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Messages - OdinVanguard

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46
New Card Suggestions / Re: Giant maul |Giant maul
« on: July 08, 2015, 07:30:32 pm »
Yes... and more flexibility as well
e.g.
cast on enemy weapon for a trollish anti-shield.
protect a weak weapon before flying it.


47
New Card Suggestions / Re: Giant maul |Giant maul
« on: July 08, 2015, 06:38:22 pm »
lol... good point(s)

hmm... what do you think about having it be a :chroma spell that converts an equipped weapon into a 2-handed version, providing bonus attack and extra flown HP.

I.e. "Target equipped weapon gains
'2-handed'. It occupies both slots (replaces shield), gains +5 damage, and +5 flown HPs."

48
New Card Suggestions / Reincarnation / Reincarnation
« on: July 08, 2015, 03:44:29 pm »
--Optional--

-------------

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.

49
New Card Suggestions / Memorial / Monument
« on: July 08, 2015, 03:34:33 pm »
--Optional--

-------------

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.

50
New Card Suggestions / Re: Giant maul |Giant maul
« on: July 08, 2015, 03:18:31 pm »
If only :chroma wasn't already overflowing with weapons :(
Neat idea though. Maybe a different element?

51
New Card Suggestions / Re: Balefire Bolt
« on: July 08, 2015, 03:06:41 pm »
well, I thought it milled only one card, so you could control the damage with RT.

To make sure the mill is balanced I'd think of how many bolts/quanta do you need to kill with fire and ice and make sure its not enough to deckout with this quantity. The problem is that this is in-element with inno and that milling reduces the options your opponent has to answer.

I'd rather see this with a fixed low quantity for milling and scale the damage appropriately.
For the cost consider that a one card mill makes this plus RT an instakill + added effects.
I really want to keep the milling a scalable thing. It makes it stand out from other cards.

Maybe the damage could equal the cost of the first card discarded then just add 1 for each additional card.
Two card single insta-kills are already in game viz freeze+shockwave, and unsummon + burn card / inno.
The only tricky thing here is that this is in-element with its combo pair.

Right now, innovate can provide an effective 3 card mill, plus more with the rico combo. This spell doesn't target so rico will not be a problem.
Given that this is purely offensive, it should be reasonable to have it slightly more effective as a mill... A cap of 5 or 6 milling is probably about right then...
99 / 6 is roughly 15 to 16 so that will be the mill increment count I guess... The cost can then be 6 / 4.
So the unupped can pull off a single card mill at 99 :time , while the upped version can pull off a double tap with 98 or 99 :time

Lastly, at a cap of 5 and 6, the most that this can mill is 30 / 36. With 6 innovates as well, that pushes the threshold to 48 / 54...
So the upgraded version with a full complement of this and innovate can pull off a standalone deckout... provided that the innovates operate optimally.

52
New Card Suggestions / Re: Balefire Bolt
« on: July 08, 2015, 03:18:19 am »
-3 cost bonus why?
Derp :(
Was supposed to be a 2 point reduction... fixed

This is so f**ing powerful
The damage easily overshadows the other bolts in the game ...
Ya, I know, its gonna need some balance work... Maybe 1 card for every 15 :time ?
I do want to keep the millish behaviour of this thing, even more than the damage aspect...

I could also go with "based on its cost" instead of "equal to its cost" so things like dragons won't cause quite as massive obliteration... maybe use square root of cost rounded up? At that point a miracle would only drain 4 maximum health.

Also, the damage output will vary based on the deck it is played against.

Decks that have average card costs of 2 or less would be on par with other bolts as it is right now.

With square root scaling, decks with average card costs of 4 or less would be on par with other bolts.

At 15 :time per discard, decks with average card costs of 3 or less would take average damage

Move up to 15 :time per bolt and square root scaling and decks with average costs of 9 or less yield par damage.

So there is definitely room for tweaking here, I'm just trying to figure out a good balance right now.

53
Decks / Fungal-togs
« on: July 08, 2015, 03:09:51 am »
FungalTogs
045ce056r001mr0016qu0475m0274q02n4q0374k0474b0274u0177u01n7u027am01nam047h3018pn


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.

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

-------------

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.

55
New Card Suggestions / Frost Shell / Razor Ice
« on: July 07, 2015, 03:24:21 pm »
--Optional--

-------------

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.

56
New Card Suggestions / Shuriken Flurry / Shuriken Flurry
« on: July 07, 2015, 01:18:59 am »
--Optional--

-------------

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.

57
New Card Suggestions / Re: Fear | Overwhelming Fear
« on: July 06, 2015, 09:33:13 pm »
So you need 1of this cards and a mass CC to make a mass rewind. I don't think it's as powerful as you are saying..
This + fire shield
Effectively becomes an auto rewinder. Would lead to a nasty draw lock combo... Have to keep the enemy field filled somehow though... afla comes to mind.

58
New Card Suggestions / Re: Forgotten ruins | Forgotten ruins
« on: July 06, 2015, 09:31:03 pm »
What about "Schematics" or "Blue Prints"

59
Entropy / Re: Chaos seed
« on: July 03, 2015, 11:07:23 pm »
I would really like to see this card updated to reflect all the new effects present in the game now.

Redoing targeting isn't a bad idea either since a lot of spells can now target weapons. It would certainly make this thing a lot more potent if it had a chance to freeze, delay, or AM a weapon... could also throw in the damage spells and have them hit the enemy player if triggered.

60
Death / Re: Buff Mummy (only upped)
« on: July 03, 2015, 11:04:48 pm »
Its still overshadowed by upped flesh recluse.

Even with the reduced cost in place, spending the extra quanta and card on RT just to get the upped pharaoh isn't all that great. Especially since making use of devour on the scarabs it will produce will require gravity quanta or SoR... Just so many cards in that combo. Its better just to run upped with a grav mark and time towers, or use inertia and locket.

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