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Messages - OdinVanguard

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31
Decks / Re: Parallel whales
« on: August 02, 2015, 04:48:14 pm »
It seems OP right now. Probably needs some nerfing.
Surgeons seem to make a nice addition if you don't mind using a duo.
With 2 surgeons they are basically a 10|10 for 8 quanta.

32
New Card Suggestions / Re: Tourmaline Portal | Tourmaline Portal
« on: July 28, 2015, 04:21:45 pm »
If I understood it right using the skill may:

A) Do nothing
B) Draw a creature for 2 :time
C) Draw 2 creatures for 4 :time

depending on RNG

+ deck shuffling

+ unless C happened you can use the skill again this turn (which I'm strongly against)
That is correct.

It doesn't absolutely have to re-ready, although that is a mechanic I would like to make actually work in some way (conditional re-readying).

Why are you so strongly against re-readying? It is a mechanic I would like to make actually work in some way (conditional re-readying). It doesn't have to be on this card if people think it detracts too much, but I would like to find a way to make it actually balanced and useful at some point.

33
New Card Suggestions / Tourmaline Portal | Tourmaline Portal
« on: July 23, 2015, 05:25:32 pm »
--Optional--

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

Tourmaline Portal / Tourmaline Portal
Cost: 6 :life / 5 :life
Stats (if creature or weapon): -NA-
Ability(ies):
  • unupgraded: " :time :time :time :time : Draw 2 cards if either is non-creature, shuffle it to your deck, reready this ability, and gain 2 :time quanta."
  • upgraded: " :time :time :time : Draw 2 cards if either is non-creature, shuffle it to your deck, reready this ability, and gain 2 :time quanta."

See this thread: http://elementscommunity.org/forum/card-ideas-and-art/tourmaline-portal-tourmaline-portal/msg1198269/#new

34
New Card Suggestions / Windbound Souls
« on: July 21, 2015, 03:56:19 pm »
--Optional--

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

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.

35
Entropy / Re: Chaos seed
« on: July 21, 2015, 03:49:27 pm »
It could... soft milling? 15-8?
Hmmm... or maybe a counterspell like effect. I.e. allow player to target a card in opponent's hand and have it whif and get shuffled to their deck if they use it next turn...

In any case, any extra effect needs to be kept relatively low key since nymph have it on a stick.

36
Cards / Re: Elemental themes & completeness
« on: July 21, 2015, 03:38:02 pm »
For :air you missed a bit on how it makes up for healing. Don't forget evasion (SoFr) and pre-death bounce (fenghuang)
Similarly, it thematically leans towards rewind / unsummon effects over hard counters and perfers to shuffle around what existing cards rather than destroying or creating new ones. E.g. Tornado, bounce, whim, trick, etc.

The theme for :time is similar to air, but it focus more on card advantage than simply shifting thing.
Examples: tornado shunts permanents back to deck, midas touch fully destroys them but allows its owner to draw a new card (effectively gives you 1 card advantage since opponent has 1 less useful card now). Pixie shifts out creatures in favor of different ones, rewind sends them back to deck (again, time yields a card advantage).

37
General Game Discussion / Re: Endless Mode
« on: July 19, 2015, 02:11:09 am »
I wonder what the rewards would be. Gold and cards based on the damage dealt? That would be interestin.
Since the effects escalate each turn the reward should also factor >Lin number of turns survived

38
New Card Suggestions / Ankh of Osiris
« on: July 13, 2015, 06:05:27 pm »
--Optional--

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

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.

39
Decks / Re: Resonant Steel
« on: July 11, 2015, 12:02:24 am »
The tweak seems to be doing worse than the original. I keep having problems powering golem mitosis. Also, without the shield, stoneskin, or rejuvination-claw combo, champs are tearing me apart before I can get rolling.

 When playing the one I posted, did you make sure to mulligan if you didn't get a resonator in the opening hand? The resonator is pretty central to survival since it lets you get out lots of golems and ramp up your stoneskin.

40
New Card Suggestions / Astral Mandala
« on: July 10, 2015, 10:58:45 pm »
--Optional--

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

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.

41
New Card Suggestions / Life Force Mandala
« on: July 10, 2015, 10:35:34 pm »
--Optional--

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

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

42
New Card Suggestions / Fire Mandala
« on: July 10, 2015, 09:50:58 pm »
--Optional--

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

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

43
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.

44
New Card Suggestions / Crow / Raven
« on: July 10, 2015, 04:30:46 pm »
--Optional--

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

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.

45
Fixed Bugs / Re: Creatureless Bonus
« on: July 09, 2015, 05:20:09 pm »
I think flying weapon decks can be allowed to count, not nymph tear decks though.

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