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Messages - bigreen69 (43)

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13
Card Ideas and Art / Re: Quantum Bombardment/ Quantum Barrage
« on: February 25, 2012, 05:57:07 am »
I see your point.  I probably wont make a series, that might dilute the mechanic too much.

I like the card as is.  With chimera it you could get around your creatures being stunned.  Also the creatures that come out after the spell is played would not be stunned.
With the unupped you could fuel duos.  With the upped you could use it in stall rainbows.

14
Card Ideas and Art / Re: Quantum Bombardment/ Quantum Barrage
« on: February 25, 2012, 05:10:47 am »
i think it would fit time

15
Card Ideas and Art / Re: Quantum Bombardment/ Quantum Barrage
« on: February 25, 2012, 05:06:46 am »
That is an excellent idea.

Thematically it works, but it would undermine the only shield that gravity has.   

I think that could more useful to another element.  Maybe ill turn it into a series.   darkness steal life, life gain life, fire damage creatures, etc.

16
Card Ideas and Art / Re: Quantum Bombardment/ Quantum Barrage
« on: February 25, 2012, 04:26:04 am »
I think making it more offensive is valid.

I was just wanting some mass CC for gravity.
Gravity has enough of direct damge via catapult, maybe?

Also I think this could be included into more deck types.

17
Card Ideas and Art / Quantum Bombardment/ Quantum Barrage
« on: February 25, 2012, 02:23:04 am »
NAME:
Quantum Barrage
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Spell
ATK|HP:
TEXT:
Replay your pillars.  Gain quanta matching your mark equal to pillars replayed. Stun all creatures for 1 turn.
NAME:
Quantum Bombardment
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Spell
ATK|HP:
TEXT:
Replay your towers.  Stun all creatures for 1 turn.
ART:
IDEA:
Bigreen69
NOTES:
So this would be a quantum generator.  The unupped version would allow you to gain quanta equal to the number of pillars you control at the cost of stunning all the creatures on the field.   
The upped version merely replays your pillars and you gain quanta just like they were played from your hand. 

The idea of the card is the Elemental removes the towers or pillars from the battle field.  Once in orbit they are hurled toward the skirmish.  Upon impact they release some of their potential energy as well as a shock wave that stuns all the creatures.

SERIES:

18
Card Ideas and Art / Re: Mudslide/Landslide
« on: February 25, 2012, 12:26:03 am »
The idea i had with this would be kick the creature to the next avalible spot.  So it they had 5 creatures out and flooding was in play you could basically pick which creature is headed to the top or bottom row.  So five of these and flooding could lock down an opponents field.  if they do not have any thing to get rid of these or permenent control.

19
Card Ideas and Art / Re: Mudslide/Landslide
« on: February 24, 2012, 11:35:19 pm »
The goal of this card would be to force a creature from the middle row to the top or bottom rows.  This would aid flooding.  It could be used defensively or offensively.  Also it there were ever cards that buffed creature slots it would have more use.

20
Card Ideas and Art / Mudslide/Landslide
« on: February 24, 2012, 12:01:56 pm »
NAME:
Mudslide
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Spell
ATK|HP:
TEXT:
Move target creature to the next available slot.  Summon a Small Boulder in its place.
NAME:
Landslide
ELEMENT:
Earth
COST:
3 :earth
TYPE:
Spell
ATK|HP:
TEXT:
Move target creature to the next available slot.  Summon a Large Boulder in its place.
ART:
IDEA:
Bigreen69
NOTES:
So this would basically move a creature to the next available spot on the board.  If there were none available it would deal 4 damage to the creature.  A Small boulder would have 0/12 stats while a large Boulder would have 0/15 stats.
SERIES:

21
Card Ideas and Art / Re: Narrow Path
« on: February 24, 2012, 08:21:07 am »
Its problaby way overpowered, but it is a place to work from. 
i feel like the life gain is pretty weak, because its conditional. I would not allow it to stack.  So the max you could get out of it is 7.

22
Card Ideas and Art / Re: Mulch
« on: February 24, 2012, 08:00:07 am »
i think it could fit into an average deck pretty easily.
take the normal Life rush decks they normally only need about 3 or 4 pillars to empty their hand. 
Instead of playing extra pillars the player could leave those pillars in their hand.  Then that player could send them to the bottom of their deck and have a chane to draw more creatures.

The reason it is so costly is because it would be pretty leathal in a speed bow with shard of serendipity. 


23
Card Ideas and Art / Narrow Path/Restricted Path
« on: February 24, 2012, 07:36:59 am »
NAME:
Narrow Path
ELEMENT:
Earth
COST:
2 :earth
TYPE:
Permanent
ATK|HP:
TEXT:
Players may only fill one creature slot per turn.  Gain life equal to the number of creatures in opponent's hand.
NAME:
Restricted Path
ELEMENT:
Earth
COST:
1 :earth
TYPE:
Permanent
ATK|HP:
TEXT:
Players may only fill one creature slot per turn.  Gain life equal to the number of creatures in opponent's hand.
ART:
IDEA:
Bigreen69
NOTES:
This could be a powerful stall card.  I could see it have synergy with cards like rewind and nightmare.  It would be a nice check to speedbows I believe.
SERIES:

24
Card Ideas and Art / Fertilizer/Mulch
« on: February 23, 2012, 07:50:29 am »
NAME:
Fertilizer
ELEMENT:
Life
COST:
:life
TYPE:
Spell
ATK|HP:
TEXT:
Place your hand at the bottom of your deck, then draw that many cards.
NAME:
Mulch
ELEMENT:
Life
COST:
3 :life
TYPE:
Spell
ATK|HP:
TEXT:
Place your hand at the bottom of your deck, then draw that many cards.
ART:
N/A
IDEA:
Bigreen69
NOTES:
I think this could help speed up a lot of decks.  It could help stall deck types by allowing them to dig into their deck and grab key cards.  It could also be used in rushes to refill there hand will creatures in stead of pillars and what not.
SERIES:
N/A

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blarg: