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1
Community Events & Contests / Re: [CDC] Unfettered
« on: Today at 05:10:24 PM »
When you mentioned unlimited I wanted to find a way to make unlimited actually matter without being a 1 strategy gimmick. You see conscripted militia which requires mass numbers to even matter, and then you see OoS 5/5 which doesnt make any use of its unlimited at all.

The only way I found to do this without bland mass buffing (as if we dont already have enough of that) is by making a card that can give incremental advantage as you slowly horde more of them. I didnt want the whole deck to be just that card, otherwise this card would never be used in any other deck.

I started with a character that grew into a storm when many were gathered but was inspired by locations and the fact that locations destroy other locations when played. I wanted to make a location that made use of this: hence supply depot.

I didnt want it to mass buff though so I made it targetted buff but more powerful separating it into attack or defense depending what you need ro adapt to at the time. A straight +x/+x buff may have worked but that doesnt take much thought to use.

Playing 4 resources to gain the ability to give +2/+0 or 0/+2 for 2 is super underwhelming. This is a location that you need keep investing in to make it work, but eventually its worth it. Paying 12 to have 5 in the graveyard and 1 on the field allows you to buff things +10/0, 0/+10 but this is honestly quite a tempo drain to pull off.

Anyways congratulations, see you all next challenge

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Community Events & Contests / Re: [CDC] Unfettered
« on: October 20, 2017, 05:21:48 AM »
Its basically a 0/12 vigilance that heals your fortress when hit. It cost 2, its not like youre not going to be playing anything else while you play this. Go DoD exiles board wipe shenanigans.

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Community Events & Contests / Re: [CDC] Unfettered
« on: October 17, 2017, 07:57:54 AM »
Makeshift Fort
2p DoD - common
2 Cost
Unlimited Location

Makeshift Fort starts with 12 health.
While in play, any damage source that would hit your fortress will instead go to Makeshift Fort.
Any damage to Makeshift Fort heals your fortress. If Makeshift Fort is destroyed by opponents non-damage source, the opponent will draw 2 cards.
Overcharge Repair: Makeshift Fort goes back to 12 health.

Im not really sure about this card, it seems to encourage a VERY bland playstyle. Very little in the way of interactions not to mention its a 2 cost 12+ heal that also prevents your fortress from taking damage. Add on the fact that you can add as many of these as you can means you can make a VERY easy mill deck by just putting like 30+ of these in a deck then putting in a few stall/field wipes.

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Community Events & Contests / Re: [CDC] Unfettered
« on: October 16, 2017, 03:56:59 PM »
You can also put 3 in command. That way turn 2 you can play Drop in the Ocean to deal 6 damage. I think by having 3 in command the card effect could ramp up quite fast.

Hmm I forgot to word it with that in mind. I should probably edit it.

5
Community Events & Contests / Re: [CDC] Unfettered
« on: October 08, 2017, 11:31:24 AM »
---
---

Supply Depot
1p DoD or 1p FD
2 cost
Unlimited- Location

pay 2: Target character gains +2X/+0 until end of turn.
pay 2: Target character gains +0/+2X until end of turn.

X is the number of Supply Depots in your graveyard.


---

Play multiple copies of this to "stock up supplies" by destroying previous copies and storing them in your graveyard. Once again this is a card that you sort of weave in when you can to build up an advantage. Countered by grave rob effects.

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Community Events & Contests / Re: [CDC] But How's the Dental?
« on: October 05, 2017, 12:40:54 AM »
Shouldnt this be marked closed in title

7
I feel like they shouldve definitely aimed for more money during kickstarter. Was it really only 5000 dollars? lol wtf. Even with 17k I dont feel like thats anywhere near enough money for a game this ambitious.

8
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: October 02, 2017, 07:27:06 AM »
I mean, you could use it for morale burn

Yeah a never ending supply of things for you to kill off

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Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: October 01, 2017, 06:39:05 AM »
When Infested Citizen dies, it transform to a 6/4 Undead Risen of Avarrach and is raised to the support zone of your opponent.

"I feel strange."

Wait, you are giving your opponent zombies to fight you with?

This card is basically only to be used on opponents things i believe.

10
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 29, 2017, 12:34:49 AM »
Yeah... too expensive, small effect, only limited to the unlimited character. Now you do have them in almost any Flame Dawn deck from what I remember, but I think that there are other good 1 drops?

Edit: Nope only 1 other? God it has been long since I actually touched this game.

Last I remember people just went klore 1 drop or did FD +verore with rita in command and spammed 2/2's so they could death blast later (does 2 damage to opponents fortress for each character in your graveyard). FD seems to be mainly notable for its 2 drops.

Now this card would probably still barely be used if it cost only 1 resource Ill be honest. It requires pyr to be in play and it requires aspirants to be useful and only gives +1/+0. I guess you can stack these, still though, not very stable.

11
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 28, 2017, 04:34:34 AM »
Name: Extra Munitions
Faction/Purity: 2 FD
Type:  Unique Artifact
Rarity: Epic
Cost: 5

Rules Text:
Can only be played if you control Pyr, Fortress of The Flame Dawn.

Flame Dawn Aspirants you control get +1/0.

At any time, if you do not control Pyr, Fortress of the Flame Dawn, Destroy Extra Munitions. 
 
Flavor Text: "One Million Bullets"

EDIT: edits in yellow.

Ill be honest this sounds like a really bad bromichs banner.

12
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 27, 2017, 12:24:42 PM »
Idk i feel like maybe it should do something like- "remove target decrepit crystal from the game"

Then it does all the stuff you wrote along with the decrepit crystal stuff. Then if it gets destroyed, decrepit crystal comes back into play. This makes it so it pretty much protects the crystal entirely until it dies.

Yes, that works for me.

Correction: If it leaves play, have decrepit crystal come back in case someone removes it from the game, returns it to your hand, or shuffles it into your deck or something.

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Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 27, 2017, 05:46:35 AM »
As you mentioned it being able to debuff, it also can be a buff by protecting the card from Artifact removal and allowing effects like from Mechanism to work on the battlefield. I have however decided to allow pure debuff cards for Location and Artifacts in this challenge.

Sooo is my card still allowed?

14
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 27, 2017, 05:44:39 AM »
Is this like an artifact that covers another artifact? Because that sounds like an interesting concept though kinda new. Are the 2 artifacts side by side? Is it "attached" in a way that if decrepit crystal is destroyed, this is destroyed? Trying to figure out how this works

Yes, I missed a bit.

Decrepit Crystal becomes Untouchable while Slime of Increased Decreptitude is deployed.

It essentially acts as a Shield for the Decrepit Crystal. The Slime is destroyed, Decrepit Crystal would revert to its base self (as the buffer is the Slime).
Obviously it's still affected by table removers such as The Calamity.

Idk i feel like maybe it should do something like- "remove target decrepit crystal from the game"

Then it does all the stuff you wrote along with the decrepit crystal stuff. Then if it gets destroyed, decrepit crystal comes back into play. This makes it so it pretty much protects the crystal entirely until it dies.

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Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 26, 2017, 11:40:21 AM »
Slime of Increased Decreptitude.

3p Sleepers of Avarrach
6 cost
Artifact
Epic

Can only be played on a deployed Decrepit Crystal.
Decrepit Crystal becomes Untouchable
When an Undead Character is raised from the Graveyard add +1 +1 for every other Undead Character raised that turn.
Pay 7, exhaust.
Increase bonus given by Decrepit Crystal & Slime of Increased Decreptitude by +1 +1.

Is this like an artifact that covers another artifact? Because that sounds like an interesting concept though kinda new. Are the 2 artifacts side by side? Is it "attached" in a way that if decrepit crystal is destroyed, this is destroyed? Trying to figure out how this works

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