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Messages - Number11

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1
Community Events & Contests / Re: [CDC] Lords of the Sky
« on: November 12, 2017, 06:58:49 PM »
Updated my post with a new card.

2
Community Events & Contests / Re: [CDC] Lords of the Sky
« on: November 11, 2017, 09:30:52 PM »

Dragon of Return
1p CoV, 1p OoS - epic
10 Cost
12 Morale
Character - Dragon
20/20
Flying, Unstoppable

When you deploy Dragon of Return you can target a deployed character and send it to the owners hand. If Dragon of Return is returned to your hand then all characters in all assault zones are returned to the respective owner.

3
Suggestions / Re: Future card ideas
« on: November 09, 2017, 03:58:02 PM »
Does "Unaffected by anything except for combat damage." also apply when it is not deployed. Does Awaken or Denial of Reason work on it?

Ah right IW has a weird thing where effects still work even when not played. Id say it only applies when it is in play including in command.I mean if you want to have a neutral commander sure why not.

I mean for the most part there is not much point in it I feel maybe even having it 11 cost wouldnt be too op? You cant buff it or anything because any buff ability or spell would have no effect on the card. Maybe it can be used in DoD or stall win or FD for inevitable final blow. I think giving it charge would work because its in hand when any card that gives charge takes effect.

Maybe you could also choose it as a finisher for warpath? Martyr of Life would work with it, though tbh if you get martyr of life off you pretty much already win anyways

You can also get him for cheap by using Sleepers to revive him after discarding Pure-Silver Knight or placing him in the graveyard with Fill the Graves.

4
Suggestions / Re: Future card ideas
« on: November 08, 2017, 08:08:46 AM »
Does "Unaffected by anything except for combat damage." also apply when it is not deployed. Does Awaken or Denial of Reason work on it?

5
Suggestions / Re: Future card ideas
« on: November 08, 2017, 03:23:25 AM »
Pure-Silver Knight
Factionless
12 cost
0 morale
Unique Character

Unaffected by anything except for combat damage.

Cannot be blocked

10/10

So Pure-Silver Knight would also be unaffected by Pure-Silver Ring. Then the only way to deal with an opponent Pure-Silver Knight in assault zone is to win before the opponent, right?

6
Community Events & Contests / Re: [CDC] Gods Among Us
« on: October 26, 2017, 01:53:45 PM »
Omnispace
3p GI - epic
10 Cost
Unique Artifact

Remove opponent Characters Unblockable while Omnispace is in play.
Exhaust: Target Character you control gains Unblockable and Reach until the end of turn.

"This great artifact can transport you to any location or dimension. You can even reach behind enemy lines."


This cards art is of the artifact floating in outer space. When making use of the Unblockable instead of Reach, you can go for raw damage or make use of character abilities like Genesis Spy or Genesis Scavenger.

7
Community Events & Contests / Re: [CDC] Unfettered
« on: October 20, 2017, 11:01:21 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.

However a 0/12 character can be buffed. I could lower the health of the location a little. Also it is not like you can't already do exile shenanigans with DoD locations. Is it any better when the opponent uses Jinhai Dojo to redeploy Tibat over and over.


Edited: Also looking back at the earlier response, Makeshift Fort itself is not useful for milling as when the other player destroys it using attacking character the part of the card that says "opponent will draw 2 cards" won't trigger as it needs to be destroyed by opponents non-damage source. And as it also includes that the opponent has to destroy with non-damage source, you can not destroy it yourself in order force the opponent to draw 2 cards. Otherwise it would be easy to mill as you could just keep on destroying your own Makeshift Fort by playing another one.

Also being at 2 purity you can not make use of Makeshift Fort and Demonic Presence in the same deck without Enyah. And usually exile stalling decks use Contained Parallel Rift to help with finding the needed cards for stalling and that won't work alongside Makeshift Fort as you can't have both out at the same time.

8
Community Events & Contests / Re: [CDC] Unfettered
« on: October 20, 2017, 03:49:54 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.

This card however does not help with combating opponent characters like characters, removal and debuffs do and it also does not buff your own characters to strengthen your board presence. That is why cards like Repair is not used. Sure it may help in a fringe cases such as unblockable damage from Sacullas while on the other hand Tibat protects your fortress while also dealing with the opponents characters. So while you are spending resources healing up your fortress the opponent spends his resources on board presence. That is why it is generally better to just place a defender as he will also combat and try to kill your opponents characters.

Also when you are using Makeshift Fort you are unlikely to use other locations in your deck and therefore lose the benefits they could bring. If the opponent is playing Makeshift Fort you can go for building up your board presence in order to deal more damage than the location can heal and this is possible since the player can't have more than one out at any given time. And the 2 purity makes it so you cant easily take out the opponent army with Mass Death.

As for what makes the card interesting is that the DoD player can also start building up his own board presence that you may want to take out. However, if you commit too many attackers before having a large enough army to out-damage the healing then you will just heal the opponent. Therefore, you will have to decide upon how many characters you want to use for attack as you won't know how many characters the opponent will place in defense. So you are forced to consider how many attackers you want to use with the possible cost of healing the opponent if using too many.

9
Community Events & Contests / Re: [CDC] Unfettered
« on: October 16, 2017, 01:18:35 AM »
Drop in the Ocean
1p DoD
2 cost
2 morale
Unlimited Character- Spirit

Flying

Whenever you deploy another Drop in the Ocean, this character deals 2 damage to a random character your opponent controls.

2/5

"... the books you... he has the ability but no... within the confines... should definitely enter from the left... cannot disobey her command..." - Record of nondescript whispers from the outer wall

---
Turn 10 drop 5 of these:
0 damage
+2 damage
+4 damage
+6 damage
+8 damage

10 resources for: 20 damage randomly distributed. Is rather underpowered (2x Spontaneous combustion is 8 cost for 24 damage), but you can drop them one at a time over the game and accumulate the damage. Also note that the damage is done 2 at a time, so it will always kill 2 health characters if they are hit.

if for some reason you get 5 more next turn:

+10 damage
+12 damage
+14 damage
+16 damage
+18 damage

another 10 resources but now its 40 damage= pretty worth but you can stop when you think opponents are dead (like maybe drop 3 more) and play something else.

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.

10
Community Events & Contests / Re: [CDC] Unfettered
« on: October 16, 2017, 12:59:24 AM »
Makeshift Fort
2p DoD - common
2 Cost
Unlimited Location

Makeshift Fort starts with 10 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 10 health.

Edited: Reduced health from 12 to 10.

11
Community Events & Contests / Re: [CDC] Tinkering Craftsman [Closed]
« on: October 13, 2017, 04:47:17 AM »
Hmmm... I suppose I was way too late post-judging.
But I was wondering what the judge was talking about my entry being too OP with Omnitron decks.
I find it to be a more annoying troublemaker in other hybrid decks as a back-up wincon or residual damage.
Point taken in consideration with Flame Dawn and Descendants of Dragons though.

Sorry. Looking back at the card I realize that I made a mistake as you get Alice in Wonderland into your hand and not into play. So the card is not as op as I thought. I may have considered it for third place if I had not made that mistake.

12
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: October 07, 2017, 05:48:30 PM »
Prince of Lies

Hiding

wyrmberg

Benionin

ToxicShadow

Bottas

TameRlane


Third Place

Second Place

First Place

Congrats to the winners. It was fun seeing all these card ideas.

13
Community Events & Contests / Time for a challenge mission
« on: September 27, 2017, 02:45:17 PM »
The time it will take before we will see a challenge mission implemented to the game is somewhere in the ballpark of infinity. But why wait when you can just use the forum. I'm going to post a new topic where challenge missions can be played out. For anyone who wants to try out the challenge, post a message under this topic that you want to participate.

The Challenge can last for multiple turns and the state of the board and the moves that the participant makes should be marked as a spoiler to avoid spoiling the solution for other participants.
How it plays out is that I will post the state of the game and put at the top the player that is taking the challenge and what the current turn is. I will then update the post and the turn number so it will be easy for the participant see the update. The one participating should put at the top the number for the move he is making. Then the participant updates the post and the number for his move to make it easy to see the update. this will continue until the participant wins or loses.

So anyone up for a challenge?

14
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 27, 2017, 09:22:39 AM »

15
Community Events & Contests / Re: [CDC] Tinkering Craftsman
« on: September 26, 2017, 03:11:50 PM »
Name: Extra Munitions
Faction/Purity: 2 FD
Type: Artifact
Rarity: Epic
Cost: 5

Rules Text:
Play only if you control Pyr, Fortress of The Flame Dawn.
All Flame Dawn aspirants you control get +1/0
 
Flavor Text: "One Million Bullets"

The card uses the location as a condition to be played but does not buff the card as it looks like if you remove Pyr the Extra Munitions would still provide the buff to the characters. You could change this by making Extra Munitions dependant on Pyr to work.
As an example:
Play only if you control Pyr, Fortress of The Flame Dawn.
All Flame Dawn aspirants you control get +1/0 as long as Pyr, Fortress of The Flame Dawn is in play.

If you would make this change you could also remove the line "Play only if you control Pyr, Fortress of The Flame Dawn." if you want the flexibility of being able to play Extra Munitions before Pyr.


Obviously it's still affected by table removers such as The Calamity.

Slime of Increased Decreptitude would be unaffected by Calamity as Calamity does not work on Artifacts.


Skittering Infestation
1p Exiles
2 cost
Ability

Each Artifact loses the type Artifact, gains the type Character, subtype Demon and gains morale, health and attack equal to its resource cost.

---

Possible soft removal for hard to deal with artifacts or if you are going for morale kills, this helps too. Either that or you can try to attack with an army of artifacts.

Note: artifacts affected by this still keep all their rules text. A Mysterious Box will still be able to remove things from play, itll just now have a few extra legs and be able to bite things as well.

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.

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