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Messages - Manipul8r (345)

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1
Anvil Archive / Re: Natural Selection | Evolution
« on: December 11, 2011, 02:05:21 am »
I talked about this on chat a bit.  This thread is a great example of why I don't participate much in the forums anymore.

This thread, like many others, has devolved into poking holes wherever they can be found without providing any helpful suggestions or possible changes.  If you want to know what's wrong with politics, most anyone can tell you and many will talk your ear off, but few come up with new ideas and fewer implement them.

Now for the real reason I wanted to post!  If you intend for this card to be used for survival and protection, it would be wise to it apply once per turn instead of for each death trigger - this would also remove concerns about it crossing territory with :death and keep it from being OP with the usual suspect Fractal.  Something like "Each turn, if one of your creatures died, generate a copy of a creature you control" should suffice.

2
Card Ideas and Art / Re: Natural Selection | Evolution
« on: November 28, 2011, 11:31:53 am »
Read this a while back and thought it was a bit awkward.  If it turns everything into mutants, it should probably be :entropy.  Scaredgirl's visual really confirmed it for me, but stubborn ones who made up their mind early might not be convinced (which seems prevalent on this thread - and, coincidentally, evolution versus creation debates everywhere :))).

While reading the responses, here's something I thought of for a card that I feel could be called "Evolution" - When one of your creatures dies, there is an X% chance that you will generate a copy of one of your other creatures.

3
The redundancy of some of these cards with existing cards is why I didn't vote for familiars, but a few of these are pretty cool.  Congrats!

Also, Eris seems like it would fill your permanent slots real quick.

4
Crucible Archive / Re: Divine Resurrection | Divine Resurrection
« on: November 18, 2011, 01:19:52 am »
So any direct damage spell, Momentum, poison application, or PC will tear this up.  Miracle fills the role of this card and does it better, and it doesn't make much sense for this to give you an Aether card either.  I think the concept isn't bad, but it needs a rework. My 2 :electrum.

5
Card Ideas and Art / Re: Voodoo Shaman | Voodoo Shaman
« on: November 18, 2011, 01:14:38 am »
Costs too much. Life's fix shouldn't be an otherwise useless, costy but mandatory card. I mean, if you DON'T use some deck slots for this, you don't fix anything. If you DO, they're wasted slots that enhance an otherwise unplayable deck (exageration might occur, but you understand what I mean). Make the card itself useful (even outside of the duo combos you mentioned) to be worth its card space. Otherwise this is just penalizing Life decks even further ("Oh, you want to play a Life creature rush? Then at least 4 cards MUST be Shamans, otherwise the deck is unplayable in the current format. So you just chose a deck that works with 4 dead cards or doesn't work, enjoy it while I rush your subpar choice with grabbies!").

I suggest increased stats and lower skill cost (it's not really worth +3 cost, is it?).
I agree with the critique in general, but the idea itself is not bad.  I think the best fix would be to make it a slightly weaker skill (like +0|+2 or +0|+1) and make the creature itself fairly strong.  This would lend to more synergy with Mitosis/Fractal and keep it from being an all important creature you have to protect.

6
Design Theory / Re: Discussing Life - Hoping to Address a few Concerns
« on: November 11, 2011, 10:13:52 pm »
I read the OP shortly after it was posted and decide to sleep on it and come back later because I usually don't think in terms of what a certain element needs (but it's a good proposal).  Since other elements often have only 1 creature without an ability (minus the dragons), I focused on that.

My first idea was a bit similar to some suggestions posted already - "The first time <cardname> would be damaged each turn, prevent that damage."  This is meant to be attached to the Frog and/or Cockatrice.  I figured that life already had fairly powerful creatures so making another one was not going to be useful.

I also had another idea that could be added to an existing creature - "Whenever an opponent's creature is targeted by a spell or ability, its effects are copied to this creature."  It could also be copied to a random creature you control, but it's too narrow for a permanent slot.

Horned/Giant Frog could also get the ability -  :life :life : target other Frog generates a Tadpole (and the tadpole would be a small creature that could grow into a Frog using :life).  The time delay, requiring 2 Frogs and extra :life would compensate for the card advantage.

As for new cards, I feel there's enough ideas floating around in this forum to satiate most people.

7
Card Ideas and Art / Re: Grow Appendage | Grow Appendage
« on: November 04, 2011, 06:34:47 pm »
A worse version of Animate Weapon that costs more... why?  Amusing flavor, though.  :))

8
Card Ideas and Art / Re: Reverse Summon | Reverse Summon
« on: November 04, 2011, 01:02:20 pm »
Why is this in Entropy?  Also, why is an instant kill card needed in this game when there are many damage/slow kill methods and reusable delays/freezes?  Before balance, these should be addressed.

Pretty OP right now though, significantly better than Reverse Time | Rewind except against some rush decks.  Burst quanta gain is only useful early on (see Immolation/Nova decks), so I'd suggest a stronger drawback and/or increased cost.  Maybe they gain double the quanta cost?

9
Forge Archive / Re: Charon's Bribe | Charon's Bribe
« on: November 04, 2011, 08:05:26 am »
I think this has amazing flavor by the way.  In my opinion, it would definitely qualify as a champion of flavor in the Idea Factory.

10
Crucible Archive / Re: Wind-Up Shield | Wind-Up Shield
« on: November 01, 2011, 08:35:44 am »
I think the shield should have a base DR of 1, or it's useless unless you have lots of quanta to spare.  A shield is not a shied if it does nothing at its simplest form.  I also think to maintain a DR of 4, a higher cost should be paid than to keep it at 2 or 3.  Here is my idea for a modification and I also checked if it fits on the card.

Reduce damage by X+1.  X decreases by 1 each turn.
 :time :time :time :time :time  : Increase X by 2.  X can't be more than 3.

This would keep you from having to use it twice, which mechanically I don't like, but it would make you pay the cost of increasing it by 2 in order to maintain the 4 DR.

11
In response, I Lightning your creature.  At end of your turn, I tap target creature with Arctic Squid (it doesn't untap during its next 3 untap steps).   ;D

12
Card Ideas and Art / Re: Death Shadow | Death Shadow
« on: October 31, 2011, 12:08:18 pm »
I like camoninja's approach.  If you want it to be extreme but not abusable, there needs to be some behind the scenes math beyond the card space.

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