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Topics - Niharia

Pages: 1 2
1
 :water :water: Freeze target permanent for 4 turns.

I'm not 100% sure on the upped version. Here are two options:

Upped (version 1): :water: Freeze target permanent for 4 turns.

Upped (version 2):  :water :water: freeze target permanent, creature, or card in hand for 4 turns.

Perm freezing is so much rarer than creature freezing, I figured it might need an extra cost to balance it, but if that's not the case, a one cost and then upped getting five duration - just like freeze - would be fine, too. I'm a little worried that the freeze-card-in-hand will be something too obnoxious when the AI uses it versus how fun it'll be for a player to use it.

2
Decks / EpiLog
« on: March 31, 2025, 08:25:11 pm »
Quote from: Septima Rhay
try formalizing (test/post) Epilog 🙂
Okay, Septima, here I go.

EpiLog UU
0752g055420252v0252p045330352r025de035ck055ce018pn
In fifty matches against mages, this went 29-21.

EpiLog+
015ck077100572i027190471j0371b027bu027b4057au017n2018pn
In fifty matches against champions, this went 26-24. And the one unupped log is because the microscopic unupped bonus amuses me.

With the unupped version, it helps to kill something early to feed the soul catcher, thus generating the quanta to play the rest of the things that benefit from death.

Upped and unupped, using a late-game plague on your mushrooms for the burst damage. While doing the unupped, bursting with plague late-game was vital to take down Xylene. As with all epidemic/log variants (see Cat-a-log, posted in the Team Card Design event), it is highly vulnerable to permanent control.

I feel like there are more experiments to be done on quanta flow for both upped and unupped (PPM vs soul catchers), and potential for empathetic bond variants, but I am not nearly methodical enough to do all those tests myself. If anyone wants to experiment, feel free (and bonus points if you avoid the Generic 30-card Rush format).

3
New Card Suggestions / Idea
« on: March 21, 2025, 07:50:45 pm »
Idea
3 :chroma
0|1
Adrenaline.
- chroma cost because it's colourless
- card art must be green
- 0 attack because it's asleep
- adrenaline because it sleeps furiously!

This card potentially would have synergies with rejuvenation, mutation/improve, shazam (depending on rarity), and assorted buffs. The 0 attack means it needs something to synergise with, can't just be thrown in like a long sword.

Alternatively (or as a completely-different upped version?), it could be something like 6:chroma for a 0|16 with an active to rage potion itself. But that might be stepping on the toes of too many other extant creatures.

Another possibility is using this concept as a creature that delays itself after attacking, kind of like slaking. A while back I came up with a shark of patience concept that was 6:water for a 10:10 which delays itself on hit, but a colourless green idea with a 'furious sleep' passive could also carry the same build. Not sure how to massage the costs, and it might be too versatile for a chroma card.

4
New Card Suggestions / Air Loom
« on: November 01, 2024, 05:20:25 pm »
4 :air
permanent
:water :water: Generate a stack of mist mantle in the owner's shield slot.

Upped: reduce active cost to :water.

...Yep, the primary goal with this concept is a pun. Curious to see of it's actually balanced, though.

5
Decks / Haunt-a-pult
« on: October 08, 2024, 09:40:50 pm »
It's October, the perfect time for orange and black decks!

Haunt-a-pult
0555k06576045610455m0255l0356i025vk015v0035v4018pt
Upped
035v4057440575m0474h047460375202745017n2017tg027u4018pt


The strategy is simple: haunt your creatures, then catapult them, then haunt and catapult their skeletons, repeat. The voodoo doll is a filler card I put in before I realised you can haunt the same creature multiple times to get multiple skeletons (great prep work if you get scythe before catapult) and so the deck uses more dark quanta. Not sure whether to swap in some sort of 'tech' card, a dark PPM, or what. Experiment!

6
General Game Discussion / Silly Match Replays
« on: June 05, 2024, 11:26:42 pm »
Just as there's a thread for double-1st place flex thread, here's a thread for replays of matches that seemed really cool/funny/etc. Perhaps this should go in 'Off-topic' along with the double-flex thread, but... that one kinda is game discussion, so perhaps that one should go here? I don't know, that's not my speciality.

Anyways, my shard of serendipity just showed me an exciting card combo...
Spoiler for SoSep surprise:
{"date":1717627392927,"seed":-460974872,"players":[{"idx":2,"ai":1,"name":"Mases","deck":"0655k06576015630255t03561015620155n0255r035oc035pu015og015p3015oe015p6025or015of01606016qq0475m0274s0174h0174i01748017ms017n8017mv018pr","hp":150,"drawpower":2,"markpower":2},{"idx":1,"name":"Niharia","user":"Niharia","deck":"014sc064vj0155r066qq046qs066s0016uk046uq016ue017520177g017ah017e3017dq017h7017h9017q5017t80580n0180j018pj"}],"moves":[{"x":"accept","c":0,"t":0},{"x":"accept"},{"x":"cast","c":38,"t":0},{"x":"cast","c":76,"t":0},{"x":"cast","c":60,"t":0},{"x":"cast","c":90,"t":0},{"x":"cast","c":53,"t":0},{"x":"cast","c":14,"t":0},{"x":"cast","c":58,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":113},{"x":"cast","c":105},{"x":"cast","c":110},{"x":"cast","c":123},{"x":"end"},{"x":"cast","c":49,"t":0},{"x":"cast","c":95,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":143},{"x":"cast","c":128},{"x":"end"},{"x":"cast","c":17,"t":143},{"x":"cast","c":34,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":118},{"x":"cast","c":139},{"x":"cast","c":129},{"x":"cast","c":150},{"x":"end"},{"x":"cast","c":75,"t":0},{"x":"cast","c":34,"t":81},{"x":"end","c":0,"t":0},{"x":"cast","c":115},{"x":"cast","c":147},{"x":"end"},{"x":"cast","c":23,"t":0},{"x":"cast","c":42,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":143,"t":23},{"x":"cast","c":143,"t":23},{"x":"cast","c":133},{"x":"end"},{"x":"cast","c":96,"t":133},{"x":"cast","c":25,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":69,"t":0},{"x":"cast","c":61,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":151},{"x":"cast","c":108},{"x":"cast","c":146,"t":148},{"x":"end"},{"x":"cast","c":29,"t":0},{"x":"cast","c":34,"t":35},{"x":"cast","c":35,"t":0},{"x":"cast","c":81,"t":0},{"x":"cast","c":36,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":143,"t":35},{"x":"cast","c":108,"t":36},{"x":"end"},{"x":"cast","c":5,"t":0},{"x":"cast","c":57,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":137},{"x":"cast","c":149},{"x":"cast","c":127},{"x":"cast","c":158},{"x":"cast","c":148,"t":143},{"x":"end"},{"x":"end","c":0,"t":0},{"x":"cast","c":149},{"x":"cast","c":120},{"x":"cast","c":144},{"x":"cast","c":137,"t":133},{"x":"end"},{"x":"cast","c":22,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":137,"t":143},{"x":"cast","c":143,"t":22},{"x":"cast","c":149},{"x":"end"},{"x":"cast","c":80,"t":0},{"x":"cast","c":94,"t":0},{"x":"cast","c":82,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":137,"t":149},{"x":"cast","c":149},{"x":"cast","c":114},{"x":"end"}]}
...Which led me to try and create a deck built around that combo. During the trial-and-error phase of testing, I managed to do this:
Spoiler for BOOM:
{"date":1717628391189,"seed":933973994,"players":[{"idx":1,"name":"Niharia","user":"Niharia","deck":"0262e096s0046u2027520374b037kk017q3017q80380a0180u0180b018pq"},{"idx":2,"ai":1,"name":"Tumbler","deck":"0a4sa044vj064vt06599015920158v015ia025lm015oj065rp0162301621018pj","hp":125}],"moves":[{"x":"accept"},{"x":"accept","c":0,"t":0},{"x":"cast","c":12},{"x":"cast","c":6},{"x":"end"},{"x":"end","c":0,"t":65},{"x":"end"},{"x":"cast","c":43,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":5},{"x":"cast","c":26},{"x":"end"},{"x":"cast","c":41,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":49,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":7},{"x":"cast","c":18},{"x":"end"},{"x":"cast","c":58,"t":18},{"x":"cast","c":46,"t":0},{"x":"cast","c":51,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"end","c":0,"t":0},{"x":"cast","c":11},{"x":"cast","c":21},{"x":"end"},{"x":"cast","c":52,"t":0},{"x":"cast","c":55,"t":21},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":39,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":10},{"x":"cast","c":20},{"x":"cast","c":4,"t":20},{"x":"end"},{"x":"cast","c":69,"t":0},{"x":"cast","c":63,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":27},{"x":"end"},{"x":"cast","c":47,"t":0},{"x":"cast","c":34,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":37,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":13},{"x":"cast","c":22},{"x":"cast","c":25,"t":14},{"x":"cast","c":14,"t":22},{"x":"cast","c":15,"t":22},{"x":"cast","c":32,"t":22},{"x":"end"}]}
I've since updated the deck because I've figured out how the cards actually interact, so copying this second deck as presented here won't get very far. However, the short answer is: ricochet and dispersion make for a very interesting combination.

7
New Card Suggestions / Malware
« on: May 11, 2024, 11:43:58 pm »
Spell
8 :darkness: give target creature the ability "that was a bad idea". All remaining quanta is consumed.

Upgrade: reduce cost to 7 :darkness. All remaining quanta is consumed.

My first thought was to make this :aether, to go with byte, but I figured malware/quint would be too powerful in-element. The all quanta-consumption is to prevent insta-quinting, so the targeted player can have a chance to CC the pseudo-singularity before it explodes. This is probably too powerful to be implemented anyways, as it pretty well counters any rush deck. Maybe if the cost was 99 :darkness? :P

8
Decks / Parallel No Cow
« on: March 31, 2024, 02:58:17 am »
This is a deck I've been using for a while, but never bothered to post... until now! It's not reliable due to being almost entirely dependant on improved mutation. Some days you get the mitosising dragon, other days you get the immaterial shaman. I usually target champions or Arena 1. And no, I have no idea why one of the parallel universe cards us unupped.
Parallel No Cow: It's lactose-free!
0161r026r0046u2046u3036u4068080381q0180e0380o0480d0480b018pj
This deck is janky as all get out. It does many things, but none of them well.

The strategy is simple: get a singularity or phantom onto the field, mutate it, pump it full of chaos power, and then PU it. Watch out for reflective shields, where you need to mutate singularities, as they are not psionic.
- phase shields for survivability
- lobotomiser for defence - if the enemy throws up a reflective shield or PUs your mutants, cut out psionic.
- quantum locket for early :entropy, and late :aether or whatever element your mutants need to exploit their abilities (if applicable).
- If you must discard, chaos power is usually the weakest card.

I call it 'Parallel No Cows' to distinguish it from the spider cow-chaos power-PU deck I designed first that didn't have enough damage output. The deck could probably be streamlined further, but I'm not very good at that.  The quantum locket update slowed this deck down, because default-starting with :entropy was often enough to get an improve ready in two turns rather than three, and then swapping to :aether next turn would get you to the PU nicely.

Parallel No Cows is most vulnerable to burn card/yoink, early CC/PC, and the RNG frowning upon it.
Spoiler for Here's a typical win:
{"date":1711853981878,"seed":-1587208964,"players":[{"idx":1,"name":"Niharia","user":"Niharia","deck":"0161r026r0046u2046u3036u4068080381q0180e0380o0480d0480b018pj"},{"idx":2,"ai":1,"name":"Morofuze","deck":"014tc0252g065420152v0153c0152i0153e0252k02533015370153a0152h015aa015f0025gi025f3015fg015f7015fj015fc015mq016qq027100172i0171m0171s0171201714017dg017e0017dh017dq018po","hp":150,"drawpower":2,"markpower":2}],"moves":[{"x":"accept"},{"x":"accept","c":0,"t":0},{"x":"cast","c":4},{"x":"end"},{"x":"cast","c":120,"t":0},{"x":"cast","c":62,"t":0},{"x":"cast","c":40,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":23},{"x":"cast","c":4,"t":26},{"x":"end"},{"x":"cast","c":116,"t":0},{"x":"cast","c":62,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":20},{"x":"cast","c":26},{"x":"end"},{"x":"cast","c":87,"t":0},{"x":"cast","c":42,"t":0},{"x":"cast","c":62,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":26,"t":62},{"x":"cast","c":18},{"x":"end"},{"x":"cast","c":119,"t":0},{"x":"cast","c":50,"t":0},{"x":"cast","c":112,"t":0},{"x":"cast","c":95,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":24},{"x":"end"},{"x":"cast","c":101,"t":0},{"x":"cast","c":75,"t":0},{"x":"cast","c":123,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":38,"t":0},{"x":"cast","c":84,"t":0},{"x":"cast","c":123,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":31},{"x":"cast","c":5},{"x":"end"},{"x":"cast","c":103,"t":0},{"x":"cast","c":106,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":99,"t":0},{"x":"cast","c":88,"t":0},{"x":"cast","c":89,"t":0},{"x":"cast","c":123,"t":0},{"x":"cast","c":106,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":13},{"x":"cast","c":10},{"x":"cast","c":16,"t":10},{"x":"cast","c":9,"t":10},{"x":"cast","c":3,"t":10},{"x":"cast","c":37,"t":124},{"x":"end"},{"x":"cast","c":48,"t":125},{"x":"cast","c":77,"t":0},{"x":"cast","c":46,"t":0},{"x":"cast","c":75,"t":1},{"x":"cast","c":106,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":11},{"x":"cast","c":32},{"x":"cast","c":125},{"x":"cast","c":124,"t":123},{"x":"cast","c":5,"t":125},{"x":"end"},{"x":"cast","c":96,"t":0},{"x":"cast","c":68,"t":0},{"x":"cast","c":79,"t":0},{"x":"cast","c":106,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":125},{"x":"cast","c":26,"t":99},{"x":"end"}]}

9
New Card Suggestions / Hot Potato
« on: March 20, 2024, 11:43:25 pm »
1 :fire Hot Potato
0 | 1
On death, this creature deals 10 damage to the opponent.

Upped:
1 :fire Hot Potato
0 | 1
On death, this creature deals 15 damage to opponent.

The idea is a soft protection against mass CC to complement the low HP of most fire creatures. This may be too strong in-element, so could easily be converted into an :earth card. Alternatively, it could be reflavoured completely to go with another element - say, :entropy unstable goo, or a :gravity graviton mine. The exact damage numbers are loosely inspired by the ghost of the past and time bomb damage abilities, and could (probably should) also be tweaked for balance.

10
Off-topic / Evolutionary Relationships and Flight of Maxwell's Demons
« on: March 03, 2024, 01:08:07 am »
Early illustrations of Maxwell's demons suggested the creatures were part of the Pteroprimiforme genus, closely related to the flying monkeys famous for their role in the Wizard of Oz. However, more recent observations and images reveal the creatures are decidedly more limbless, rendering the old classification obsolete. Currently the phylogeny of the demons is highly contentious. Some researchers place them in the same clade as the hole-boring spacetime worms and plot worms on the basis of their morphology and association with supernatural gaps. An equally vocal group see this apparent similarity as a case of convergent evolution and place the Maxwell's demons firmly with the gateway guardians, along with the more common lions and spirit dogs. The Maxwell's deomons' divergent appearance, they argue, is due to the entrophic elemental alignment of the species. Genetic data is inconclusive due to the difficulties gathering genetic data from hole-boring worms and the large quantities of genomes misidentified as Maxwell's demons that actually came from unstable shapeshifters (a problem with many genetic analyses, but most common with entropic species).

The current understanding is that Maxwell's demons lack any form of wing or gliding surface. So how does a Maxwell's demon remain airborne? Is this a mistake? A legacy from when they were believed to have wings? Not at all! Maxwell's demons use their signature ability to remain airborne. Not the more potent threat of paradoxing dangerous creatures into nothing, but the one that first earned them their name and drew the mathematician Maxwell to study them.

Maxwell's demons were originally popularised for their ability to sort warmer-than-average particles one direction and cooler-than-average particles another way with little to no expenditure of energy. In captivity, they often use this in doorways to alter the temperatures of adjacent rooms to their owners' enjoyment (or chagrin), but in the wild, Maxwell's demons use this same skill to direct warm air up over their backs and cool air down under their bellies. The slower-moving cold air becomes denser while the fast-moving hot air whips past the demon and leaves a low pressure area, creating the lift the demon needs to keep off the ground. The demon propels itself and steers with a combination of undulating its long body and subtly rotating the planes of its hot/cold sorting.

Observations in a smoke chamber suggest that sufficient quantities of spiderwebs can disrupt a Maxwell's demon's ability to sort air by creating numerous 'chambers' into which the demon must sort the particles, overwhelming its ability to quickly sort the molecules. This forces the demon to land. However, the sorting ability remains and a strong draft or jet stream can blow the webs off, allowing the demon to return to the air.

Further research is required on the physiological adaptations of the Maxwell's demons to the microclimates they create. Do they have different insulatory properties on their backs and undersides? Do they recoup energy directly from the heat descending through their bodies? Further research could facilitate the development of new and more efficient infinite energy power cores.

11
Decks / Bioterrorist
« on: December 26, 2023, 01:06:13 am »
Bioterrorist
0153b0b7100271r0671n0371o017h4067gl018pp

Use the mask's ability to clear the poison from your infected and shtriga, then watch as your army of animated corpses gnaws their way through all who oppose you! Maniacal laughter sold separately.

Disclaimer: one maxwell's demon is enough to put a kibosh on all these high-attack monsters. Also, not for use in desert conditions. One physalia costs all your :water, leaving none left with which to disinfect your big damage monsters. After a few desert-using champions, I replaced a plague spell, which seemed to be underperforming, with a Gift of Oceanus. Arsenic might be a better choice for that singleton slot. Consider downgrading the jellyfish to protect them from fire shields and thorn carapaces.

12
New Card Suggestions / Shark of Wisdom
« on: November 11, 2023, 09:30:10 pm »

Shark of Wisdom 4 :aether
Permanent
 :aether :aether Deal 3 damage to the target creature.

Upped:
Shark of Wisdom 4 :aether
Permanent
 :aether :aether Deal 4 damage to the target creature or player. If target creature is frozen, kill it. If target player's weapon is frozen, destroy it.

An alternative build would be to have swave on both unupped and upped, and just have the upgrade effect be reducing the cost of the shark. Not sure that aether needs more creature control, but I wanted to have at least one shark that is not a creature. If anyone has alternate ideas for a Shark of Wisdom, feel free to share them here.

13
New Card Suggestions / Shark of Serendipity
« on: November 03, 2023, 01:54:58 am »
I shared this idea a while back on the Discord, but now I've drawn it. I wasn't thinking about the overlays while I did the art, though, so it may need to be recentered so the ability text doesn't cover the hammer. If this concept gets to the stage where framing is a problem, let me know - the .xcf version of the file is in layers and should be easy to adjust.

Shark of Serendipity 6 :entropy
4|6
When this creature deals damage, add a random effect to the attack. Possible effects include damage, lobotomise, parallel universe, rewind, & freeze 6.

Upgraded:
Shark of Serendipity 6 :entropy
5|7
When this creature deals damage, add a random effect to the attack. All existing effects are possible.

Ability text based on chaos seed and chaos seed 2.0, respectively. I imagine that the ability text on the battlefield will say "chaos" or "hit chaos" (unupped) and "chaos 2.0" or "hit chaos 2.0" or possibly "chaos 2.5" (upped).

I'm curious to see whether Shadcord/Disow champions will be prone to beguile upped sharks of serendipity over to the opponent when their chaos generates blessing/tempering/holy light.

14
New Card Suggestions / Shark of Divinity
« on: October 29, 2023, 02:37:45 am »
Shark of Divinity 6 :light

5|6
Aquatic.
This creature cloaks adjacent creatures who do not have this ability.

Upgraded:

Aquatic.
Shark of Divinity 6 :light
5|10
This creature cloaks adjacent creatures who do not have this ability.

The logic behind this is that the shark glows so brightly, it obscures anything near it. I figured it would draw enemy fire, so upgraded would enjoy having more bulk, but an alternate upgrade idea would be to leave the stats and instead add AoE to cloak two slots on either side. As currently worded, two sharks next to each other will not mutually cloak each other and become an untargetable core of destruction, stoppable only by shields or AoE.

Spoiler for Cheesy mock-ups:


Please ignore that I forgot to edit the stats of my shark in the second picture.

15
New Card Suggestions / Tetrad Pendulums
« on: September 10, 2023, 04:04:05 am »
The name should make the function of these cards obvious, but if I don't spell out the details, I feel like I'm being too lazy for this suggestion to be respectable.

Material Pendulum
Additive, pillair.
Each turn, switch between randomly gaining 1-2 :earth :fire :water :air with 2/3 chance to gain 2 and one quanta of your mark.
Upped: When played, randomly generate 1-2 :earth :fire :water :air. 2/3 chance to gain 2.

Spiritual Pendulum
Additive, pillair.
Each turn, switch between randomly gaining 1-2  :death :life :light :darkness with 2/3 chance to gain 2 and one quanta of your mark.
Upped: When played, randomly generate 1-2  :death :life :light :darkness. 2/3 chance to gain 2.

Cardinal Pendulum
Additive, pillair.
Each turn, switch between randomly gaining 1-2  :entropy :gravity :time :aether with 2/3 chance to gain 2 and one quanta of your mark.
Upped: When played, randomly generate 1-2  :entropy :gravity :time :aether. 2/3 chance to gain 2.

Am I the only one who thinks it's weird to have the tetrad pillars without their respective pendulums?

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