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Topics - OdinVanguard

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

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Argent Golem / Argent Golem
Cost: 5(Spiritual) / 5(Spiritual)
Stats (if creature or weapon): 2|6 / 4|8
Ability(ies):
  • unupgraded: "Duel the first creature that your opponent plays each turn. Gain +1|+1 per enemy creature slain this way."
  • upgraded: "Duel the first creature that your opponent plays each turn. Gain +1|+1 per enemy creature slain this way."

Spiritual Guild Golem.
Casting cost can only be payed with :life :death :light or :darkness quanta.
If more than one of these golems is in play then they will duel successively summoned enemy creatures.
I.e. the golem in the highest priority slot duels the first creature your opponent plays, the golem in the second highest priority slot duels the second creature your opponent plays, etc.
This skill is named “Gladiator”

Spiritual quanta = :life :death :light :darkness

32
New Card Suggestions / Magnetite Golem
« on: July 01, 2015, 03:28:58 pm »
--Optional--

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Magnetite Golem / Magnetite Golem
Cost: 5(Matterial) / 5(Matterial)
Stats (if creature or weapon): 0|12 / 0|18
Ability(ies):
  • unupgraded: "Absorb the ability of the next replaced shield and the flown stats of the next replaced weapon. Gravity Pull."
  • upgraded: "Absorb the ability of the next replaced shield and the flown stats of the next replaced weapon. Gravity Pull."

Matter guild golem.
Casting cost can only be payed with :fire :water :earth or :air quanta.
Absorbs replaced shields and weapons. This includes both the owner and the opponent.
Only 1 shield and 1 weapon get absorbed.
Only replacement events (including give) will trigger this mechanic, not destruction events.
Skill is named “Magnetized”

Combos well with weapons that have high HPs, like Titan, Gavel, Pulverizer, and Trident.

If the absorbed shield has a limited duration or a stack count, then the ability is removed when the stack or timer is depleted.

Material quanta = :earth :air :fire :water

33
New Card Suggestions / Blade Juggler
« on: June 30, 2015, 07:34:25 pm »
--Optional--

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Unupgraded Name / Upgraded Name
Cost: 3(Fuse) :chroma / 4(Fuse) :chroma
Stats (if creature or weapon): 2|3 / 3|6
Ability(ies):
  • unupgraded: "Animates a replaced enemy weapon for you. Gain a charge if it leaves play. 3 Charges.
    Fuse: Pay cost from 1 element."
  • upgraded: "Animates a replaced enemy weapon for you. Gain a charge if it leaves play. 4 Charges.
    Fuse: Pay cost from 1 element."

One elemental's trash is another's juggling act.

Yet another idea to promote the Fuse cost mechanic and type Other creatures.
The Fuse mechanic means that this cards cost must be payed using a single quanta type. This is to help mitigate over-favoring rainbow decks.

Basically, when your opponent's equipped weapon gets replaced by a new weapon, the old weapon becomes an animated weapon on your side.
Makes a nice side buff to give (effectively lets you animate enemy weapons :))  ).
Could also make an interesting combo with living weapon + give.
... There is also a combo or two with giving the juggler itself to your enemy... ;)

Your opponent's weapon has to be replaced for this to trigger. Spells like deflagration or midas touch will not work.

34
New Card Suggestions / Quantum Anomaly
« on: June 30, 2015, 07:20:16 pm »
--Optional--

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Quantum Anomaly / Quantum Anomaly
Cost: 3 :chroma / 3 :chroma
Stats (if creature or weapon): 0+*|1+* / 0+*|3+*
Ability(ies):
  • unupgraded: "On entering a slot, gain -2|-1 per other ally anomoly and +1|+2 per enemy anomaly.
    2 : Spawn an anomaly for target player."
  • upgraded: "On entering a slot, gain -2|-1 per other ally anomoly and +1|+2 per enemy anomaly.
    2 : Spawn an anomaly for target player."

Tricky to use, but potentially very potent if used correctly.

Should make an amusing sidebuff to give, beguile, catapult, antimatter, creature sacrifice / devour effects, etc.

35
New Card Suggestions / Holy Fire Juggler / Bale Fire Juggler
« on: June 30, 2015, 05:19:16 pm »
--Optional--

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Holy Fire Slinger / Bale Fire Slinger
Cost: 6 :fire / 6 :fire
Stats (if creature or weapon): 3|6 / 5|8
Ability(ies):
  • unupgraded: "Deals 1 damage to 2 random targets if injured or targeted.
    :light Grants +2|-2 instead of dealing 1 damage this turn."
  • upgraded: "Deals 1 damage to 2 random targets if injured or targeted.
    :darkness Grants -2|-2 instead of dealing 1 damage this turn."

Don't shoot him... if you shoot him, you'll only make him angry...

Pseudo anti-CC in a very :fire like manner.

There is not limit on how many times this creature can trigger each turn.

The potential for a mass damage cascade is intentional. That strategy is probably best using the unupgraded version where you can benefit from a mass rage potion like buff better if you have a larger army than the opponent.
The upgraded version is probably better for handling enemy swarms.

36
Fixed Bugs / Game Server is still down
« on: June 29, 2015, 11:18:08 pm »
So it looks like the loss of standard EtG's forums also shot this forum along with the openEtG game server itself.
Thankfully, this server is back online... unfortunately, the openEtG server still appears to be dead. Any have any idea when it will be back up?

37
New Card Suggestions / Assassinate
« on: June 25, 2015, 08:09:31 pm »
--Optional--

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Assassinate
Cost: 7 :death / 8 :death
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Duel a target with your equipped weapon. Inflict 3 poison on target if it survives. (Ignore shields while dueling)."
  • upgraded: "Duel a target with your equipped weapon. Inflict 4 poison on target if it survives. (Ignore shields while dueling)."

When dueling the opposing player, both players shields are ignored. The opponent can only retaliate if they have an equipped weapon (which will deal its damage to you).

Since brawl causes an attack, the weapon will also re-ready if it has an active skill.

Example 1:
I have arsenic equipped, with envenom upon it.
My opponent has a lobotomizer and a phase shield.
I cast this. My arsenic deals 2 damage and inflicts 2 poison (1 from venom and 1 from envenom spell).
My opponent's lobotomizer deals 5 damage to me.
The opponent then recieves another 3 poison from this spell.
-> in total: My opponent takes 2 damage and 5 poison, I take 5 damage.

Example 2:
My opponent has a fire nymph and an 11|7 lava golem. I have this, and an eternity.
I play the eternity and cast assassinate on the nymph. It takes 4 damage and 3 poison and deals 1 damage to me.
Since I used the eternity to duel, it readies. I then rewind the lava golem.

38
New Card Suggestions / Pit Fighter
« on: June 24, 2015, 06:16:21 pm »
--Optional--

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Pit Fighter / Pit Fighter
Cost: 4 :fire / 4 :fire
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Target creature gains +1|+1. Its active skill is now: ' :gravity Duel a random opposing creature or attack.' "
  • upgraded: "Target creature gains +2|+2. Its active skill is now: ' :gravity Duel a random opposing creature or attack.'"

Why? ... Because dueling is an awesome mechanic.

This could also probably work as an entropy spell instead of fire.

39
New Card Suggestions / Cage Match
« on: June 24, 2015, 06:10:08 pm »
--Optional--

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Cage Match
Cost: 5 :chroma / 4 :chroma
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Target creature duels a random opposing creature to the death. It attacks if there are no opposing creatures."
  • upgraded: "Target creature duels a random opposing creature to the death. It attacks if there are no opposing creatures."

Creatures in the cage match successively deal their attack damage to each other until one or both are dead.
Can't you just hear that chant from 'Return to Thunderdome' now?... My money is on the colossal dragon.

If this has to go into an element, then its a toss up between :fire , :darkness , :entropy and :gravity ...

40
New Card Suggestions / Retaliation
« on: June 24, 2015, 12:43:34 am »
--Optional--

---------fire

Retaliation / Retaliation
Cost: 2 :fire / 2 :fire
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Target creature gains +1|+2. It will duel enemy creatures or players that target its allies. (ignore shields when dueling)"
  • upgraded: "Target creature gains +2|+3. It will duel enemy creatures or players that target its allies. (ignore shields when dueling)"

Ever seen what happens to someone when they threaten a crimson dragon's eggs?

Basically, the creature you pick gets a modest stat buff and will defend its owner and creatures on its side.

41
New Card Suggestions / Magnetic Alloy
« on: June 24, 2015, 12:13:06 am »
--Optional--

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Magnetic Alloy / Magnetic Alloy
Cost:6 :earth / 5 :earth
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Give a target golem or flown weapon gravity pull. It absorbs its owner's current shield and gains +1|+8 if so."
  • upgraded: "Give a target golem or flown weapon gravity pull. It absorbs its owner's current shield and gains +1|+10 if so."

This can be used multiple times, effectively stacking shield effects onto the creature. The target gains all of the traits of the shield.

In the case of phase shield or shields like bonewall, the effect can be removed when it wears off... or the creature could die either option could have its merits ;)

Evasion shields will stack their effects multiplicatively.

In terms of order, Evasion would probably go first, then DR, then Block (grav shield), then absorb effects last (Dispersion shield, bonewall, time barrier, debris barricade).

42
Decks / Golden Bull
« on: June 23, 2015, 05:13:20 am »
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Get out hourglasses as fast as you possibly can then use them to power time barrier as you spam chargers and fluxors.

Once the hourglasses get rolling it will roll over most champs by sheer draw and quanta power.

In general, its seems best to keep lockets focused on time quanta unless absolutely necessary. The locket + inertia combo generally provides plenty of :gravity quanta.

The single brawl is there to help take the edge off from the barriers mid to late game. You may lose a few of your own creatures but can usually rebuild very fast.

43
New Card Suggestions / Guild Arms
« on: June 22, 2015, 06:03:57 pm »
--Optional--

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Cardinal Arms / Cardinal Arms
Cost: 5 cardinal ( :entropy :aether :gravity :time ) / 3 cardinal ( :entropy :aether :gravity :time )
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Spawn a 1|6 Warrior to target field slot or give a Warrior
    +2|+5. It will cast osmosis on creatures it damages."
  • upgraded: "Spawn a 1|6 Warrior to target field slot or give a Warrior
    +2|+5. It will cast osmosis on creatures it damages."

Spoiler for Material Arms:
Material Arms / Material Arms
Cost: 5 Material ( :air :water :earth :fire ) / 3  Material ( :air :water :earth :fire )
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Spawn a 2|4 Warrior to target field slot or give a Warrior
    +3|+3. It will freeze creatures it damages."
  • upgraded: "Spawn a 2|4 Warrior to target field slot or give a Warrior
    +3|+3. It will freeze creatures it damages."

Spoiler for Spirit Arms:
Spirit Arms / Spirit Arms
Cost: 5 Spirit ( :life :death :light :darkness ) / 3 Spirit ( :life :death :light :darkness )
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Spawn a 3|2 Warrior to target field slot or give a Warrior
    +4|+1. It will poison creatures  it damages."
  • upgraded: "Spawn a 3|2 Warrior to target field slot or give a Warrior
    +4|+1. It will poison creatures  it damages."

Spoiler for Warrior:
Warrior / Warrior
Cost: 3 fused / 2 fused
Stats (if creature or weapon): *|* / *|*
Ability(ies):
  • unupgraded: "Base stats depend on element used to cast this creature.
    1: Duel a random enemy creature or attack."
  • upgraded: "Base stats depend on element used to cast this creature.
    1: Duel a random enemy creature or attack."

The idea is to have a spell that can either summon a creature (with stats based on its particular guild elements) or enhance the creatures that get summoned this way.
I went with one spell for each ‘guild’ type to try and keep the total number low.
It should also make a very fun set of cards to use during guild events.

Cardinal (defense) - Focuses on high HP and siphons enemy stats.
Material (balance) - Focuses on balanced HP and Strength and freezes enemies.
Spirit (offense)- Focuses on high Strength and poisons its enemies.

The spells summon or enhance a ‘Warrior’ which has base stats that depend on the guild element(s) that are used to summon it.
The Warrior card would not be available (like malignant cell). I defined its cost in case players use mitosis, fractal, etc.
Here ‘fuse’ means that its cost is payed from a single element so that if one gets summoned from hand or spawned by mitosis its stats get determined by the particular element that gets used to pay its cost.

All 3 Warriors have ‘Duel’ as their activated skill. This causes them to duel a random enemy creature. If there are no enemy creatures, they attack the opponent instead.

When the Arms spell is used on a warrior, that warrior gets bonus stats and will inflict an additional effect on the creatures it duels. This effect applies only to creatures, not to players. (e.g. spirit warriors will not poison the enemy player when they attack)

If needed this idea could be split into 3 warriors and 3 enhancement spells instead, but I think it makes things more interesting to have limited number of cards. That way players must decide whether to use them for summoning more creatures or enhancing the creatures they created.

44
New Card Suggestions / Redemption
« on: June 21, 2015, 08:19:18 pm »
--Optional--

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Redemption / Redemption
Cost: 4 :chroma / 3 :chroma (light card)
Stats (if creature or weapon): -NA- (non-equipped permanent)
Ability(ies):
  • unupgraded: "Gain 1 karma per creature HP you heal or 3 per poison you purify, triple for enemies. You win if karma exceeds 200."
  • upgraded: "Gain 1 karma per creature HP you heal or 3 per poison you purify, triple for enemies. You win if karma exceeds 200."

This is a light card (for thematic purposes and because :chroma has enough permanents already) but has a :chroma cost so that other elements with healing can make use of it without having to expand their quanta bases just to accommodate it.

I've been thinking about trying to get more 'alternate win conditions' in the game recently. Right now, only deckout and reducing opponent's HP to 0 allow wins. It would be interesting to have some other options.

The idea with this one is to allow decks that focus on healing creatures and purifying poison damage from them, a way to win outside of just stalling till deckout. Wow mend, purify, clear, etc. become serious threats.

Karma is counted over all copies you own, so having multiple copies in play can make reaching the win condition much easier.

Not sure what threshold to use here, but 200 seemed reasonable...

45
New Card Suggestions / Ascension
« on: June 20, 2015, 07:58:15 pm »
--Optional--

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Ascension / Ascension
Cost: 5 :time / 5 :time
Stats (if creature or weapon): -NA- (non-equipped permanent)
Ability(ies):
  • unupgraded: "Owner is untargetable. Lasts up to 3 turns. Immaterial.
    Cumulative upkeep: 5 :time
    0 : remove self from play."
  • upgraded: "Owner is untargetable. Lasts up to 3 turns. Immaterial.
    Cumulative upkeep: 5 :time
    0 : remove self from play."

Essentially, this card prevents you from being targeted by spells and effects that can target a player.
In addition to thwarting direct damage from spells like fire and ice bolt, it also prevents many mass targeting spells (plague, firestorm, etc.). It should also probably protect from effects like unstable gas, catapult, and chrysaora skill and poison spells.

This does not directly protect your permanents or creatures. I.e. your weapon can still be hit by deflagration.
It also will not stop damage dealt to you by attacking creatures, now will it stop damage or effects caused by interacting with the opponent's shield.

A little tricky to place this one. I see it going in either :light , :time , or :aether ...
At the moment, :light is already chock full of defensive cards and has mirror shield to protect it from bolts and other spell damage, :aether already has protection from mass CC, so it would not really benefit from the mass targeting protection as much.
I put this in :time as a node to the player momentarily ascending beyond finite temporal existence. This is an analogue to :aether allowing immortality by ascending beyond existence in a dimension / phase.
It also makes a nice tie in with Anubis being able to manipulate mortality as well.

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