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Messages - smurrf (275)

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61
Card Ideas and Art / Re: Plasma | Improved Plasma
« on: July 19, 2011, 02:24:36 am »
Name at least is currently being used by a card still current in the Forge: Plasma | Plasma (http://elementscommunity.org/forum/index.php/topic,25519.0.html).

That aside, compare the ability to Owl's Eye | Eagle's Eye (http://elementscommunity.org/wiki/cards-air/owls-eye-eagles-eye/) (Since it's in the same element as Animate Weapon, it's the one most likely to become a creature, so I judge it a fair comparison.)  4(3) quanta for 5 damage compared to 2(2) to deal 3 damage.  In the world of EtG, OE is about as much damage on a stick as one would want to have.  Even the spell Shockwave only does 4 damage...other spells that do more damage require you to have more quanta in storage, not using it until after the spell is cast.  Even with the cost of the ability, I'd say 5 damage is a bit too much.

62
Crucible Archive / Re: Time's Passage | Time's Passage
« on: July 18, 2011, 10:46:26 pm »
Bump for pre-Crucible feedback.

63
Forge Archive / Re: Blind | Blind
« on: July 18, 2011, 10:46:03 pm »
Bump for pre-Crucible feedback.

64
Card Ideas and Art / Re: Satyr | Pan
« on: July 18, 2011, 10:43:19 pm »
Since this has been necro'd, and also since nothing except a name and element have been chosen, would this not be better placed in the Pre-Smithy Ideas?

65
Crucible Archive / Re: Appetite Stimulant | Appetite Stimulant
« on: July 18, 2011, 10:41:18 pm »
Devouring Animated Titans.  All mono (upped, anyways).  Plus Armagio, Chargers, Voodoo Dolls, all the dragons...sorry, I just can't see this being balanced in any  way, shape or form.

66
Forge Archive / Re: Twist | Flux
« on: July 18, 2011, 10:38:17 pm »
So what should the cost of the unupped vs upped be? I'm keeping the wording for now, just as an added mini-bonus (at least until such time as other cards are put into the game), and I'm really firm on this being only a single turn.  That said, casting cost is where the balance will reside, so what should that be? Is it fine as is? Does it need to go to 5 :aether| 3 :aether or 4 :aether| 2 :aether?

67
Card Ideas and Art / Re: Amorphous | Inchoate
« on: July 18, 2011, 01:06:40 pm »
Clarify: Is this able to target the opponent's cards?

68
Forge Archive / Re: Twist | Flux
« on: July 18, 2011, 01:03:13 pm »
Ah. Was not aware that Sanc locked down Solar Shield's quanta production.  Although it makes sense...and still doesn't exactly lock out this + Soul Catcher.  To use the example above, Q is inside of Sanc.  Solar Shield is outside of Sanc, produces quanta, but because of the barrier, the quanta production fizzles.  If that quanta were to be diverted by this or any other ability *before* it made it to the opponent (and subsequently fizzled), then it might still produce quanta.

Stretching things a bit, perhaps, but I've seen weirder interactions.

69
Forge Archive / Re: Twist | Flux
« on: July 18, 2011, 03:38:43 am »
Mmm...not necessarily.  Sanctuary only stops the current quanta pool from being manipulated, which currently of course, has no difference.  There's some question in my mind, though, if this was ever implemented, that the quanta produced would still go to the caster.  It's like this: Sanctuary protects quanta pool (Q).  New quanta produced isn't in Q yet, so while it's outside of the Sanctuary, it gets siphoned off to the opponent.  That's a question for other people than I, though.

Quote
I do like this idea a lot, I just don't see much use for it right now.
Have you SEEN arena decks lately?  Let's see here; slowing Fire rushes by a turn, taking advantage of huge numbers of opponent's early QTs, use thrown in with other denial cards such as Black Hole, Pest, and Earthquake...granted, it's not going to stop an opponent in his tracks, but having the opponent be deprived of even a single turn's worth of quanta can throw some decks off their game, and give you a vital extra turn to get your defenses in gear.

70
Forge Archive / Re: Twist | Flux
« on: July 18, 2011, 01:40:53 am »
Soul Catcher.  There are also other ideas percolating in these forums that would generate quanta for the opponent during your turn.

That aside, cost is the only other area that is in need of balancing, and I'm always thankful for any assistance in doing so.

71
Forge Archive / Twist | Flux
« on: July 18, 2011, 12:15:15 am »
NAME:
Twist
ELEMENT:
Aether
COST:
4 :aether
TYPE:
Spell
ATK|HP:
TEXT:
Until the start of your next turn, any quanta generated by your opponent goes to you instead.
NAME:
Flux
ELEMENT:
Aether
COST:
3 :aether
TYPE:
Spell
ATK|HP:
TEXT:
Until the end of your next turn, any quanta generated by your opponent goes to you instead.
ART:
sedwin5283 (Source (http://www.sxc.hu/photo/1284263))
IDEA:
Smurrf
NOTES:
SERIES:

72
Crucible Archive / Time's Passage | Time's Passage
« on: July 16, 2011, 06:37:22 pm »
NAME:
Time's Passage
ELEMENT:
Time
COST:
6 :time
TYPE:
Permanent
ATK|HP:
TEXT:
Comes into play delayed for 5 turns.  Unique.
12: Either player may pay this cost to reset both players' HP.
NAME:
Time's Passage
ELEMENT:
Time
COST:
6 :time
TYPE:
Permanent
ATK|HP:
TEXT:
Comes into play delayed for 3 turns.  Unique.
12: Either player may pay this cost to reset both players' HP.
ART:
awottawa (Source (http://www.sxc.hu/photo/572379))
IDEA:
Smurrf
NOTES:
Idea came from the old saying that time heals all wounds. 
Unique: Only one of these may be in play at any given time.  Subsequent casts (or copies, if that's ever put in) will simply fizzle. 
Either player may pay the activation cost during their turn, after which Time's Passage is destroyed.  This card will reset both player's HP to whatever it was at the very start of the match, so any Stone Skins or Shards of Divinity will be negated, but all damage will also be healed.

I'm also not sure that it's balanced correctly, so I welcome any help in making it so.
SERIES:

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