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Messages - ArcaneAzmadi

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1
Community Events & Contests / Re: [CDC] Age of Commanders
« on: April 11, 2017, 05:23:19 AM »
OK, in response to the realisation that Rita, Tyrant Queen of Veroria was completely broken, I massively pruned her back. She doesn't reduce the cost of characters any more (although she does still reduce the cost of activated abilities on characters), nor does she give them all +2/+2 by default.

Still pondering whether I should return the attack/defence bonus but instead reduce the number bonus across the board from +2 to +1...

2
Community Events & Contests / Re: [CDC] Age of Commanders
« on: April 10, 2017, 02:47:50 PM »
Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all cards in your deck and all abilities on those cards (to a minimum of 1), and increase all other numbers except for Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

This is a very complex card in terms of sheer amount of interactions. Pretty fun to theorycraft with. Just wanna note that almost every character card in your deck [yes even soldier of fortune] is now a very good value card:

Soldier of fortune- 1 cost 6/6
Aether Acolyte- 1 cost 7/7, +3/+3 for each spell cast
Angel's bane- 1 cost 8/8
Beast of Burden 2 cost 9/10
Masked Initiate- 1 cost 7/8
Neophyte summoner- 1 cost 4/4 that spawns an 8/8 flying demon [total 12/12 stats for 1 cost]
Warped Swarmer- 1 cost 7/7

At least Demon Hunter/Spec Ops will now be used as 2 cost 8/10's

To go along with these high value character cards you can now play death blast for 4 resources, remove 12 cards from grave and deal 48 damage max.

...you think I need to tone it down a bit? Maybe just remove the cost reduction mechanic altogether? Or maybe make the +2 to all number only apply to card text, not base stats?

3
Community Events & Contests / Re: [CDC] Age of Commanders
« on: April 10, 2017, 08:39:16 AM »
Name: Rita, Tyrant Queen of Veroria
Faction/Purity:Verore 3
Type: Character
Rarity: Epic
Cost: 10
Morale: 10
Attack/Health: 5/15
Rules Text: If used as a commander, Rita, Tyrant Queen of Veroria occupies all three of your commander slots and counts as Verore in all of them. Your deck cannot include more than 1 copy of any card, or any other unique characters. Subtract 1 from the cost of all non-character cards in your deck as well as all activated abilities on permanents (to a minimum of 1), and increase all other numbers except for base Attack and Defence and Morale cost on all of your cards by 2 (subtract -2 from all negative numbers instead).
Flavor Text: After disposing of Candit, Rita's paranoia drove her to conduct a vicious purge of the Cult of Verore, until only those loyal to her remained.
With none remaining who would challenge her position, the cult grew more ruthless and dangerous than ever.


Another deck-redefining card in the spirit of Enyah, this is extremely limiting but gives you a colossal power boost to the limited cards you can use. On a basic level, Lightning Blast now does 6 damage, but other cards gain much more. Resilient Slime now has 5 lives and creates 3/3 Slimes every time it triggers. Summoning Stone gains four counters every time you cast a spell. Hellkeeper shuffles four 8/8 demons into your deck. Master of Demons get +5/+5 for each Demon in play. Dark Wish can draw you 5 cards. Struggle For Power goes from shifting 18% every time one of you plays a card to 20%. And of course, everything costs 1 less.

Of course, it's not COMPLETELY without drawbacks due to not being a "smart" ability and not able to tell when increasing a number by 2 would be a drawback (Malignant requires you to kill four or more opposing characters at once to bring it back, Dark Vision requires you to overcharge three ability cards, and Hubris of the Strong only reduces the target to 3/3 instead of 1/1), and the deckbuilding restrictions (Highlander deck rules, no other commanders, no unique characters) are harsh, but the power boost should be enough to make for some very powerful combinations.

EDIT: Severely toned down in response to the realisation that the card was outright broken- I completely underestimated how reducing the cost of characters by 1 and giving them +2/+2 makes even the worst character in the game completely OP. Now she doesn't reduce the cost of characters or buff their base attack and defence any more, but still reduces the cost of artifacts, locations and abilities as well as the costs of activated abilities. This might actually make her a bit UNDERpowered (without the stat bonuses the Highlander effect hurts a lot more, especially since you're restricted to pure Verore and neutral characters only) but better undertuned than game-breaking.

4
Community Events & Contests / Re: [CDC] Expensive And Worth It
« on: March 27, 2017, 07:53:48 AM »
Name: Mark IV 'Hellfire' Battle Tank
Faction/Purity: 1 Flame Dawn, 1 Verore
Type: Character - Artificial
Rarity: Rare
Cost: 8
Morale: 10
Attack/Health: 10/18
Text: Flame Strike 10. Whenever Mark IV 'Hellfire' Battle Tank engages in combat, it does its damage to all characters in the opposing battlefield zone instead. If it hits the enemy fortress, it does its damage to all characters in the enemy support zone as well.
Flavour text: The dark sorceries of the Verore and the warlike inventiveness of the Flame Dawn combined to create a mechanical monster more hellish than the worst demon.

Yeah, it's expensive and dies as easily as any other big character (which I'm pretty sure was the entire point of the challenge) but one hit will take out your opponent's entire line. Anything that doesn't die outright will burn to death in short order. And if your opponent decides to just take the hit, they lose everything on their support line. Deal with it or die.

5
Community Events & Contests / Re: [CDC] Theft of Mind and Matter
« on: November 30, 2016, 09:42:54 PM »
Name: Mind Siphon
Faction/Purity: 1 CoV/1 Ex
Type: Unique Artifact
Rarity: Epic
Cost: 6
Rules Text: At the start of each turn your opponent chooses: you draw a card; or a random card is taken from their deck and shuffled into yours.
Flavor Text: What's yours is mine... what's mine is also mine.

6
Bug Reporting / Jade Witch hits ITSELF.
« on: November 22, 2016, 05:50:23 AM »
That's twice I've played Jade Witch from the command zone in my Rift Run only for it to hit ITSELF with its damage ability. The first time I didn't even notice it blasting itself, I only noticed that it completely failed to damage its assigned target. The second time it single-handedly cost me the entire game (plus the fact that it's completely broken means that my already-crappy Rift Run deck is now basically unplayable).

7
Community Content / Re: Infinity wars on TVTropes
« on: November 15, 2016, 11:53:57 PM »
Oh yeah, I was the one who made this.

Probably need to update this since Rebellion dropped. It's been so long between expansions. Need to add, among other things, a Defector from Decadence entry for Lilariah (and maybe Lucca), a Killed Off For Real entry for Candit, and a Body Horror entry for the various Aberrations.

8
News and Developer Talk / Re: Game Discussion - Is Rita Toxic?
« on: November 10, 2016, 05:57:00 AM »
Pardon me for asking what may seem like a potentially stupid question... but is it really THAT essential that token creatures go to the graveyard like real cards rather than simply being removed from the game when they die...?

9
Community Events & Contests / Re: [CDC] Glory or Death
« on: November 02, 2016, 11:36:54 AM »
Name: Take the Field
Faction/Purity: Neutral
Type: Ability
Rarity: Legendary
Cost: 10
Rules Text: Create a personal incarnation in your support zone with your name. Your Fortress health and Morale are removed; your Fortress cannot take damage and you cannot lose Morale.
Flavor Text: If you want something done right...

This ability creates the following character in your Support Zone:

Name: [your player name]
Faction/Purity: [your purity]
Type: Character [gains type for each purity it has: Verore/Genesis/Flame Dawn/DoD=Human, Warpath=Beast, Exiles=Demon, Overseers=Angel, Sleepers=Undead]
Rarity: Legendary
Cost: 0
Morale: 0
Attack/Health: [your remaining Morale when you play Take the Field]/[your remaining Fortress health when you play Take the Field]
Rules Text: Shield 1
[card name] cannot be removed from play by any means other than its destruction, or have its base text altered.
If [card name] is not exhausted, you must move it to the battlefield on your turn.
If [card name] is destroyed, you lose the game.
Pay 10: Destroy target character.
Flavor Text: ...best to do it yourself.

OK, so this might require a bit of explanation: what the ability Take the Field basically does is turn YOU into an incredibly powerful character. So rather than destroying your Fortress or depleting your morale, your opponent's objective is now to kill you directly. Its stats might be a bit confusing, so here's a direct example: if I play this card in a Sleepers/Overseers/DoD deck when I have 75 Fortress health left and 83 Morale, I would create a 83/75 Undead Angel Human with the triple purity of Sleepers/Overseers/DoD, named "ArcaneAzmadi". While I would have Shield to protect me from losing the game to a single Death Ray, I still HAVE to fight every turn unless something forces me off the Battlefield. The card is obviously incredibly risky and not meant for "serious" play (more like similar over-the-top cards such as Call the Warpath or Ultra-Unit).

The line "[card name] cannot be removed from play by any means other than its destruction, or have its base text altered." means that the personal incarnation cannot be removed from play temporarily by the likes of Verore Kidnapper or Mysterious Box of Wonder, or permanently by The Calamity. Also, it CANNOT be hit with Humble, as that would remove the loss condition and leave your opponent literally incapable of winning (unless they had an alternate win condition). It does NOT prevent it from having its stats modified by the likes of Hubris of the Strong (which makes Hubris incredibly nasty against it, but that's the risk you take).

EDIT: Occurred to me that it makes more sense if Fortress health becomes HP and Morale becomes attack, not vice versa.

10
Community Events & Contests / Re: [CDC] Type Change
« on: October 15, 2016, 02:05:22 PM »
Updated mine to reflect some of the suggestions I received.

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Community Events & Contests / Re: [CDC] Type Change
« on: October 11, 2016, 09:27:46 AM »
Name: Hostile Terrain
Faction/Purity: Warpath 2
Type: Location
Rarity: Rare
Cost: 3
Rules Text: Pay 4: Hostile Terrain transforms into a character until end of turn. Choose a battlefield zone to move it into.
Flavor Text: "Something doesn't feel right here... I can sense something watching us, but I can't see anything..." - Lucca

Name: Hostile Terrain (character)
Faction/Purity: Warpath 2
Type: Elemental Character
Rarity: Rare
Cost: 3
Morale: 14
Attack/Health: 10/20
Flavor Text: "Oh great, I'm going to be killed by a pun." - Lucca

12
Community Events & Contests / Re: [CDC] First of Many
« on: September 15, 2016, 06:39:07 AM »
If I could make a suggestion for this contest... I think people need to look at some of the cards they've made and ask themselves how the card really benefits from being Unlimited. A lot of the ones I'm seeing seem like viable cards... but I'm struggling to see why you'd want to run more than 4 copies in a deck. Sorry if that seems a bit arrogant.

13
Community Events & Contests / Re: [CDC] First of Many
« on: September 06, 2016, 04:22:10 PM »
Hmm... the requirement to be "viable in the meta" bothers me because I always find metas gravitate towards the most efficient (and ultimately least interesting) options available. I don't tend to pay attention to the meta, I prefer to go my own way, regardless of whether or not that works. But that's just me.

Name: Fanatical Thrall
Faction/Purity: Verore 2
Type: Unlimited Character - Human
Rarity: Common
Cost: 1
Morale: 0
Attack/Health: 1/1
Rules Text: When you play Fanatical Thrall, draw a card. Fanatical Thrall's stats can never exceed 1/1.
Flavor Text: Driven on by the cruel will of their beautiful but uncaring mistresses, the hapless devotees of the Cult of Verore would kill -or die- for a single smile.

Pure cannon fodder. They replace themselves in your hand as soon as you play them, but are hardly worth running purely for their cycle effect as they're almost useless in combat except as meat shields, or slowly wearing down a defender or undefended fortress in human waves. They provide an abundance of sacrificial material, though, and have no morale cost so you can spend them recklessly. A card you're truly encouraged to run in "unlimited" amounts (not just 5 or 6 instead of the usual limit of 4). Thematically, I was inspired by the chaos cultists from Warhammer 40k, particularly those who follow the fanatical Word Bearers of the Chaos Marines, who die in their millions with smiles on their faces, only with a bit of a kinky (rather than religious) edge.

14
Community Events & Contests / Re: [CDC] In Name And Deed [Winner Bubba1234]
« on: September 05, 2016, 10:38:41 AM »
Heh. You know, when I entered the card competition before this one, I didn't even realise what I was getting into. I didn't read the OP fully, didn't realise there were responsibilities for the winner, didn't even realise there were prizes (it wasn't until I came back to the forum today that I realised where those boosters I'd inexplicably received had come from). I just saw "card design competition, cool!", read the card criteria and made up a card. Lucky thing I only got second.

Anyone tried getting in touch with Bubba1234 in game or through Steam?

15
Oh, is it not too late to contribute? Sweet.

Lens Into Oblivion
Verore 2 purity
Artifact
Rare
4
Whenever a card in play is removed from the game, instead add it to your hand and lose morale equal to its cost.
"It is a window into infinite power... but the pain is almost too much to bear..." -Candit

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