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Messages - Number11

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1
Community Events & Contests / Re: [CDC] Fortified Land
« on: November 03, 2018, 06:08:10 PM »
Reworded some things on my card so that it is more clear that you can move artifacts to the new zone the turn the location is played in order to get untouchable for that turn.

2
Community Events & Contests / Re: [CDC] Fortified Land
« on: November 03, 2018, 05:55:38 PM »
In my humble opinion, there is no need for new zone: if the point of it is just protection of artifacts - make all artifacts untouchable while this location is in play (just example, but that way you avoid long text which is consequence of adding new zone and explaining effects connected).
Another thing: I feel there is no need to decrease potential morale gain - it would be already small and with little impact even without dividing by 2.

I will just remove the dividing. As for the new zone, there is a big difference between the zone and giving it untouchable. It may be the same for the first turn, but as for the subsequent turns it becomes a mind game like with death ray where you have to predict the opponent on whether he will put the character on the battlefield or in the support zone.

So for the following turns it is still possible to land artifact removal if you can predict the zone that the other player will put it in. Also as the Artifact Center Zone gives additional benefit from placing artifacts in the zone, there will be more bias for placing the artifacts there. The player will need to make the deliberate decision to place it in the support zone to avoid removal and that will give rise to interesting mind games.

3
Community Events & Contests / Re: [CDC] Fortified Land
« on: November 03, 2018, 11:52:28 AM »
Cultural Artifact Center
Factionless - Uncommon
4 cost
Location

While in play a new Artifact Center Zone is added that you can move artifacts to and from.

On the turn Cultural Artifact Center is played all artifacts in the Artifact Center Zone have untouchable.

Any subsequent turn when Artifacts are targeted the player targeting the card has to select between Support or Artifact Center Zone and if the Artifact is not in the selected Zone, the Artifact is unaffected by the targeted effect.

At the end of the turn gain X morale where X is the number of Artifacts in the Artifact Center Zone.

When the Artifact Center Zone is removed from the game all Artifacts in the Zone are moved to the Support Zone.


As it is worded "While in play a new Artifact Center Zone is added", if the card is destroyed or the text of the card is removed from it then the Artifact Center Zone gets removed from the game.

4
Community Events & Contests / Re: [CDC] Raiders of the Lost Ark
« on: October 24, 2018, 06:35:37 AM »
I had a similar idea for a faction, just with main focus on ships that would need water to leave the support zone. I also had a crew system in mind for the ships, but ultimatly didn't get it balanced enough and never further persued the idea. But I am still a fan of the general idea.

As for your question whether or not you should post the whole faction....that is really up to you. Do you want to go through the trouble to work out many cards and a possibly really cool faction idea despite the fact that - considering the state of game and forum - it probably won't get a lot of attention is up to you. I would say, if the fun you have yourself posting and developing a faction like that is reward for you enough, go for it. If you would prefer the post getting a lot (or even any) views or even replies/feedback, then maybe not.

I just asked if anyone had interest in seeing the faction since I knew that it would have almost no views. But given how few would see it, I don't think it would be worth the time.

5
Community Events & Contests / Re: [CDC] Raiders of the Lost Ark
« on: October 21, 2018, 01:19:40 AM »
Number11

I feel like this was a bit of a crazy undertaking to create something that honestly seems like if you wanted to add it, shouldve been part of the game originally. The weird focus on artificial characters seem really odd. It would make more sense to affect all all nonflying characters (drowning). Lastly, although your card design hints at atlantis, there doesnt seem to be much treasure or searching involved. Only aleta fits so Im using her to judge. The having to mill 2 cards seems interesting, and it would be cool if there were more cards that focused on grave filling. Interesting concept there, but idk about the water stuff.

Lost Weapon of Atlantis was a new idea that I got during the challenge while Aleta and the Mystic Lake are an older idea I had. The Immortal Oracle could help you weed out cards you don't want to draw while some of the discarded card could become treasure that could be found at the bottom of the sea. The Lost Weapon of Atlantis would be an ancient weapon that you could find buried underwater.

"It would make more sense to affect all all nonflying characters (drowning)." I only used a small part of the faction for this challenge. My idea would be that there is not just regular water locations but also deep water locations that work the way you would describe. These locations would need at least 2 purity of the faction and have a decent cost. Imagine if you could stop all land based characters do to a 1 cost location or something like Mystic Lake that has untouchable.

This way you can have a low cost water location for your characters that need it without stopping all land based characters and the deep water location could support special characters that need a large body of water like leviathan or a kraken. While GI's artificial characters are blocked by regular water location the faction has the second most focus on flying to help with the setback. Also you can use land characters to attack characters in the defense zone even though they can not attack the opponents health directly.

So what do you think, should I perhaps post the faction with more cards on the forums?

6
Community Events & Contests / Re: [CDC] Trojan Horses
« on: October 20, 2018, 05:19:28 AM »
The Most Unsettling
1 purity CoV - Legendery
1 cost
4 morale
Unique Character - Aberration
1/8

While The Most Unsettling is deployed, at the end of the turn if you have non-aberration character(s) deployed as well then lose 6 morale.

"A one of a kind aberration that has a most disturbing presence."


This character works well as a stall while you don't have other non-aberrations in play and can be an early drop. You can also infiltrate the character to cause morale damage to the opponent.

7
Community Events & Contests / Re: [CDC] Raiders of the Lost Ark
« on: October 19, 2018, 01:48:56 AM »
Hiding, hope you have not forgotten the CDC again. Will we get any results any time soon or are you just hiding. :P

8
Community Events & Contests / Re: [CDC] Raiders of the Lost Ark
« on: October 10, 2018, 10:18:45 PM »
How goes the judging of this challenge?

9
Community Events & Contests / Re: [CDC] Raiders of the Lost Ark
« on: October 03, 2018, 08:20:24 PM »
New key words:

Water - Your Artificial Characters in the Support or Command Zone die when you have a Water Location in play and the opponent can not attack your health directly with Non-flying Artificial Characters. Remove immolate from your Characters.

Waterproof - Artificial Characters with Waterproof are no longer restricted by Water Locations.

Waterbound - If you don't have a Water Location in play, the Waterbound Character in play will die ignoring death prevention like Shield x and etc. Cannot gain flying, also cannot attack if the opponent has no Water Location in play.

New faction name: Atlantis Domain



Aleta, Immortal Oracle
1 purity AD - Rare
5 cost
5 morale
Character - Human
6/16

See the top card in your deck while in play.
Pay 1: Take a look at the top three cards in your deck. (Cannot be undone.)
Pay 2, exhaust: Discard the top two cards in your deck.


Lost Weapon of Atlantis
2 purity AD - Epic
8 cost
6 morale
Character - Artificial
18/18
Waterproof, Waterbound, Shield 1

If Lost Weapon of Atlantis is in your graveyard due to being discarded, you can deploy it from the graveyard for 5 resources.
Pay 2: Create 5/5 Artificial Surface Explorer in the same zone as Lost Weapon of Atlantis.

Mystic Lake
1 purity AD - Uncommon
3 cost
Location
Water, Untouchable



I had this faction idea a long time ago and thought it would be a good idea to use it as the faction mechanics fit well with this challenge. The discard from deck also has good synergy with Exile. The faction would also have more card that benefit from being discarded. You could also use Oracle to get rid of cards you are not interested in drawing.

The faction would have a mix of sea creatures and waterproof artificial characters as it would be an advanced underwater civilization. When taking a look at Lost Weapon of Atlantis it has a good synergy with Lucca which makes GI or OoS a good choice for one of the purities. There is also the interesting counter play of pushing Lost Weapon of Atlantis to the support zone before it spawns Surface Explorers and therefore all spawned Surface Explorers are killed as they don't have the Waterproof keyword.

The Mystic Lake is just one example of a Water Location the faction would have as there would be more such cards in the faction.

10
Community Events & Contests / Re: [CDC] Arte Factum
« on: September 14, 2018, 10:22:45 AM »
Sphere of Chaos
2p EX - Epic
8 Cost
Artifact

When Sphere of Chaos is in play, all selection and targeting of cards in play are random and all restriction for the selection/targeting of the card(s) is removed. (Card effects fail if targeting card types that they are not supposed to work on.)
Pay 1: At the start of next turn a random card the opponent can play is played for its cost.


While Sphere of Chaos is a high cost artifact it is hard to remove as any targeted artifact removal can hit some other card. The active skill can disrupt the opponent by forcing him to play some card he may not want to use or even play first during the turn. Also it can help disrupt the opponent from playing high cost cards like the calamity, though the card could also get randomly selected.

With the passive effect you try to stack it in your favor. There are various cards unaffected or only slightly effected like spontaneous combustion, wholesale slaughter, no more heroes and so on. And other cards make use of the random effect in your favor. For example mark of the demon will buff your own demons by +4/+4 while opponent non-demon character get -4/-4. Even a card like nysrugh the hungry has a chance to sacrifice opponent characters.

11
Community Events & Contests / Re: [CDC] A Knight to Remember
« on: August 13, 2018, 09:42:55 AM »
Juggernaut
2p GI, 1p FD - uncommon
7 Cost
4 Morale
Character - Human
12/22
Shield 1

When you deploy Juggernaut, you can Overcharge a Flame Dawn card to gain charge.
When Juggernaut takes damage when attacking, he attacks again.


The juggernaut is an armored warrior, but if it does not fit the challenge let me know.

12
Community Events & Contests / Re: [CDC] Unique Connection
« on: August 02, 2018, 09:31:40 PM »
Heroes Monument
2p DoD - legendary
3 Cost
Location
Untouchable

When a Unique Character dies in your Defense Zone, all deployed characters gain +2/0 and magic immunity for the duration of the next turn.


The magic immunity is useful in a matchup with CoV or you could use it to negate the damage you would take from your own Yuanshi's Wrath. The +2/0 is useful in general and can be used for attacking if you think the opponent won't attack you while you have the buff.

Why would you play yuanshi's wrath with this effect in place? It protects your opponents stuff too? Unless you really wanted to kill something in their command zone.

I made a mistake in the wording. It was supposed to be only your deployed characters and not the opponents.

13
Community Events & Contests / Re: [CDC] Unique Connection
« on: July 30, 2018, 09:23:47 PM »
Heroes Monument
2p DoD - legendary
3 Cost
Location
Untouchable

When a Unique Character dies in your Defense Zone, all deployed characters gain +2/0 and magic immunity for the duration of the next turn.


The magic immunity is useful in a matchup with CoV or you could use it to negate the damage you would take from your own Yuanshi's Wrath. The +2/0 is useful in general and can be used for attacking if you think the opponent won't attack you while you have the buff.

14
Community Events & Contests / Re: [CDC] The Key to Success
« on: July 13, 2018, 08:31:15 AM »
Repeat - If this card goes to the Graveyard the turn it is played from your hand, then you can play this card a second time next turn from the grave for free.

Lingering Dark Mist
2p CoV - uncommon
2 Cost
Ability - Magic
Repeat

Deal 3 damage to target character.
You can play this card from the Graveyard.


After two turns of dealing a total of 6 damage, you can continue to pay 2 resources to play the card from the graveyard and deal 3 damage. The Repeat keyword works best with Abilities as they are always played from the hand and will go to the graveyard when played. However, you can use the keyword for any card type, the card just has to go to the graveyard the same turn it was played from the hand. You could for example make a sleeper character with Repeat.

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Community Events & Contests / Re: [CDC] Duality
« on: June 28, 2018, 12:49:16 PM »
Flight Trainer
2p OoS - uncommon
2 Cost
3 Morale
Character - Angel
4/5
Flying

When you deploy Flight Trainer, if there are any Soldier of Solace in play give them Flying till the end of this turn.
Pay 1, Exhaust: Target Flying Character gains +2,+2.
When Flight Trainer is returned to your hand, you can give a target Overseer Character Flying.

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