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Topics - OdinVanguard

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16
New Card Suggestions / Windbound Souls
« on: July 21, 2015, 03:56:19 pm »
--Optional--

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Windbound Souls / Windbound Souls
Cost: 5 :air / 5 :air
Stats (if creature or weapon): -NA-
Ability(ies):
  • unupgraded: "All creatures gain "pre-death bounce" causing them to return to owner's hand instead of dying."
  • upgraded: "All of your creatures gain "pre-death bounce" causing them to return to your hand instead of dying."

Makes a unique mass anti-CC spell for air. This fills in a pretty interesting general gap since there seem to be a lot of single target protection effects now but not as many useful mass target protection effects.

The bounce effect is good here since it is innately balanced by the fact that you can only effectively protect as many creatures as you have free slots in your hand, so it shouldn't have issues with being OP.

Note the subtle difference in unupped vs upped. The unupgraded makes a nice counter to enemy death effect triggers while the upped prevents the opponent from benefiting from the protection. I think both will find similar but slightly different niches.

17
New Card Suggestions / Ankh of Osiris
« on: July 13, 2015, 06:05:27 pm »
--Optional--

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Ankh of Osiris / Ankh of Osiris
Cost: 2 :time / 1 :time
Stats (if creature or weapon): -NA (non-equipped permanent)
Ability(ies):
  • unupgraded: "On death, your Pharaohs spawn a mummy.
    :time : Draw a card then rewind target owned creature."
  • upgraded: "On death, your Pharaohs spawn a mummy.
    :time : Draw a card then rewind target owned creature."

Gives a nice side buff to skeleton and mummy rewinder decks and provides a bit of soft anti-CC as well.

The pharaoh effect is limited but quite potent since pharaohs are innately hard to kill to begin with.
The rewind effect has several uses. The most obivious is that it can convert your mummies back into Pharaohs. It can also be used to recycle injured or disabled creatures or combo'd with skeletons, graveyards, or mummy cards in :death :time based decks.

18
New Card Suggestions / Astral Mandala
« on: July 10, 2015, 10:58:45 pm »
--Optional--

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Astral Mandala / Astral Mandala
Cost: 5 :aether / 6 :aether
Stats (if creature or weapon): -NA- (non-equipped spell)
Ability(ies):
  • unupgraded: "When you cast a spell, spawn a M|M Tulpa where M is based on the spell cost. 3 charges"
  • upgraded: "When you cast a spell, spawn a M|M Tulpa where M is based on the spell cost. 5 Charges."

Spells that grant bonus HPs to creatures also count as giving healing (since they raise the max HP and then give them the bonus HP as well). Similarly, spells that increase a player's maximum health also heal at the same time, so they will trigger this effect.

The strength and HP of the Tulpa is calculated off of the card cost * 2 (unupped) or card cost *3 (upped) using 30 point catapult scaling.
E.g. M = (cost * 2 * 30) / (cost * 2 + 30) for unupped, and (cost * 3 * 30) / (cost * 3 + 30) upped.

The strength of the tulpa is always 1/2 of its HPs

Stat calculations round up (not down).

Only spells you cast trigger this effect. Creature and permanent skills / abilities do not.

This card stacks (so EQ can target it)
The unupgraded and upgraded will both go the same stack (like repulsors) and simply provide a different number of charges.

Like flown weapons, Tulpas will not prevent you from getting the "creatureless" bonus.

Examples:
Fractal
  • You cast an upgraded Fractal on a spark.
  • Upgraded fractal costs 10 :aether (the secondary quanta drain doesn't count), so you get an 8|15 Tulpa. [ (10*3*30)/(10*3+30) = 15 ]
-> Miracle yields the largest tulpa, a 9|17 upgraded and a 8|15 unupgraded.

19
New Card Suggestions / Life Force Mandala
« on: July 10, 2015, 10:35:34 pm »
--Optional--

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Life Force Mandala / Life Force Mandala
Cost: 6 :life / 7 :life
Stats (if creature or weapon): -NA- (non-equipped spell)
Ability(ies):
  • unupgraded: "When a spell you cast heals, spawn a M|N Tulpa where N and M are based on HP healed and cost. 3 Charges."
  • upgraded: " When a spell you cast heals, spawn a M|N Tulpa where N and M are based on HP healed and cost. 5 Charges."

Spells that grant bonus HPs to creatures also count as giving healing (since they raise the max HP and then give them the bonus HP as well). Similarly, spells that increase a player's maximum health also heal at the same time, so they will trigger this effect.

The HPs of the Tulpa are calculated from the healing provided (N) using 30 point catapult scaling.
E.g. N = (HealedHP * 30) / (HealedHP + 30)
The strength of the Tulpa is calculated off of the card cost * 2 (unupped) or card cost *3 (upped) using 30 point catapult scaling.
E.g. M = (cost * 2 * 30) / (cost * 2 + 30) for unupped, and (cost * 3 * 30) / (cost * 3 + 30) upped.

Stat calculations round up (not down).

Only spells you cast trigger this effect. Creature and permanent skills / abilities do not.

For pure healing spells (holy light, heal, etc) only the HP actually healed count. E.g. take the minimum of the creature's missing Hps and the spell's healing amount.
For spells that grant bonus HPs, always count as providing full healing.

This card stacks (so EQ can target it)
The unupgraded and upgraded will both go the same stack (like repulsors) and simply provide a different number of charges.

Like flown weapons, Tulpas will not prevent you from getting the "creatureless" bonus.

Examples:
Maxed out Miracle
  • You have a max HP of 500 and 1 HP left with one of these in play and cast unupgraded miracle
  • You heal 499 Hps, and miracale has a cost of 15 (the second quanta drain doesn't count) so you get a 15|29 Tulpa
Blessing
  • You cast an upgraded blessing on a monk
  • Blessing grants 3 HPs and cost 2 :light [ (2*3*30)/(2*3+30) = 3 ], so you get a 5|3 tulpa

20
New Card Suggestions / Fire Mandala
« on: July 10, 2015, 09:50:58 pm »
--Optional--

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Fire Mandala / Fire Mandala
Cost: 7 :fire / 8 :fire
Stats (if creature or weapon): -NA- (non-equipped permanent)
Ability(ies):
  • unupgraded: "When a spell you cast deals damage, spawn a N|M Tulpa where N and M are based on damage and cost. 3 Charges."
  • upgraded: "When a spell you cast deals damage, spawn a N|M Tulpa where N and M are based on damage and cost. 5 Charges."

HP uses 30 point catapult scaling of card 2 x card cost for unupgraded  spells and 3 x card cost for upgraded spells, round up.
E.g. M = (cost*4*100)/(cost*4 + 100) unupped, (cost*6*100)/(cost*6 + 100)
Attack uses 30 point catapult scaling of damage dealt rounded up.
E.g. N = (damage*30)/(damage+30)

Mass target spells will proc this effect for each creature they damage.

Only the damage the the spell actually inflicts counts. E.g. if you hit a creature with a 10 point bolt, but the creature only has 2 HPs, then the strength of the Tulpa is calculated off of 2 points of damage (not 10).

The unupgraded and upgraded versions of this spell differ only in the number of charges they give. I.e. upgrading gives +1 charge each.

This card will not trigger off of spell damage inflicted by creatures or weapons (e.g. psionic will not trigger this effect)

Like flown weapons, Tulpas will not prevent you from getting the "creatureless" bonus.

Example 1 Firestorm:
  • You have an upgraded Fire Mandala and cast an Upgraded Fire Storm which hits 2 photons and 3 archangles.
  • There are only 4 charges, so only the 2 photons and 2 of the archangels trigger the effect.
  • The two photons give a pair 1|10 tulpas ( cost 5 -> 10 hps; 1 damage -> 1 strength).
  • The two archangels give a pair of 3|10 tulpas.

Example 2, a 20 point firebolt (cast at max :fire quanta):
  • You have a Fire Mandala and shoot your opponent with a firebolt (unupped) that deals 20 damage
  • It spawns a 12|5 Tulpas

21
Decks / Resonant Steel
« on: July 10, 2015, 05:36:08 pm »
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For something just thrown together on a whim, I was surprised at its effectiveness.

Loadstone makes steel golems quite potent. It helps keep golems alive... at 11 HP, even a double tap from lightnening won't kill them! It also gives then a needed damage bump, making them perfect mitosis candidates.

Idea is very straight forward.
-Play resonators to ramp up earth quanta
-Play golems
-Mitosis on golems then spam
-Keep stoneskin in reserve unless you need it, then spam it once you get 90+ earth for some hefty HP bonus.

Scorp claw + rejuv and stoneskin help with survivability.
Alternately, use rejuv to disable a dangerous weapon, shield, or creature skill.

22
New Card Suggestions / Crow / Raven
« on: July 10, 2015, 04:30:46 pm »
--Optional--

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Crow / Raven
Cost: 2 :air / 3 :air
Stats (if creature or weapon): 2|3 / 4|4
Ability(ies):
  • unupgraded: ":death Peck: Deal 1 damage to target creature. May blind the victim, causing its attacks and skills to hit random targets."
  • upgraded: ":darkness Conspiracy: Target is invisible until it is revealed or Raven dies. Unready. Reready if target dies or is revealed."

A couple subtle anti-targetted effect abilities. The unupped can make an enemy creature blind, causing it to hit random creatures and players with its attacks and abilities.

The upgraded version makes a single allied creature or permanent invisible until an effect removes invisibility (mass targeting effects) or the Raven that is hiding it dies. If the former happens, the Raven's ability can be used to hide a different target.
(yes, this could be used to hide a cloak, forcing the opponent to resort to mass targeting to remove it).

I'm not sure what the proc rate on the blindness should be. A flat 50% seems reasonable, but it might be good to have it scale with the target's HPs... bigger targets equals bigger eyes to peck out after all.

23
New Card Suggestions / Reincarnation / Reincarnation
« on: July 08, 2015, 03:44:29 pm »
--Optional--

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Reincarnation / Reincarnation
Cost: 8 :life / 7 :life
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Resurrect owned creatures that die as random creatures of the same elment next turn. Consume remaining :life ."
  • upgraded: "Resurrect owned creatures that die as random creatures of the same elment next turn. Consume remaining :life ."

Until we get some more type other creatures, malignant cells just respawn...
Neat side buff to expendable creatures like cells, wolves, sparks, etc.

The effect persists until it wears off at the start of your next turn, so it provides one turn of anti-CC.

24
New Card Suggestions / Memorial / Monument
« on: July 08, 2015, 03:34:33 pm »
--Optional--

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Memorial / Monument
Cost: 3 :earth / 3 :earth
Stats (if creature or weapon): -NA- (non equipped permanent)
Ability(ies):
  • unupgraded: "When a creature dies, create a pillar matching its element. Unready. Rereadies at start of each ply."
  • upgraded: "When a creature dies, create a tower matching its element. Unready. Rereadies at start of each ply."

Functions much like writ of vengeance except
1) It spawns a pillar / tower instead of giving an auto attack
2) It will trigger off of enemy creatures that die as well.

25
Decks / Fungal-togs
« on: July 08, 2015, 03:09:51 am »
FungalTogs
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Otyughs with a nearly infinite supply of tasty fungus to munch on.
Strategy is very straight forward, but play is surprisingly a lot less mindless than I first thought.

-Get fungi out as quickly as possible.
-Otyughs and chakram should be used early on, save dryspell till you have at least three or four fungi.
-Be careful when facing decks with CC. Keep a fungi and an oty in reserve in those cases.
--In case of mass CC decks, lay off the dryspell as much as possible. you can sometimes pull out a win if you always keep at least one fungus in non-spore form. That way it takes a double tap to wipe them.

Seems to be grinding arena2 pretty well. I'm at about 6 for 10 now... thats certainly not stat worthy, but it bodes well.

Be sure to muligan if you don't get at least a couple lockets or a locket and an inertia in the opening hand. The inertia is critical.

26
New Card Suggestions / Balefire Bolt
« on: July 07, 2015, 03:57:54 pm »
--Optional--

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Balefire Bolt / Balefire Lance
Cost: 6 :time / 4 :time
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Your opponent discards their top deck card for each 15 :time you own. They lose maximum health equal to the first card's cost."
  • upgraded: "Your opponent discards their top deck card for each 15 :time you own. They lose maximum health equal to the first card's cost."

I went with bolt / lance naming scheme because of the way that it links to quanta in the player's pool for its effect.
Unlike other bolt / lance spells, this spell only affects the opposing player.

Thematically, it is erasing the cards from time, removing all trace of them and pulling some of the enemy players life force away with them.
https://en.wikipedia.org/wiki/One_Power#Balefire

If this seems to overshadow the void effect in darkness, it can always be changed to simply deal damage instead.

The rewind synnergy is intentional.

27
New Card Suggestions / Frost Shell / Razor Ice
« on: July 07, 2015, 03:24:21 pm »
--Optional--

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Frost Shell / Razor Ice
Cost: 3 :water / 4 :water
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Your shield absorbs 1 attack per frozen card owned each turn. Reduce damage dealt to owned frozen creatures by 1."
  • upgraded: "Your creatures and weapons attack while frozen. Increment weapon damage by freeze count. "

These spells place buffs upon all of the owner's creatures and weapons (and shield for unupgraded version).

The unupgraded version is defensive. The absorb effect takes place before any other shield effects. For creatures, the damage reduction applies to all damage sources (including poison, physical damage, and spell damage).

Note that the upgraded version allows only attacks to continue. Ability use is still prevented by freeze status.

28
New Card Suggestions / Shuriken Flurry / Shuriken Flurry
« on: July 07, 2015, 01:18:59 am »
--Optional--

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Shuriken Flurry / Shuriken Flurry
Cost: 3 :air / 3 :air
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Disarm own weapon. Refund its cost. Add N shurikens to hand, where N = Damage of disarmed weapon plus 1."
  • upgraded: "Disarm own weapon. Refund its cost. Add N shurikens to hand, where N = Damage of disarmed weapon plus 1."

Spoiler for Shuriken:
Shuriken / Shuriken
Cost: 0 / 0
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Weapon: Deals 1 damage, 50% chance to bypass shields.
    On replace: Attack; shuffle this card to deck and draw on hit."
  • upgraded: "Weapon: Deals 2 damage, 50% chance to bypass shields.
    On replace: Attack; shuffle this card to deck and draw on hit."

Spray your enemy with a burst of multiple small, semi-shield piercing projectiles and potentially gain some draw power at the same time.

Shurikens have very low damage output, but their shield bypass chance makes them a decent option against opponetns that are hidding behind a strong shield. They are meant to be played all at once since their draw power only triggers off of the attack they make when they are replaced (mimics throwing the shuriken at the foe).
They are particularly potent versus evasion shields (cloak and fog) since they basically cut the evasion chance in half.

They also allow the owner a chance to draw new cards as well.

Thematically, the draw power is to represent a combined sleight of hand plus distraction like effect. The shield bypass chance is to represent the fact that shurikens were typically thrown at the opponent's vulnerable spots (eyes, exposed flesh, etc.)

With an empty hand and 7 ATK weapon, you can average 3.5 damage and 3.5 cards (7 damage and 3.5 cards upped).

The exceptionally weak attack is intentional. Any sort of shield will hamper the effectiveness of the shurikens, but against a fully exposed target, they can be an exceptionally potent.

29
New Card Suggestions / Cavalry
« on: July 02, 2015, 02:25:34 pm »
--Optional--

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Cavalry / Cavalry
Cost: 7 :light | 8 :light
Stats (if creature or weapon): 4|6 / 6|8
Ability(ies):
  • unupgraded: "Flanking: If the opposing field slot is empty, Cavalry grants adjacent creatures to its left or right +50% attack damage."
  • upgraded: "Flanking: If the opposing field slot is empty, Cavalry grants adjacent creatures to its left or right +50% attack damage."

The idea is to have a powerful support card. When the field slot opposing this creature is empty, it grants the creatures in adjacent slots to its left and right a +50% boost to their attack damage. This bonus is multiplicative, so with 2 cavalry providing a boost to a creature in the middle the central creature actually gets a total of +125%

Spoiler for Bonus Calculation:
+50% -> 1.5 multiplier
1 cavalry bonus: New attack = Old attack * 1.5
2 cavalry bonus: New attack = Old attack * 1.5 * 1.5 -> Old attack * 2.25

This is a big boost, but should be offset by the difficulty in pulling off the combo because some form of CC will likely be required to ensure that the Cavalry’s opposing slot is cleared.

The reward can be worth the effort though.
Consider: A blessed pegasus with two flanking cavalry will deal 54 damage with dive activated and sky blitz.
Throw in 4 SoFr and this jumps to 81.
With double blessing, this becomes a 121 point OTK.

30
New Card Suggestions / Orichalcum Golem
« on: July 01, 2015, 03:31:43 pm »
--Optional--

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Orichalcum Golem / Orichalcum Golem
Cost: 5(Cardinal) / 5(Cardinal)
Stats (if creature or weapon): 4|2 / 6|4
Ability(ies):
  • unupgraded: "When your opponent plays a spell, this skill changes to match it. The cost may be payed with Cardinal quanta.”
  • upgraded: "When your opponent draws a spell, this skill changes to match it. The cost may be payed with Cardinal quanta.”

Cardinal Guild Golem.
Essentially, this creature’s ability is spell card version of the mimic ability. Whenever your opponent plays a spell, this creature’s ability will change to match that spell.
If there is more than one of these in play, they will mimic successively cast spells. I.e. the golem in the highest priority slot mimics the first spell cast, the golem in the second highest priority slot mimics the second spell cast, etc.
This skill is named “Weirding”

Cardinal quanta = :gravity :entropy :time :aether

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