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Messages - dabamda (18)

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Forge Archive / Re: Frozen Ancient | Frozen Ancient
« on: April 01, 2012, 03:29:32 pm »
You could make it have x charges, each attacks lowers the 'resistance' of the ice by 1.

Ice shield (10 charges) blocks 3 damage per attack. One charge consumed for each blocked attack. Ice breaks and releases dragon at 0 charges.

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Crucible Archive / Re: Dark Lure | Dark Allure
« on: March 29, 2012, 04:15:45 pm »
If the health drain is to high then you play this card when his/her hand is empty => they can only play one card at most!
The problem is: you can't really force anyone to play a card. What if they don't have enough quanta? How are you going to 'punish' the player or force him to play that card?
I mean, if I have 3 dragons I cannot afford, and your card *makes* me play them (they enter play no matter what) then I will be laughing at you.

You could change the text to something like:

Target opponent has to play 2 cards if able too (checks for quanta and for cards, e.g if you don't have enough cards or the quanta to play them then there is no effect)

But that would seem very mediocre for a card's effect. To compensate, health drain *could* be increased.

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Pre-Smithy Ideas / Re: Shuffle (entropy)
« on: March 29, 2012, 04:06:28 pm »
Possible usages:

Defensive:
* Early game: Bad hand draw: Play the useful cards (like lands), then shuffle the rest
* Late game land removal: Instead of playing lands when you have to much quanta anyway, hold onto them and shuffle them.

Offensive:
* Combine with precognition to get rid of some annoying spells.

Otherwise just play the card with an empty hand to get rid of it and draw a new card.

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Pre-Smithy Ideas / Re: A Time card to change order of cards in deck ?
« on: March 29, 2012, 12:40:30 pm »
Portent is an example of such a card from the game magic the gathering:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184661
Another is ponder:
http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=244313
Preordain:
http://magiccards.info/query?q=!Preordain
Serum visions:
http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=50145
Ideas Unbound:
http://magiccards.info/query?q=!Ideas+Unbound
Index:
http://magiccards.info/query?q=!Index
Others are brainstorm and impulse

Yet another example is spy network:
http://magiccards.info/query?q=!Spy+Network

Perhaps a cost of 2-1 time together with 'draw a card'?
If you want a permanent instead of a spell then the cost might be 3-4 and ability cost 2-1. Just what I 'feel' might be right, not based on some rigid theory.

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Pre-Smithy Ideas / Shuffle (entropy)
« on: March 29, 2012, 12:15:39 pm »
2 :entropy, Each player shuffles their hand into their library and draws until they have the same amount of cards as before. You draw a card.


1 :entropy upgraded

Artwork stolen from the internet and is just for the lulz.

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Pre-Smithy Ideas / Re: Return (time)
« on: March 29, 2012, 10:11:58 am »
In the pandemonium example, you can return the creature to your hand, cast pandemonium, and replay that creature all on the same turn.
So you do not miss out on any damage.

It costs 2 :time but you gain 1 card advantage (because your creature did not die).

Suppose someone antimatters your dragon:
* Reverse time: Cast one your own creature: -1 card (reverse time), -1 draw (your reversed creature) = -2 card advantage + quantum cost of the creature + 1 :time cost
* Return: Cast on your own creature: No card disadvantage, no quantum cost for the creature (you get a refund when using return), 1 :time cost


Imagine another situation: You and your opponent both have pulverizer. Whoever plays this weapon first can destroy the other weapon (assume no steal or other PC).
If he/she plays first, then you can no longer play pulverizer. Unless you use return on that pulverizer and then play yours. Now your opponent has to decide whether or not to play his/her weapon (knowing that you can destroy it on your turn while she/he has to wait before using it).

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Pre-Smithy Ideas / Re: Return (time)
« on: March 28, 2012, 04:39:55 am »
Here is another example of a situation that reverse time cannot do:

Suppose you have one creature, and you enemy has 4 creatures. You cant to use pandemonium but you do not want to sacrifice your creature.
You cast return on your creature (you get quanta refund)
You cast pandemonium
And you simply summon that creature again

That is the power of time! Controlling when things happen.

Oh and if you return a mutated creature, then you can use the original cards' abilities instead of the mutated ones.

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Pre-Smithy Ideas / Re: Return (time)
« on: March 28, 2012, 04:30:09 am »
I think the best solution would be that this card cannot be used on times cards.

If you want, you can have to upgraded version of this card also cost 1 quanta.

While this card is similar to both precog and RT is some ways, all these 3 cards are different:

Reverse time: Costs one card to play and 2 or 1 quanta, resets a creature, gives quanta control, and gives draw disadvantage (slightly OP card IMHO)
Return: Costs 2 or 1 quanta, reset a creature or permanent (does not cost a card to play, no quanta control, no draw disadvantage)
Precognition: Costs 2 or 1 quanta, lets you see the hand (does not cost a card to play)

While the abilities of the cards might seem similar or even overlapping, the tactical usage is completely different.

The point is not that you can return a creature just like reverse time. You can return a creature OR you can use it for something else. For example, you can return you current weapon and replace it with something else. Or you can return a creature of you own to buy a more expensive one (think multicolor decks).

For example, I have a wyrm in play (4 air quanta) and I want to play a firefly queen. But I only have 3 air quanta and 2 time quanta (because I played a supernova). If I use the return on the wyrm then I have 7 air quanta and 0 time quanta and I can play the firefly queen (but I keep the damage that the wyrm did on previous turns instead of saving my quanta for my queen and waiting to play the wyrm).

Reverse time simply cannot do this. You make clever use of return even if you opponent doesn't have any creatures ... so it is different from reverse time in the ways it can be used.

Not to mention that return affects the hand instead of the deck. In the future, there might be more cards that affect the hand in one way or another. For example, you might return a card and then make him discard a card.

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Forge Archive / Re: Frozen Ancient | Frozen Ancient
« on: March 28, 2012, 04:12:05 am »
You can chance the idea a little bit:
Block 1 damage
When destroyed (deflag or other PC) generate a dragon.
Small chance to break and release a dragon.

You enemy will have to decide if destroying the shield is worth it ... probably not.

Interesting concept.

10
Pre-Smithy Ideas / Re: Return (time)
« on: March 28, 2012, 03:33:04 am »
The card is a hard counter for momentum, blessing, and other cards like that...

And if you cant use it, you can get rid of it for 2 quanta and draw another card (just use it on any permanent that is yours and replay that permanent).

The card is a soft counter for lava destroyers forest spirits and other creatures that grow stronger each turn... again at almost no cost for the user (2 quanta to 'reset' a forest spirit so you can devour it).

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Pre-Smithy Ideas / Re: Return (time)
« on: March 28, 2012, 03:24:27 am »
When you play a dim shield, then it always lasts the same amount of turns. That is why return should not work on permanents with a certain duration.

Reverse time does not allow you to draw a card...
Reverse time on your own creature returns it to the top of the deck so you have to draw that card again
Reverse time does not give you back the creatures quanta...

When you use return on an enemy creature, you spend 2 time to prevent it from using its ability but you did not loose card advantage because you can draw a new card.

The value of return is not that you can use it on enemy creatures, but that you can use it flexibly at almost no cost since you get to draw a new card.

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Pre-Smithy Ideas / Re: Return (time)
« on: March 28, 2012, 03:12:19 am »
This card is much more powerful than reverse time:

* It can remove a creature to prevent it from using it's ability (because each creature has to wait one turn before using an ability)
* It can remove a shield for one turn so you can attack (if it is not protected)
* It can return your own creatures to your hand (for many reasons including poison / damage)
* You can use it to control your quanta: Return a lower cost creature to summon a higher cost creature.
* It can get rid of cloak for one turn.
* You can return a weapon to your hand to use another one, without loosing your current weapon card, and you get your quanta back from the weapon.
* It can be used to return permanents that only last a few turns so you can replay them. For example: wings, cloak, phase shield. This would effectively recharge them for only 2 time quanta. This would be too powerful so it has to be nerfed.

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