> Mage
Mage: 3 Water
Creature (2/2)
Active Ability:
3(W) : Destroy target Pillar or Tower (minor Tsunami)
Apprentice ==> Priest
Priest: 3 Light (0/4)
Creature
Active Ability
3(L) : Minor Blessing (Target non-death-or-darkness creature gets +1/+1)

Overlord: 5 Darkness
Creature (2/6)
Passive Ability:
All creature and artifact spells cost 1 quanta more to play, and creatures recieve -1/-1 upon entering play.
Overlord ==> Tyrant
Tyrant: 7 Darkness
Creature (2/6)
Passive Ability:
All creature and artifact spells cost 2 quanta more to play, and creatures recieve -1/-1 upon entering play.

Will-O-Wisp: 0 Death
Creature (1/0)
Passive Ability
Generates 1 Death quanta at the end of each turn (before it dies)
Will-O-Wisp ==> Wraith
Wraith: 0 Death
Creature (1/0)
Passive ability
Generates 2 Death quanta at the end of each turn (before it dies)

Plague Bearer: 5 Death
Creature (0/1)
Passive Abilities:
At the end of each turn, infect each creature.
Immunity (cannot become infected)
Plague Bearer ==> Plague Warden
Plague Warden: 4 Death
Creature (0/1)
Passive Abilities:
At the end of each turn, infect each creature.
Immunity (cannot be infected)

Gravity Bolt: 3 Gravity
Spell
Targets Creatures and Players
Deal 1 damage for every 10 Gravity quanta you control.
Momentum (Allows it to ignore Reflect and damage reduction)
Gravity Bolt ==> Gravity Lance
Gravity Lance: 1 Gravity
Spell
Targets Creatures and Players
Deal 1 damage for every 10 Gravity Quanta you control.
Momentum (Allows it to ignore Reflect and damage reduction)

Shield: 3 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 1.
Shield ==> Buckler
Buckler: 1 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 1.
Shield ==> Kite Shield
Kite Shield: 5 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 2.

Leapord: 3 Life
Creature (4/2)
Passive Ability:
Adrenaline
Leapord ==> Mist Leapord
Mist Leapord: 5 Life
Creature (3/2)
Passive Abilities:
Adrenaline, Immortal

Heroes:

All Heroes have the following characteristics:
they cost 8 of their given quanta to put into play
all activated abilities cost 5 of their respective quanta to activate
you can only have 1 on your side of the field at a time
you can't PU/TU, Infect, Lobotomize, or Devour them, and the Death and Darkness ones are affected normally by Holy Light, not damaged
Hero abilities ignore the Immortal status.
They can't be won from the spinners
they only show up as a reward for the 2,500 and 500,000 score marks
they don't upgrade
they can't be sold
When a Hero is destroyed, it does not activate death-based effects, such as the Scavenger ability or for the Bone/Graveyards
Heroes have the Upgraded Card background from the start.





This is the layout:
Name - Element
Stats: */*
Ability text

The Destroyer - Earth
Stats: 6/8
Whenever The Destroyer deals damage to the enemy, destroy one of their permanents at random and two of thier Pillar/Towers at random (yes, this can stack for up to 3 pillar/towers destroyed)

The Unerring - Air
Stats: 5/9
Spend 5 Air quanta to deal 5 damage to target creature. The Unerring does not attack this turn.

The Raging - Fire
Stats: 10/4
Whenever The Raging deals damage to the opponent, it recieves +5/+1

The Imperturbable - Water
Stats: 7/7
At the end of each turn, randomly congeal one of the opponents creatures

The Illuminated - Light
Stats: 2/12
At the end of each turn, heal all creatures by 10 and both players by 5

The Avaracious - Darkness
Stats: 9/5
Whenever The Avaracios deals deals damage to the opponent, it gets +0/+X and you gain X life, where X = the amount of damage dealt.

The Twisted - Entropy
Stats: X/Y
Whenever The Twisted damages the opponent, the opponent loses that much random quanta and you gain that much random quanta
X= any number from 0 to 13
Y=14-X

The Unstoppable - Gravity
Stats: 6/8
The Unstoppable cannot be prevented from attacking (stasis, sheild effects, freeze/congeal, stun, etc. have no effect)

The Eternal - Time
Stats: 13/1
Whenever The Eternal would be removed from play for any reason, instead place it back on its owner's deck.

The Immortal - Aether
Stats: 10/4
Whenever The Immortal damages the opponent, randomly return 3 permanents (Creatures, artifacts, weapons, permanent spells, or pillars/towers) to the top of their deck.
Immortal

The Savage - Life
Stats: 3/11
Whenever The Savage would deal damage to the opponent, instead deal that much damage to each of his/her creatures instead. This includes Immortal creatures. If the opponent does not have any creatures, ignore this ability.
Adrenaline

The Foul - Death
Stats: 9/5
If The Foul would deal damage to the opponent, instead poison him/her for that much.
Whenever a creature is damaged, if The Foul is in play, infect it as well.

31
Card Ideas and Art / Re: Copy Cats
« on: December 23, 2009, 09:47:57 pm »
The wiki's card suggestion area is, for the most part, full of terrible ideas that no-one reads. If you want to promote yours, you're best off starting a thread here and getting critique.
you mean I'm gonna have to move all those card ideas to here? gaah! mumble, mumble, mutter... oh well.

32
Card Ideas and Art / Re: Copy Cats
« on: December 22, 2009, 09:39:52 pm »
actually, if you had gone, you'd see that I posted a similar idea more than two months ago, in the form of a shape-shifter that temporarily becomes another creature.

33
I didnt want much freedom to choose pillars, so i didnt choose parallel pillar.
Well, the clone idea would still work, allowing you to only create new pillars that are only available if you have other pillars. Would prevent you from spamming them into your deck. After all, they would be primarily be for filling in the gaps when you have a deficiency on one side or another of your quanta production.

34
False Gods / Re: Bad News
« on: December 22, 2009, 09:31:34 pm »
As soon as I can get the file downloaded, this will be EPIC
and then I can make the God deck I've always wanted....
ehm, sorry, cackling evilly to myself her, sorry

35
Pillar Idea:

Mirror Pillar
Choose one of your pillars or your mark.  The Miror Pillar gets this color. Enchanted Pillars cant be used .
(For better Duo Decks)
Well, an idea is to make it like the "Clone" card in MtG, and have it be a spell that creates a copy of any pillar or tower on the field.
Like Parallel Universe, but for a pillar.
Or, you can have it so it produces a random quanta that is the same as the type of mark or one of the pillars/towers you control, not including quantum towers (those count as element-less, to balance against rainbow decks)

36
Other / Re: New Card: Malignant Cell
« on: December 22, 2009, 02:15:50 am »
I still say that the 1/1 ruins the point.
Oh, and I don't know where to post this, so I'll put it here:
On the Trainer, my sheilds were giving the opponent its defense and I had non. Even against a mono-light deck. Just wanted to say.

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blarg: