well thank you. finally comments.
@kurohami : the only ones that can stack are chaos knight (if i have 6 on the field, 6 creatures mutate at end of
turn), flame knight as is the counters would stack like poison would. All the rest are i think clearly 1 time
use ability or similar. in my notes on each card or in reworkings i will make them as clear as possible.
@phantomfox
little long but there you go
yes i know about the art. im looking into it but i didnt want to get someone doing art if noone was even going to look at the series.
as far as the cards go thanks for the breakdown thats really nice to go thru now to respond.
: his % will not stack with another card. so its either 50% or the shield's %.
possible change: Blinds opponents creatures when it comes into play. All opponents creatures are stunned
for one turn. (gives a delay bubble of 1 like turtle shield) This ability stacks. (so you could stall them more
than one turn if u wanted. OP? idk just thoughts).
: thanks i liked this one too. seemed fair that any creature on the field (including itself) mutates at
random. Maybe be more clear that even itself can mutate. maybe in my notes on the card it will explain that
it is the same mutate as fallen elf where it is not improved.
: yea i figured it was a little too much. option i came up with.
unupgraded
3
: target creature is now -0/-3 (kills lower monsters including unupped otyugh)
upgraded
5
: target creature is now -0/-5 (kills upped otyugh)
: you cant really counter alfatoxin? u can kill the malignant cells but you cannot undo the poison. the only
way to kill the cells is to eat them, target them with ur own spells, or unstable gas. im sure theres more.
if you mutate a cell it still has the effect of creating more if the mutant dies.
options for ability: im not really sure.. i liked this ability.
: flame counter is more or less a fire version of infection yes. You light someone on fire they don't die instantly,
they run around on fire slowly dying was the idea. the only difference is this is higher cost creature and
a higher atk/def.
possible change:
: fireball - target creature takes 1 damage for every 10 fire quantum.
upgraded it would only cost
.
: i don't see how this works with otyugh? it only boosts its own stats noone elses.
: Me too
: i know but i didnt want to be making 13 cards with 13 really different abilities that would need different
coding to even play them. I figured it has a higher atk/def that if ppl use it it could be dangerous. 7 atk
with dive adds up quick if u have more than one.
: well yes we have inundation, but noone but one of the false gods uses it? this would give people a
that can clear up some skeletons or ROL. I made the cost pretty pricey. the upgraded card would take
11
and it would be able to be killed before the ability goes off unless quinted.
ability name change: whirlpool
: well i wasnt gonna call it dark knight.. this isnt batman.
It is nothing like twin universe outside of the copy part. The knight himself becomes a copy of a creature with
less than 5 hp. so for example a ulitharid on opponents side. use ability. it now is a Shadow Ulitharid Knight.
it has ulitharids ability and is still a knight which put with variant knight can still boost it.
: true you could return a creature to your deck, draw it, then use this ability. that is a lot of time quantum
though. 3 for eternity, 1 for hourglass (or 3 for precognition), 3 for this ability of the knight. 7 to 10
just
to do that one ability. multiple knights? 3 more per knight. so yes you could fill your hand with the same
creature but could you play them all after all that time quantum. if your doing mono time maybe? idk how
abused a rainbow could do with it other than maybe getting 1 or 2 of a creature that could be handy.
Other : good point. i forgot he is other so would take very little to summon. but the ability does not stack, so the
ability really would not do anyone any good to put many out at once other than for attacking purposes. it has
low stats for a reason. I was keeping all the knights at 5 unupgraded, 6 upgraded. ill think about this one.
: true life nymph gives adrenaline. This knight gives itself only the ability? i should specify it goes away at
end of turn. it is cheaper than the nymph and fuels itself. maybe that clarification of the end of turn will make
it better.
Thanks,
I await responses to this before i go into the tedious reworking for up to 26 cards