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Messages - llehsnatas (43)

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1
Design Theory / Re: Steal My Idea!
« on: November 02, 2011, 11:03:36 pm »
Perms
:entropy Chaotic Landscape - At the start of each player's turn a random creature spot is affected by a random spell effect. Creatures are then shuffled around the board.
:fire Charred Landscape - All creatures own by you gain +1/-1, Fire creatures gain +2/-1.

Spells
 :life Bountiful Harvest - All your creatures are healed for 1 hp per 10  :life quantum. All remaining  :life quantum is consumed.
 :death or  :darkness Unholy Night - All creatures are drained for 1 hp per 15  :darkness or  :death quantum. All remaining  :darkness or  :death is consumed


.

Creature Ability

 :water Drown - Target creature is submerged for X turns, losing Y hp per turn unless creature is water-based. When a creature is submerged, it cannot attack.
your ideas are a lil too op fire dsnt need any more buffs and the game itself needs more strategy to match all the muscle that has been added in the past cple updates

2
Design Theory / Re: Steal My Idea!
« on: November 01, 2011, 04:12:12 am »
Shard of prevention


cost: 9 :aether

upkeep: 4  :aether

effect: blocks other player from gaining more then one quantum  from any group of pendulums,towers,or pillars

sanctuary negates this effect

example: player A has 3  :darkness towers  4 :life towers and 5  :life pendulums. player B plays shard of prevention and ends his turn. at the end of player A's turn he only gains 1  :darkness 1 :life and 1  :life

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Elemental Seal

cost: 6 :entropy

effect: randomly changes field conditions at beginning of players turn  to an element while field is on a certain element all creatures of that element gain +2/+2 and the creatures of the opposing element receive -1/-1 till the player of the card begins his next turn at wich time the element will change again.     

3
Design Theory / Re: Steal My Idea!
« on: November 01, 2011, 02:46:51 am »
nobody liked my ideas ? i thought they were purrty good

4
Design Theory / Re: Steal My Idea!
« on: October 14, 2011, 11:37:11 pm »
DETERMINED

Cost: 0

Type: unplayable card

Effect: so long as player has this card in hand when attacked by a  creature with an Attk of 99 or higher player will always have 1hp left.

circumstances: only 1 DETERMINED card is allowed in any deck. while not able to enter the field card can be played but just dispersers  from hand. Card can be discarded from hand. When DETERMINED is played or discarded from hand player takes 1 dmg 

sry for posting so many post in a row but these are just a few ideas i had. If someone could turn these into cards with art and everything i would really like to see what it could look like.   

5
Design Theory / Re: Steal My Idea!
« on: October 14, 2011, 11:26:57 pm »
Blessed shard
 permanent

Cost: 5 :light

Effect: creatures belonging to the player of this card can not be effected by skills of either players creatures. Spells cast on creatures still have same effect. Dispels cloak.   

6
Design Theory / Re: Steal My Idea!
« on: October 14, 2011, 11:21:10 pm »
Wight /wraith

Cost: 4 :darkness/6  :darkness


        Wight

Atk: 3
Def: 3

Skill: FEAR 4 :darkness
Effect: Wight can use fear once per a turn on any creature (even immaterial) to cause that creature to become frozen in fear for 1 turn.

Reason it can be used against an immaterial creature is because its the sight of the wraith that causes the effect not   an actual physical contact



        wraith

Atk: 5
Def: 4

Skill: FEAR 2 :darkness
Effect: wraith(A) can use fear once per a turn on any creature (even immaterial) to cause that creature to become frozen in fear for 1 turn.

creatures frozen in fear can not att or take any other action for one turn.

7
Design Theory / Re: Steal My Idea!
« on: October 14, 2011, 11:04:19 pm »
Herme's shard

Cost: 5  :darkness

Effect: when used on any creature of any element other than  :light it changes said creature's skill to steal with a cost of 5 :darkness . when used on a light creature it has no effect.   

8
Design Theory / Re: Steal My Idea!
« on: October 14, 2011, 10:55:42 pm »
SHADOW(A)/SHADOW(B)

 :darkness 4            :darkness 3

Atk 1 def 1               Atk 2 def 2

Absorb:cost 2 :darkness  shadow(A) can absorb 1 creature per turn draining that creatures Def and Atk by 1 and absorbing half the quantum cost of that creature giving  it to the owner of shadow(A) as  :darkness

shadow(B) upped: same as shadow(A) but gives full quantum cost back to owner as  :darkness

inherit skill: when shadow is destroyed owner gains 2  :darkness this includes discarding shadow from ur hand. 


Example: shawdow(B) absorbs creature with a cost of 4  :life that creature looses 1Def and 1Atk while the owner of shadow(B) gains 4  :darkness   if absorbed creature's def is lowered to 0 then said creature is destroyed. 

9
PvP Tournaments / Re: Post your tournament ideas here
« on: October 10, 2011, 06:04:48 pm »
players do a coin flip or roll to see who selects the element type and upped or unupped other player must use the opposite element. Both players will be given 10-15 mins to create new deck b4 playing against one another. If the winner of the coin flip or roll (or how ever u can randomly select a winner) chooses to use upped cards then the entire deck does not need to be upped for either player it just means upped cards can be used. Unupped how ever will mean that no upped cards can be used.

In the event that the one who chooses the element wants to use  :rainbow then both players must use a rainbow deck with opposite marks.

This would be limited to mono and rainbow decks because using more then one element would start to make things complicated. Players who sign up for this would be advised to have multiple decks that they could make (deck codes) in a timely manner on hand.       

10
Game Suggestions and Feedback / Re: New idea for elements gameplay
« on: October 07, 2011, 10:44:21 pm »
working on rewriting the idea as of right now. Sorry for the delay been a busy week for me. I should have re-write done by Monday feel free to comment further on my idea if u like.

11
yeah that was probably  exaggerated, given the amount of time and effort to beat a fg compared to a plat arena deck.

12
my numbers were correct at the time of posting them and i even included a link to the plat arena leader board, hell i copied directly from it myself so i dnt see how they cold have been wrong. 

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