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Guilds / Guild Announcements
« on: July 06, 2015, 06:06:17 am »
This is just a thread I created for announcements relating to guilds. Look here for possible updates on events or things involving us GO's.
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NAME:Poisoning the Well ELEMENT:Water COST:3 TYPE:Spell TEXT:Poison all player's creatures. Gain 2 max HP per poison. A creature dying of this poison destroys a permanent.
NAME:Poisoning the Well ELEMENT:Water COST:3 TYPE:Spell TEXT:Poison all player's creatures. Gain 4 max HP per poison. A creature dying of this poison destroys a permanent.
ART: IDEA:serprex NOTES:Synergies:
LifeLight
- This is good with Life as the cheap cost of life cards makes it a good source of creatures for its max HP effect.
Death
- Miracle and Shard of Divinity combined with this card would make you nearly impossible to kill.
Darkness
- This card is a source of death effects for things like Bone Wall.
gravity
- The PC part of this card could target your own permanents, allowing Looters' ability to process, so either way, you opponent loses a permanent.
Aether
- Gravy has two cards that benefits from this card's PC: Graviton Salvagers and Debris Barricade. You can grwo defense and offense at the same time with this card.
- Again, salvagers benefit from this card.
SERIES:
I wanted to wait D2D or the guild leader (D2D), or anyone else (like, D2D, no, JK, but I'm the newbie, so hadn't thought what to do ) to post the idea, but damn... 2 day passed. So I'm suggesting it here too.
NAME:Velocity ELEMENT:Gravity COST:2 TYPE:Permanent ATK|HP: TEXT:If a creature's attack or largeness raises, either gains momentum status for a turn.
Lasts 2 turn.
NAME:Velocity ELEMENT:Gravity COST:1 TYPE:Permanent ATK|HP: TEXT:If a creature's attack or largeness raises, either gains momentum status for a turn.
Lasts 2 turn.
ART:- IDEA:D2D NOTES:Synergy stuff:
: Byt! And Shard of Wisdom, but it's lame.
: Wyrm, Sky blitz, Jet Stream
: Playing Eclipse after playing that card. It's not much tho.
: Shtriga, Vultures.
: Plate Armor, Orochi and if played before Lodestone.
: Chaos power, Osmosis, Lyca and a hella expensive tactic with 2-4-6 Entropy nymphs.
: Fire Spirit, Lava Golem and anything that survives a rage potion.
: Otyugh, Shard of Focus, Acceleration, Graviton Fire Eater, Graviton Salvager, Blobs!!
, Mitosis, Forest spirit.
: Blessing, Guardian Angel, Martyr, Surgeon, Holy light (Dis iz 2 OP with that), Null mantis, Crusader.
: Scarab's effect, Pharaoh's Scarab generate, Clockwork golem.
: Steam machine and Waterfall, Bubble shield. Purify is questionable.
: Of course nothing, why are you even ask? SERIES:
NAME:Reaper of Tomorrow ELEMENT:Death COST:6 TYPE:Creature ATK|HP:5 | 2 TEXT:Whenever this card leaves your hand, both players skip their next draw phase. Also procs on the opponent turn.
NAME:Reaper of Tomorrow ELEMENT:Death COST:6 TYPE:Creature ATK|HP:7 | 2 TEXT:Whenever this card leaves your hand, both players skip their next draw phase. Also procs on the opponent turn.
ART:timpa IDEA:Shinki NOTES:"leaves hand" means whenever the card is played, discarded or destroyed either by you or by the opponent. Any sanctuary in play negates the card effects entirely (this is to prevent an anti-synergy with using this and sanctuary effects, the added cost you get for the stats for an effect that won't proc is punishment enough)
Synergies:
in-element: unsummon, eternity, Rewind, Fractal (spam the creature. fractal can also ease the discard. Eternity/RT get more efficient at denying if you have draw power or they can be used against the opponents creatures to deny 2 draws and remove a creature from play for one turn), Innovation (discard at will), Hourglass (allows to bypass the drawback consistently even if you are spamming it with eternity for example)
off-element: Nightmare (force the opponent to either give up hand space or discard this), Burn Card (discard at will). Sillier combos that can be made together with nightmare are yoink and clepsidra SERIES:cardinal rules
CREATOR'S COMMENTS:Quote from: ShinkiThe card might be a little op, but its in death so that mitigates it quite a bit. You are required to play death to play it, and really invest in it due to the cost. Death by its nature is not a controlling style of gameplay, so the card definitely requires synergy with cards outside of its element.
Another thing thats nice is that this card fits in PERFECT with one of deaths themes that already exist. There is another card that already exists that has the same "Skip draw phase" and "Discard effect" themes, so creating this would make way for more cards similar to it for death, which would be neat imo.