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Topics - Zaranir

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16
Entropy / Chaos seed
« on: July 01, 2015, 10:37:14 pm »
It's not a buff or a nerf idea, it's just an effect expanding suggestion.

I suggest to implement some of these effects to Chaos Seed: Throw Rock, Sinkhole and Pixie's swap.

 Osmosis and Bequile would be nice, but it'll strengthen the card effectively (questionable, if that's needed). The other effects have a very similar alternatives (Like Pacify to Antimatter, Unsummon to Rewind) and some other could be a big disadvantage against some creature (like Equalizer to Lava Golem and other rushers, or LW against a thing, what I want to kill without PC ).

It's just the start, anyone's suggestion about how to and what to is greeted :P

/ The effects in it atm is Drain life, Firebolt, Freeze", Gravity pull, Icebolt, infect ability, Lightning, lobotomize effect, Parallel universe, Rewind, snipe effect, Shockwave /

17
New Card Suggestions / Entrapping
« on: June 27, 2015, 09:34:53 pm »
Entrapping / Entrapping
Cost: -1  :darkness / -1  :darkness
Stats: Permanent
Abilities:
  • unupgraded: Web ability delays for a turn. Unique.
  • upgraded: Web ability delays for a turn. Unique. :air: web

Description / clarification

Spiders!!!!!!

Edit: And negative cost is too sick to not exist, and being free fits in more place. Thinking on increasing the effects cost, now the upped seems to be a hard-destructible warden for  :air, could make Wings to a 5 turn Dim. shield.

18
New Card Suggestions / Dodgeball
« on: June 25, 2015, 10:41:24 pm »
Dodgeball / Dodgeball
Cost: 1 :chroma / 1 :chroma
Stats (if creature or weapon): 3 | 1 / 4 | 1
Ability(ies):
  • unupgraded: " Instead dying, give it to foe. (Tag)0: Goes into random slot. If the slot was occupied, move target to an other slot  and goes to it's owner's hand."
  • upgraded: " Instead dying, give it to foe. (Tag)0: Goes into random slot. If the slot was occupied, move target to an other slot and goes to it's owner's hand."

Description / clarification

Rather a fun card, but there's no Other creature, so... why not.

It does not trigger death effects, so effects, statuses and others remain. If LW-d and destroyed, becomes the weapon of foe. Passive ability. Poisoning it would make a funny, side switching creature with insane poison stacking (sad, it does not die, so no synergy with Epidemic) :D

Edit: It evades the targeting what would kill it, or resets own HP to 1 if "killed" by poison.

Edit: Seemed UP compared to Skeleton|Shadow, became more cost effective. Gain "Tag" active. Tagged Dodgeball activates it's Tag effect.

Edit: Bounce and giving 1 cost to nerf Dodgetal.

19
New Card Suggestions / Refactorization
« on: June 20, 2015, 05:09:51 am »

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Refactorization / Refactorization
Cost: 18  :entropy / 15  :entropy
Ability:
  • unupgraded: Transforms every copy of target into a random creature of the same element.
  • upgraded: Transforms every copy of target into a random creature of the same element."

Description / clarification

An expensive spell for  :entropy . Transforms in deck and in hand too. Can be used on your opponent's field (a CC with a chance of draw denial) or on your side. Interesting rushes with Pack wolves or Malignant Cell, where your deck is safe from randomness.

20
Material / Event 3
« on: June 14, 2015, 03:06:32 pm »
I like card-designing events (i think it's popular point of view :D ), so haven't waited too much to start thinking on what should material design for this event. Of course, I would like other member's ideas as well, just for start.



Description:

At first, I'll say a multiplicative 20% chance to shuffle back, so maximally ~75% with 6 copy, could be reduced if seems OP. The owner of Emergency exit gains quanta, even if reshuffles the opponent's hand.

Out-of-element, it's combosive with Armagio, SoFocus, Gravy defender and other cards what are meant to die in the end of their process.

In element, the quanta gaining ability is independent from it's own effect, triggering on cards like Throw rock, Scattering wind (gives you a lot of quanta), Pixie and Whim and can prevent deckout with Jack O'lanterns (with a lot).

21
New Card Suggestions / Sarcophagus
« on: June 12, 2015, 07:12:45 pm »

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Sarcophagus / Sarcophagus
Cost: 2  :time / 2  :time
Abilities:
  • unupgraded: Generates one Skeleton and plays one from deck on play. Releases a Mummy, if destroyed.
  • upgraded: Generates one Skeleton and plays one from deck on play. Releases a Mummy, if destroyed.

Description / clarification

First I thought it as a fun card, then went a bit complicated.

First of all, Skeletons represents the guardians of the tomb. And chosing them instead of a Scarab because using them in a deck on it's own is a cost :D And prefers self-Rewinding tactic (undead passives), what is completely unused.

Some calculation for the upped, considering that you play Skele in deck for that or no, in mono- :time .

Card
Cost
Dmg
Gain
Without anything1
2 :time
2-41-2 Skeleton
With Deflag22 :time + 2 :fire7-91-2 Skeleton + Mummy
Deflag+Rewind34 :time + 2 :fire 6-81-2 Skeleton + Pharaoh

It can be complicated more, but in my opinion the optimal was 9 attack for 4 :time as a 2 card combo and after it, seems to be worse, similar to a GoTP or playing a Pharaoh normally. Don't say it does not worth to try in other situations, like it shows a high potential, even in mono. Edit: Does not work with Midas.

22
Death / Malignant Cell
« on: June 11, 2015, 11:50:31 pm »
A while ago I mentioned the story of the upped Mal. Cell, but somehow I haven't went that far to suggest is here (somehow = laziness).



It was an existing card in vanilla, but can't be seen, because of balancing reasons, so both Afla generated unupped Mal. Cells and this stayed in the programme, but can't be got in-game (except bug or hack). It was on the official wiki (but not in the wikia version), but that site is a bit broken atm.

My suggestion is to make this card 'back' (making the upped 0|1) and change Afla to generate only the unupped card (and of course, Cell( :life) will become unupped Mal. Cell when poisoned, even if it was upped).

The only chance will be that with Regrade, you can get the 0|1 creature, what is not much more than using it instead a Skull shield in the accurate deck.

Not much, but at least something.

23
New Card Suggestions / Vision mirror
« on: June 09, 2015, 09:10:18 pm »

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Vision mirror / Vision mirror
Cost: 2 :chroma / 3  :entropy
Abilities:
  • unupgraded: Shows top card of your deck. Chance to miss. :darkness: Discards top card of your deck."
  • upgraded: Shows top card of opponent's deck. Chance to miss. :darkness :darkness: Discards top card of opponent's deck.

Description / clarification

The chance is 15% to show wrong card.

Show = Vision's image is the image of the top card of the respective player (depending on if upped or unupped).

Wanted to be Other, but will be too OP :D

24
New Card Suggestions / Underground beetle | Groundbeetle
« on: May 23, 2015, 06:16:22 am »

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Underground beetle / Groundbeetle
Cost: 2 :earth / 2  :life
Stats: 1 | 3 / 3 | 3
Abilities:
  • Unupped: Burrowed. Noctural. Generates  :life. 0: Unburrows into Groundbeetle.
  • Upped: Throttled. Noctural. Generates  :earth.  0: Burrows into Underground beetle.

Description / clarification

The original idea was to make a burrowed creature named Undersea crab. Do not ask how I've got there :D

25
Material / Event 2.5
« on: May 20, 2015, 09:46:14 pm »
Asking if anyone is planning to participate apart from me.

26
New Card Suggestions / Monument of Greed | Greed
« on: May 19, 2015, 06:08:32 pm »
                                                             
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Monument of Greed / Greed
Cost: 2 :time / 1 :time
Abilities:
  • unupgraded: Your automatically gain every :time generated by a player. Slight chance to generate  :time, when opponent gains quanta.
  • upgraded: Gains every quanta from non-pillar sources. Eradicate 1 card from deck when triggers. 3: Draw a card.

Description / clarification

Thought as start of a series, but then changed my mind.

8% chance to generate  :time per non-time quanta generated by the opponent in unupped.

Pendulums and towers counted as pillars.

27
Decks / TST (Tall Shadtal)
« on: May 11, 2015, 10:18:00 pm »
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Hella funny champgrinding when you draw up the Fractal+Shad+Eclipse fast.

Precogs only there to tighten the deck (sadly, playing with more Fractal or Eclipse just would make the deck worst when the redundant ones takes places when Fractaling).

Needs a bit balancing tho, (because I don't have all of the card, only tried in sandbox).

Enjoy the pure mindlessness :D

28
New Card Suggestions / Shard of Incompletion
« on: May 10, 2015, 03:12:47 pm »

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Shard of Incompletion / Shard of Incompletion
Cost: 1 :chroma / 1 :chroma
Stats (if creature or weapon): -
Abilities:
  • unupgraded: Generates 2 shard to your hand matching your mark. Decrements your Mark power by 1.
  • upgraded:  Generates 2 shard to your hand matching your mark. Decrements your Mark power by 1.

Description / clarification

It does not generate if your Mark power is 0. Generates random shards with Chroma Mark. Unupped generates unupped shards, upped generates upped.

Basically a 7. shard where it's needed (?), for 1+1 quanta loss at the turn and 1 more in every other turn.

Questionable power in Voidstall, can be abused with Metamorphosis.

29
Chroma / Buff Metamorphosis
« on: May 09, 2015, 01:13:37 am »
Not a big thing, but it would be nice if Meta could target the Mark itself. Of course it would not change it, just increments Mark's power.

You could increment your opponent's Mark as well, but I don't see any reasoning behind it.

It would be a big buff (like, it will be an indestructible pillar in itself), but you lose 1 quanta with it (directly in unupped and indirectly in upped) and you could use up to 6.

It would help to make a trio with 2 types of pillar and Meta-ing Mark.

How about it?

30
Light / Nerf Give (previously '"Give" bug')
« on: May 09, 2015, 12:15:15 am »
Give should not fill opponent's hand with my card in hand, while Sanct in play on his side.

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