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Messages - timtimhase (4)

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1
Design Theory / Re: Dive card
« on: July 29, 2010, 05:51:53 pm »
Wing of Ikarus
Cost: 3 :air
Card text:
Target a creature with an attack power less than 6.
The creature gains flight and the ability:
 :air : Dive. At the end of the turn dive is used this creature suffers 1 fire damage.

Antimatter, use this, antimatter.

? ? ?
 
Profit
on a ruby dragon, then unstoppable, then twin universe it = epic kills :)


EDIT: actually in most situations you can scrap the unstoppable
Good Luck with that.. It's a Huge Combo that requires so many cards.

1x Crimson / Ruby Dragon (10/12  :fire)
2x Antimatter (16/12 :entropy)
or Purple Nymph (9 + (2x4)= 17  :entropy)
1x Wings of Ikarus ( 3 :air)
1x Momentum (2/1  :gravity)
1x Paralell / Twin Universe ( 7/6  :aether)

That's a total of 5 or 6 cards (but with 5 Cards it takes an extra turn)
and a cost of 12 :fire 12 :entropy 3 :air 1 :gravity 7 :aether

2
Design Theory / Re: Dive card
« on: July 05, 2010, 05:28:13 pm »
well i played magic for quite some time and most creature enchantments there were hardly played in competetive games because you usually get more out of 3 creatures than out of one with two attatched cards. And even if the deal is better you still loose three cards if the one creature is destroyed.
just drawing a Card or the card itself is some sort of cost. Unless a three card combo is really strong it usually isn't worth the effort. besides that with either blessing or Plate armor you would need an additional element in your deck wich is another drawack unless you go full rainbow.

Nonetheless even a big commercial game like magic has seen unbalanced cards that ended up changed by an errata or even got banned from the environment. Thats the big advantage of a Flash game. you can always add changes to bring better balance to the game by simply changing a few lines in the flash code.
Of cause i didn't do the math on that one yet and didn't consider all possible creatues. Maybe if i got more time the next few days i'll set up a couple of formulas to compare the cost/effectiveness.

3
Design Theory / Re: Dive card
« on: July 04, 2010, 08:40:46 pm »
Well i don't really think it's too cheap. Most creatures with 5 force (wich would be the most effective ones with this card) cost 5 Quanta. AFAIK the cheapest one is the mummy with a cost of 4 :death . Combined with the wings it would be a cost of 7 Quanta + the numer of turns you use Dive wich would be 10 maximum as the mummy will die due to the fire damage after 3 Turns. Basically this is like a Bone dragon for 3 turns wich uses two cards. Unless you add another card to the combo (a heal or Plate Armor) this is actually quite underpowered. Of cause you get more quanta playing rainbow wich might get them out faster but you can't keep this up very long.

Wing of Ikarus
Cost: 3 :air
Card text:
Target a creature with an attack power less than 6.
The creature gains flight and the ability:
 :air : Dive. At the end of the turn dive is used this creature suffers 1 fire damage.

4
Design Theory / Re: Dive card
« on: July 03, 2010, 05:10:45 am »
Why not limit the maximum attack the creature can have to a certain amount like butterfly effect does?
In addition to that with the new card Wings it could be really interesting to have a card that also gives the passive skill flight.

So how about this:

Wing of Ikarus
Cost: 3 :air
Card text:
Target a creature with an attack power less than 6.
The creature gains flight and the ability:
 :air : Dive. At the end of the turn dive is used this creature suffers 1 fire damage.

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