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Topics - NatoPotato

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1
Community Events & Contests / [CDC] Active in the background (CLOSED)
« on: August 22, 2018, 09:07:16 AM »
Design a card that has effects that work or can be activated while it is in the deck.

Pretty much every cards effect works in deployed zones, maybe graveyard like recurring nightmare, but I can't really think of anything that works while in the deck, sure some cards have effects that react to stuff regardless of zone, like phase bot being removed from the game, but I'm pretty sure if you removed a phase bot from the deck it wouldn't shuffle a new copy into the deck it would just be removed, like if you removed it from the graveyard.(unless they changed that)

Could be something simple, like it gets +1/+1 every turn its in the deck, or if its in the deck for more than X turns something happens, could be something like bomb-bot where you get a prompt to activate an ability each turn its in the deck.


Deadline in 2 weeks.

2
Community Events & Contests / [CDC] Useless but fun [CLOSED]
« on: April 17, 2018, 01:47:39 AM »
Design a card that is “useless” or non-advantageous yet very cool to play during a match.

We all know how useless Puffy the goldfish is! Yet I love using him, torturing him with new card combos and experiments, but most of all, taking my sweet sweet time beating him. Maybe that’s just me.
Regardless, that lovable fish gave me the idea for this next challenge.

Non-advantageous in this case means to not give a player advantage over another.
The card can be any card type or purity. Free range!
The card should not be annoying in that it would make players have a bad experience or ruin a match. That said, the card can have good or bad affects (advantageous or inconvenient for both players) as long as it doesn’t unjustifiably disrupt a match.

If a player during a match finds a way to make use of the “useless” or non-advantageous card, kudos to them, but the card should be designed not to give a player advantage over another as previously stated.

I am curious to see how useless, funny, cool, tragic or even bizarre you can make your card.

Hope you have fun with this challenge,

WolfLionHead

Deadline is May 7th 2018



--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES
1st place: 3 alt art packs and 3 collection penta packs
2nd place: 2 alt art packs and 2 collection penta packs
3rd place: 1 alt art pack and 1 collection penta pack
All participants who submit an entry will receive a collection penta pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

3
Community Events & Contests / [CDC] Plan to fail [CLOSED]
« on: March 26, 2018, 10:51:01 AM »
Design a mission that you want to play, but not complete.

Currently all the missions (aside from kidnapped by demons) just have a beneficial goal on completion and don't do anything else, you put them down and until you complete the goal they're sitting there wasting space, your goal as the player is just to get rid of them.

But what if there were missions that were the opposite?
Ones with effects outside of completion, with more benefit to prevent them from completing, missions you actually want to keep on the field as long as you can.

You could make what is essentially an ability card that you can use multiple times, (pay X, do something, gain Y%) or a timed effect like tome (gain X% each turn) but I'd prefer if the completion method was a little more interactive and something you can try to avoid, though it depends on the effects.

The completion effect doesn't necessarily have to be bad, but you should still want to delay the missions completion as long as possible, if you want the completion effect could be nothing other than the card simply being destroyed and you losing its other effects, in which case you don't need to specify what happens on completion.

Also consider whether or not the card should be unique.


Deadline is the 16th of April.




--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES (I dunno if this still happens, what with the game's current state)
1st place: 3 alt art packs and 3 collection penta packs
2nd place: 2 alt art packs and 2 collection penta packs
3rd place: 1 alt art pack and 1 collection penta pack
All participants who submit an entry will receive a collection penta pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

4
Community Events & Contests / [CDC] Rig the deck [Closed]
« on: January 06, 2018, 06:42:11 AM »
Design a card which interacts with the opponents deck.

Current examples in the game are Genesis Spy which adds useless tokens to their deck, USS Enterprise which steals a card from their deck and I guess Martyr of Chaos which swaps your decks and makes all the cards in their deck cost 10.

That said your card doesn't necessarily have to change the opponents deck or its cards at all, for example you could have a character card that has higher stats the smaller your opponents deck is or the higher the number of ability cards in their deck or something.


Card can be whatever type you want and have whatever effect you want as long as it either affects or reacts to the cards in your opponents deck in some way.


Deadline is the 23rd of Jan.




--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES
1st place: 3 alt art packs and 3 collection penta packs
2nd place: 2 alt art packs and 2 collection penta packs
3rd place: 1 alt art pack and 1 collection penta pack
All participants who submit an entry will receive a collection penta pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

5
Suggestions / Future mechanic ideas [Updated list]
« on: October 31, 2017, 08:51:18 AM »
Based on the thread started by Pelagoth http://forum.lightmare.com.au/index.php?topic=65983
Not trying to steal it or anything, but the main list was just missing too many abilities and Pelagoth hasn't been online for the past year.
If there's any issues or if I missed anything or any suggestions just PM me and I'll make edits.

So here's the updated version with some categorization, duplicates removed, slight re-writes for consistency, clarity and grammar/spelling and some examples/explanations (where provided).





Suggested Keyword Mechanics


Buffing/Debuffing:

Aggression X (Brueson)
While this Character is in the Assault Zone, it has +X/0.

Paragon (Brueson)
The base power and max health of this Character is always 1 more than the highest power and max health of all other Characters in-play with the same sub-type.

Fury X (NatoPotato)
After taking damage this Character gets +X/+0 until the end of the turn.

Determination X (NatoPotato)
After taking damage this Character gets +0/+X until the end of the turn.

Disturbing Presence X (ToxicShadow)
Characters that enter combat with this Character have -X/-0 until the end of turn.

Berserker X (ToxicShadow)
If this Characters health is half its max health or lower, it is locked to the Assault Zone and has +X/+0.

Impact X (ToxicShadow)
This Character has +X/+0 during its next combat, after the combat Impact is removed from this card.

Immunity (Number11)
This Character cannot be debuffed.

Reinforce X (Hiding)
This Character gets +0/+X at the end of each turn

Strengthen X (Hiding)
This Character gets +X/+0 at the end of each turn.

Growth X (Hiding)
This Character gets +X/+X at the end of each turn.

Leech X (NatoPotato)
This Character gets +X/+X each time it enters combat and survives.

Complacent X (Hiding)
This Character has -X/-X if it is not on the battlefield.

Overload X (ToxicShadow)
You may pay the Overload cost instead of the normal cost to play this card. If you do, double all numbers on the card. (IE power/health/morale and - if available - numbers in card text)

Spellbreaker (ToxicShadow)
When this Character enters combat, remove all buffs and debuffs from the opposing Character for the duration of combat.




Attacking:

Leap X (Pelagoth)
When this Character attacks, it ignores the first X defending Characters.

Burrowing (RuggedKnot)
This Character cannot be blocked by Flying Characters.

Piercing (Hiding)
When this Character attacks and would kill a defending Character, it deals damage to the opponents fortress equal to the damage taken by that Character minus that Character's current health.

Tactical (NatoPotato)
If this Character attacks and the opponent has multiple defenders, it attacks the defender with the least power.

Hunter (ecliptix)
If this Character attacks and the opponent has multiple defenders, it attacks the defender with the least health.

Reckless (NatoPotato)
If this Character attacks and the opponent has multiple defenders, it attacks the defender with the most power.

Stubborn (NatoPotato)
If this Character attacks and the opponent has multiple defenders, it attacks the defender with the most health.

Intimidating X (ToxicShadow)
This Character cannot be blocked by Characters with cost X or less.

Flanking (NatoPotato)
When this Character attacks, it enters combat with Characters from the right side of the zone instead of from the left side.

Unorthodox (NatoPotato)
When this Character attacks, it enters combat with Characters in the opponent's Assault Zone instead of their Defense Zone, attacking the fortress if their Assault Zone is empty.

Infiltrator (NatoPotato)
When this Character attacks, it enters combat with Characters in the opponent's Support Zone instead of their Defense Zone, attacking the fortress if their Support Zone is empty.




Defending:

Airlocked (Hiding)
This Character can only block Flying Characters.

Strategic (NatoPotato)
This Character moves to the back of the Defense Zone after blocking an attacker.

Overwatch (ecliptix)
If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the least power.

Assassin (ecliptix)
If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the least health.

Stalwart (ecliptix)
If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the most power.

Valiant (ecliptix)
If this Character is in the Defense Zone and the opponent has multiple attackers, this Character blocks the attacker with the most health.

Guardian (Hiding)
Whenever an opposing Character attacks, that Character enters combat with the leftmost Character you control with Guardian on the Battlefield.




Combat:

Dodge X (RuggedKnot)
This Character takes and deals no damage the first X times it enters combat each turn.

Mimic (RuggedKnot)
When this Character enters combat they gain any Keyword Abilities the other Character has until the end of the turn. (IE: Flying, Flamestrike, Unstoppable)

Pacifist (RuggedKnot)
This Character will not attack or block.

Swiftness X (RuggedKnot)
This Character deals its damage before the enemy the first X times it enters combat each turn, taking no damage if the opponent dies.

Wary (NatoPotato)
This Character will not attack or block Characters with more power than itself.

Sluggish (Hiding)
This Character deals combat damage after its opponent during combat, dealing no damage if it is killed.

Opportunism X (ToxicShadow)
When an adjacent Character deals combat damage to an enemy Character, this Character deals X damage to that enemy Character.

Frenzy (NatoPotato)
If this Character takes damage in combat and both Characters survive, it enters combat with the same Character again.

Last Word X (Hiding)
After each combat, this Character deals X combat damage to its opponent.

Cowardly (ecliptix)
If this Character would enter combat with a Character that has an equal or higher cost than itself, it moves to the Support Zone and is exhausted instead.

Fatal Blow X (NatoPotato)
The next time this Character deals damage in combat, the other Character is killed and Fatal Blow is reduced by 1, at 0 it is removed from this card.

Heavy Gunner (ecliptix)
When this Character deals combat damage to an enemy, it also deals damage to the Characters adjacent to them.




Death:

Selfdestruct X (Pelagoth)
When this Character dies it explodes, dealing X damage to all other Characters in the same zone.

Lethal (Hiding)
Characters dealt damage by this source die at the end of the turn.

Resilience (Hiding)
The next time this Character would die, instead its remaining health becomes 1 and Resilience is removed from this Character.

Sturdy (Hiding)
If this Character is at full health and would die, instead its remaining health becomes 1.

Fragile (Hiding)
If this Character takes damage, it dies.

Doomed X (ToxicShadow)
At the end of each turn the Doom counter decreases by 1, at 0 the card is destroyed.

Resolute (NatoPotato)
This Character cannot be killed by non damage sources.

Persistence (Hiding)
If this Character would die before the end of the turn, instead it survives at 1 health until the end of the turn.

Resurrect X (NatoPotato)
If this Character is in the Graveyard for X consecutive turns, it is raised to the Support Zone at the end of the turn.




Damage and Healing:

Life Bond (Pelagoth)
When this Character enters the deployed area, you may target a Character you control. Each time this Character takes damage or is healed, the damage or heal is split between this Character and the targeted Character.

Venomous X (Hiding)
Characters dealt damage by this source gain an additional X Poison.

Armor X (NatoPotato)
This Character takes X less damage from all sources.

Weakness X (NatoPotato)
Whenever this Character takes damage it takes X additional damage.

Regeneration X (NatoPotato)
At the end of each turn this Character is healed for X damage.

Bodyguard (ToxicShadow)
Whenever an adjacent Character takes damage, half of that damage is redirected to this Character.

Astral Body (ToxicShadow)
This Character takes half damage from combat, but double damage from Abilities.

Energy Field X (ToxicShadow)
Whenever this card is affected by an Ability, the owner of the Ability takes X damage.

Barrier X (Hiding)
If this Character were to take damage deduct that damage from the Barrier amount instead. If the Barrier amount is less than or equal to 0, remove Barrier from this card.

Murder (Hiding)
Deal damage to a Character equal to its current health.

6
Community Events & Contests / [CDC] I'll Do It Later [CLOSED]
« on: June 25, 2017, 06:47:55 AM »
Card Design Challenge – I'll Do It Later

Design a card which triggers a delayed effect once deployed/played.

The card must have an effect that happens X turns after the card is deployed/played.
(like Tome of the Dead or Eaten by Zombies)

The card can have whatever types/stats/abilities/keywords/etc you want.

The delayed effects can be positive or negative. (or both)

The card can have effects that aren't a part of the delay, but it should still have a majority of its effects, or its main effect, triggered by a turn delay or a counter counting down to 0. (or up to X)

The delay can be a static turn count (like tome of the dead) or it can be dynamic (like brief visit to torment).

A dynamic delay can be defined by anything you want when the card is deployed.
(eg the turn delay could be the number of characters in play when the card is played)
Just try to make sure it can't be set to 0 when the card is deployed.
(or at least not unless there are some pretty rare or difficult to set up circumstances)

Are the delayed effects dependent on the card still being in play?
(aka do they still go off if the card is destroyed/removed)
Unless specified I'll assume that 'counters' like tome are dependent, while 'in X turns' is independent.

If the delayed effect is dependent on the card still being in play what happens if it is temporarily removed from the game?
Unless otherwise specified I'll assume the counter is reset.

Can the delay be shortened/lengthened after the card is played?
Sure, just make sure that you can't reduce the delay to 0 on the same turn the card is played or extend the delay indefinitely.
The delayed effect should not be able to happen on the same turn as playing the card and should happen eventually unless the card is destroyed/removed or the game ends.


Deadline is the 11th of July at 7:00am IWT


Examples:




--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES
1st place: 3 alt art packs and 3 collection penta packs
2nd place: 2 alt art packs and 2 collection penta packs
3rd place: 1 alt art pack and 1 collection penta pack
All participants who submit an entry will receive a collection penta pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

7
Suggestions / Idea for next promotional set
« on: March 23, 2017, 11:16:41 AM »
Over time the fans of this game have hosted quite a large number of card design contests (see Hall of Fame) and we've accumulated a decent number of fan-made cards that many would argue could (or should) exist in the game, without being too out of place.

Imagine if the game devs and/or card designers picked out one or two dozen of their favorite cards and actually put them into the game (with new art and maybe some small tweaks) as a non-ranked non-riftrun promotional set, like the omni and star trek cards.

It'd be really interesting to play with a set of fan-made cards, and not just for the people that designed the cards, everyone would be able to not just see, but interact with, a part of what the fan community has created and from inside the game itself no less.

Not expecting anything, just putting it out there. ;)

8
Community Events & Contests / [CDC] Minorities [CLOSED]
« on: March 05, 2017, 09:55:38 AM »
Card Design Challenge – Minorities

Design a card which makes use of one of these subtypes:
Elemental
Aberration
Siren
Slime
Cow

The card can be one of the subtypes and/or interact with one of the subtypes.
(though you should avoid making a card that's just "all subtype characters have +x/+y" like pack leader)

Aside from that I'm not looking for anything particularly specific so take whatever direction you like.

Deadline is the 15th of March at 8am IWT




--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round, if the winner does not wish to host the next round a runner-up may do so instead.
4) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES
1st place: 3 alt art packs and 3 collection penta packs
2nd place: 2 alt art packs and 2 collection penta packs
3rd place: 1 alt art pack and 1 collection penta pack
All participants who submit an entry will receive a collection penta pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

9
Suggestions / New possibilities for faction combinations
« on: January 29, 2017, 02:08:07 PM »
Basically the idea is we can do more with the 'OR' type cards than just single purity.



The number in the middle signifies how many commanders the deck must have that belong to either of the factions shown.

A '1' card is the same as the current 'OR', only requiring 1 commander of either faction.

A '2' card requires 2 commanders of either purity.
(eg 'OS 2 FD' can be used in OS/OS/ANY, FD/OS/ANY, and FD/FD/ANY decks)

A '3' card requires 3 commanders of either purity.
(eg 'OS 3 FD' can be used in OS/OS/OS, OS/OS/FD, FD/FD/OS and FD/FD/FD decks)


Needless to say this would open up more possibilities for card faction groupings, allowing cards to be used in multiple factions without sacrificing the balancing quality of double/triple purity requirements.

10
Suggestions / Add faction icons as 'smileys' in the post editor
« on: November 11, 2016, 11:22:19 AM »
So basically in the forum post editor we'd see

 :) ;) :D ;D >:( :( :o 8) ??? ::) :P :-[ :-X :-\ :-* :'(

above the textbox, people could just click on one and boom, faction icon in the forum post instantly.

Could use simple two letter codes for them like :WP  :CV  :DD  etc

There's a lot of info online on how to add custom smileys to your forum so it shouldn't be hard to do and would be cool for all the users.
Hell I could do it myself if I had access.

11
Community Events & Contests / [CDC] Type Change [CLOSED]
« on: October 10, 2016, 10:23:20 AM »
Card Design Challenge – Type Change

I want to see your designs for a card that becomes a different type as part of some sort of transformation/transition.


The only existing card I can think of off the top of my head that does something like this is Weaponize, and that just turns an artifact into a textless, generic token.
I'd like to see some more interesting cards using this mechanic on themselves, not just turning a separate card into some token.

Just to clarify it's TYPE, not sub-type (human, beast, etc) or super-type (unique, unlimited), I'm talking Character, Artifact, Location, Ability, Mission. (using Ability or Mission would probably be more difficult but if you can make it work that's cool)

The change could be one-way or reversible, and while it may be practically identical mechanics wise I'm not really looking for a card that is used just to create another card, basically it should be a continuation of the same object/being/effect, just in a different form, more or less.

(Make sure you keep in mind that if it can transform into a character multiple times its stats will be reset each time, unless otherwise specified in your entry)




--- Card Design Challenge Rules ---
1) The Judge appoints a challenge, it can be anything, making new card, redesigning an old one or whatever you wish.
2) All that wish to participate submit their card design. Each participant may only submit one entry per challenge, you may however edit your post as many times as you wish till the deadline.
3) If you edit your post you should make an additional post in this thread informing of the edit to make sure that the updated version of the card will be judged. The post should contain the full updated card details as well as a brief summary of what changed from your original submission.
4) After an announced deadline the Judge decides a winner. The winner then becomes the Judge for the next round.
5) All entries submitted before the deadline are guaranteed feedback, either in this thread or in another detailed feedback thread.

PRIZES
1st place: 1 Faction Pack + 2 Collection Packs
2nd place: 2 Collection Packs
3rd place: 1 Collection Pack

SUGGESTED SUBMISSION FORMAT
Name:
Faction/Purity:
Type:
Rarity:
Cost:
Morale:
Attack/Health:
Rules Text:
Flavor Text:

Submissions Close on Friday October 21, 2016 2:30 AM PST

12
Bug Reporting / Tulio + Swift strikes = ???
« on: July 04, 2016, 01:26:05 PM »
See picture

Tullios ability simply gives multi-strike 3, rather than adding extra attacks like swift strikes does.

13
General Game Discussion / Contest winning avatar giftable
« on: March 20, 2016, 07:14:08 AM »
It's cool that the contest winning avatar was put up on the store for 1IP, but is it wise to let that be 'giftable' since it's such a low price? (and unlike card packs you don't get any use whatsoever out of multiples)

I can just imagine someone gifting a few hundred copies of the avatar to someone. ::)


(though on this note why are ANY of the cosmetic things giftable? you have no idea if the other player already has it or not, if you gift them something they already have it's useless to them and a waste of currency for you, they can't even re-gift it to someone else.)

14
Deck Building / Air Force dojo (2DOD/COV)
« on: March 11, 2016, 03:00:54 AM »
Had an idea for a deck based on a card combo and just threw it together, I haven't really used it much in pvp since I'm still kinda getting back into pvp, but so far with testing I think it's pretty cool.

Basically you just defend while generating decent flyers, if you really want to you can save them all up for a OHKO.



The idea is you use DOD and Rita tokens to defend, while (if convenient) sacrificing spare small units with the Summoner and removing units from the graveyard with Xi, while also removing flyers you have with Dojo, when you think you have enough stockpiled you can then spawn the flyers in and do some decent damage or defend if necessary.

Essentially by sacrificing and then removing the same character you can turn 1 character into a 3/3 flyer and a 4/4 flyer, with the Dojo then buffing them to 7/7 and 8/8.

Combine this with Xi Ascended's and Hellkeeper's 6/6 flyers (becoming 10/10s after dojo) and it can be pretty strong.


Any thoughts/advice?

15
Suggestions / Update the LOCATIONS Academy mission
« on: March 06, 2016, 12:01:16 PM »
It's built around the old version of Veroria, so it could probably use an update.

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