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Topics - Hiding

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1
Going off Benioin's challenge (due to my limited imagination) if there ever was a new set or blocks revolving around Faction purity or to counter Faction purity based decks, what sort of cards would you find in such a set?

Cards posted cannot have ever been posted on the forums ever before (though I have not much way to check).

Ideas may include:
- Stuff similar to Benion's challenge
- Cards that reflect other player's purity choices
- Cards that remove purity cost from cards or increase purity costs on cards
- Anti-purity cards, or cards that can be included in decks as long as you dont have the specified purity
- Maybe have a card that gets buffed the more Flame Dawn symbols it has on it and have the picture be a guy covered in 100 Flame Dawn symbols or something idk man.

The more the card introduces interactions using purity as a resource the better.

Challenge Deadline: August 26th

--- 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: 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:

2
Create 2 cards that are:
-not the same faction
-that combo with each other
-may be used on their own (people must have a reason to use one without the other)


Bonus points if they are an uncommonly used faction combination.

Example:

Pili, Keeper of Balance
1p OoS
4 cost
8 morale
Unique Character- Angel

Pili, Keeper of Balance’s abilities can only be used if she is deployed.
Pay 3, Exhaust: Create 2 4/4 Angels in each player’s Assault Zone.
Pay 2: Until end of turn, target Character on the battlefield's Attack becomes equal to its Health

0/15

---

Souls of Guilt
1p DoD or 1p Verore
5 cost
8 morale

Consume 2, Vigilance

Whenever a character deals damage to Souls of Guilt, your opponent loses that much morale.

0/10

-------

--- 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: 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
Suggestions / After the Rebellion
« on: March 12, 2017, 04:25:30 PM »
The many angels of the fragmented state left to form their own separate powers. Each draw strength from other factions, ultimately they are angels and can serve functions purely Overseers. However, many are better off combining their powers with another faction.

Miria, the Toy Collector
1p OoS
4 cost
8 morale
Unique Character- Angel

Flying

When Miria enters or leaves the deployed area, create a 4/4 Artificial character in your support zone.

Pay 2: Return Miria to your hand.

4/4
---

Multidimensional Replicator Bot
2p GI
3 cost
6 morale
Character- Artificial

Haste, Unstable (When this card is targeted, remove it from the game)

Pay 3, preemptive: Until end of turn, whenever a character you control in play is removed from the game or returned to your hand, create a copy of it in the zone it was in.

3/3
---

Caris, Cloud Trickster
1p OoS
6 cost
8 morale
Unique Character- Angel

Flying

Characters you control without card text (other than Flying) gain Flying.

8/8

Unnamed beast: "I'm not sure I--"
Caris: "Don't worry it'll be fun!"
Unnamed beast: "WAIT! WAI-- WhoaaaaAHH!"


"Flying powers for EVERYBODY! Wheeee!"
---

They Who Mute the World
2p Wp
3 cost
6 morale
Character- Beast

At the beginning of the turn, characters in the same zone as They Who Mute the World and across on the battlefield lose all text until end of turn (including this card).

6/6
---

Iros, Heavenly Fury
1p OoS
4 cost
10 morale
Unique Character- Angel

Flying

When Iros, Heavenly Fury is deployed, he deals 1 damage to each demon in play. For each demon damaged this way, he gains +2/+0 and he deals 1 damage to a random enemy character in play.

4/10
"I've had it with these motherfking demons on this motherfking plane [of existence]"- Oros
---

Pain-Surge Devil
1p Exiles
3 cost
8 morale
Character- Demon

Whenever a character takes damage, Pain-Surge Devil gains +1/+1. This is doubled if Pain-Surge Devil is the one taking damage.

4/4
---

Yana, Life Merchant
1p OoS
5 cost
13 morale
Unique Character- Angel

Vigilance

If deployed, whenever a character you control dies, it gains +1/+1 permanently.

When Yana, Life Merchant kills a character, return the character closest to the bottom of your graveyard to play.

Pay 3: Yana, Life Merchant kills target character you control. This can only be used if Yana, Life Merchant is deployed.

5/13
---

High-Grade Zombie
1p Sleepers
1 cost
2 morale
Character- Undead

When High-Grade Zombie enters the graveyard, all characters in that graveyard gain +2/+2 permanently.

4/2
---

Silas, the Heavenly Smile
1p OoS
5 cost
12 morale
Unique Character- Angel

When Silas, the Heavenly Smile enters the deployed area, all characters you control with max health 5 or less gain +1/+1.
When Silas, the Heavenly Smile enters the deployed area, all Demon Characters you control gain +1/+1.
When Silas, the Heavenly Smile enters the deployed area, all Human Characters you control gain +1/+1.
[these 3 stack]

Pay 5: Remove Silas, the Heavenly Smile from the game, return him to play at the beginning of the next Planning Phase.

6/4
"Lesser creatures don't see the cold calculation behind his smile" - Sol
"Sure he seems nice as he encourages you to fight our wars, but once the battle starts, he's nowhere to be found"- Jura
---

Chaos Fanatic
1p FD or 1p Exiles
2 cost
4 morale
Character- Human Demon

Charge

pay 2: Chaos Fanatic gains Flying until end of turn. This can be used even if Chaos Fanatic is exhausted.
5/4
---

Jura
1p Overseers
4 cost
12 morale
Unique Character- Angel

Flying
If Jura is deployed, her activations cost 1 less.

pay 2: Put a Jura's Command into your hand. This can be used up to 3 times each turn.
pay 4: Put a Jura's Will into your hand

6/6
"She's not one for titles. I tried to give her one once but Heavenly B---h didn't go down too well with her haha!" - Silas
---

Aetherwing
1p OoS + 1p Verore
3 cost
7 morale
Character- Angel

Flying

Whenever you cast an ability, Aetherwing gains +1/+1

6/6
---

Pili, Keeper of Balance
1p OoS
4 cost
8 morale
Unique Character- Angel

Pili, Keeper of Balance’s abilities can only be used if she is deployed.
Pay 3, Exhaust: Create 2 4/4 Angels in each player’s Assault Zone.
Pay 2: Until end of turn, target Character on the battlefield's Attack becomes equal to its Health

0/15
---

Souls of Guilt
1p DoD or 1p Verore
5 cost
8 morale

Consume 2, Vigilance

Whenever a character deals damage to Souls of Guilt, your opponent loses that much morale.

0/10

4
The descendants seem to have a lot of cards that go into the defense zone. But then thats where the faction coherence kinda stops. What exactly is DoD supposed to do? Defend? Morale? Attack? It seems to be rather subpar in every one of these aspects. So they decided to solve it by just making the Avatars. These big things that just smash face until you win or they are transformed or removed from the game

Thats pretty bad design.

Here are 3 possible design paths that would bring more coherence to the faction:
---

We'll Build a Wall

The Defense zone is a relatively dangerous place to be. The idea of this design path is to have DoD fortify the defense zone. To the point that it is literally impenetrable. But wouldn't this make the game toxic? An impenetrable wall means the opponent cant do anything!
Well the opponent cant do anything if their health falls to 0 either can they? The point is, finishing the wall is this decks win condition similar to how making the opponent's health fall to 0 is another deck's win condition.
But how would this work?

Example card concepts:

Dragon Ward- 4 cost; If Dragon Ward is deployed, Dragon Ward and characters adjacent to him cannot be killed by nondamage sources. 4/4

Defense Tactician
- 3 cost; If Defense Tactician is in the defense zone, other characters in your defense zone take 1 less damage. 5/9

Yuan Xin, Rallier of the Dragon
- 4 cost; If Yuan Xin is in your defense zone at the end of the turn, put the character closest to the top of your deck into your hand. 0/4

Stone Bearer- 7 cost; If Stone Bearer is deployed, characters in the same zone as Stone Bearer take half damage from combat sources. 1/15

Census Keeper- 2 cost; If a character in the same zone as Census Keeper were to go to the graveyard, move that character to the bottom of your deck (including itself). 4/6

Entrenchment- 6 cost; Artifact, At the beginning of the resolution phase, characters you control cannot be moved from the zone they are in until end of turn.

The Prophet, Ayama- 6 cost; If a character you control were to die from a nondamage effect or be removed from the game, instead The Prophet, Ayama dies. 0/12

As you can see each card here is a component when added together in the defense zone will create a more or less impenetrable wall. Add in Glorious Warrior for slow morale drain, and a few characters with reach, health gain, and some more damage reduction and the wall is complete. Of course if the opponent sits around and lets you do this, they are gonna lose. So they are going to be attacking you repeatedly or using spells to try to kill your cards. So be ready dont just throw these randomly into your defense zone as they are all pretty weak on their own.
---

To Attack or not to Attack

The idea behind this is to make DoD a more attack oriented faction. Cards like Liand or Meditating Monk follow this concept in that, if the opponent doesnt attack you, you get a strong advantage in attacking them. This makes it a sort of game between attacking the opponent or defending, similarly the opponent has to decide whether to attack into your defense line or let you gain power.

Example card concepts:

Liand's Emblem
- 3 cost; Artifact, If your opponent did not deal damage to your fortress this turn, characters in your assault zone gain +1/0.

A Calm Day- 2 cost; Ability, If there are no characters in your opponent's Assault zone, characters you control gain +2/+2.

Rin Shang, Force Caller- 5 cost; At the end of the turn, if you have more characters on the battlefield than your opponent, your opponent loses morale equal to the number of characters you have on the battlefield minus the number of characters your opponent has on the battlefield.

Spirit of Defiance- 3 cost; Flying, Whenever an opponent character deals damage to a character in your defense zone, Spirit of Defiance gains +2/+0. 4/6

Supply Train- 6 cost; Artifact, At the end of the turn, if your opponents did not attack this turn, characters you control gain +2/+2

There is still the strong element of blocking in this sort of design. You have to defend properly to gain many of these advantages. You place down options and let your opponent decide which option is worse.
---

Heal to Win


The purpose of this design direction is to make primary use of a card like this:
---
Prosperity
1 purity DoD
0 cost
Mission

Opening

When Prosperity enters the game, your fortress no longer has a maximum health

If your fortress has 200 or more health, you win the game
---

So defend and gain health until you win [like Dugg]. Now the only worry about this is it may promote a deck that revolves around field wiping and stalling. But it's still an interesting design to consider.
The main goal is to increase your fortress's health. But there simply are not enough purely ability cards to help you reach this goal if you keep taking your opponent's aggro so you will need to set a defense line. Cards like Great Fortress Xia Han can help push the inevitability of this win condition.

Wall Engineer-2 cost; Unlimited Character, At the end of the turn, if Wall Engineer is in your defense zone, Wall Engineer repairs your fortress for 8 damage.

Spirit Siphoner-3 cost; Whenever Spirit Siphoner deals damage, your fortress repairs for that amount. 2/6

Granite Golem
-4 cost; When Granite Golem dies, your fortress is repaired for 10 health. 2/10

Miner-1 cost; When Miner deals damage to an opponent's fortress, your fortress heals for 4 health. Miner is unblockable as long as his Attack is less than 4. 2/2

Pain Channeler-5 cost; When Pain Channeler is deal damage, your fortress heals for 8 health. 0/20

This of course needs a somewhat more solid defense similar to Lets Build a Wall and can probably partially combined with that concept. These cards alone won't win you the game, other DoD cards that will help you defend will be necessary. All your Wall Engineers' efforts could be wiped away be a single strong assault and you will need to decide whether to let him die defending or pull him back to repair later.

Also of note, this can probably be used in combination with OoS.
---

Of course there are may be other possible concepts, but I feel these ones are solid directions for DoD to go in that are interactive yet focus on stalling or defending.

6
Bug Reporting / Overcharged Bugs
« on: March 09, 2017, 07:30:45 AM »
Overcharged storm only does 4 damage for some reason at least thats what the opponent sees. This leads to obvious desyncs.

Overcharged Stumble cannot be countered. I mean the will of the flame dawn is pretty strong but idk about not being able to be countered. If your intimidating rally cant be countered at least have it written somewhere.

7
Suggestions / Rebalancing Epics?
« on: March 08, 2017, 07:17:55 AM »
So I know no one's prob listening but here's a few Hiding patented suggestions:

Aberion-
4 cost- Indestructible in assault zone, gains +2/+0 whenever he attacks
6/6

---

Bloodbath-
9 cost- Characters you control attack and additional time this turn. If a Character you control would die for the first time this turn, it survives on 1 health instead.

---

Hunted Dragon-
7 cost--> 6 cost

---

Mega Unit 1-
8 cost
Shield 1
Pay 2: Remove target character you control from the game. When Mega Unit 1 leaves play, return all characters removed by Mega Unit 1 to play in the zone Mega Unit 1 was in.

pay 1: deal 4 damage to target character on the battlefield. This ability can only be used if Mega Unit 1 is deployed and can only be used up to 6 times a turn.

24/24

---

Mega Unit 3
7 cost
Unstoppable, Shield 1
Sacrifice an artificial character: Mega Unit 3 gains Flying until end of turn.
18/18

---

Vasir the Chained Prince
Cost 7--> 5

---

Dragon of Summer Flame
+Charge

---

Patient Zero
6 cost
Infect
When Patient Zero enters the deployed area, all characters in play become Undead in addition to their other subtypes.
Whenever an Undead character your opponent controls dies, it is raised to your support zone.

Pay 8: Destroy target character on the battlefield
10/10

---

Nysrugh the Insatiable
5 cost

Consume 2, Unstoppable

When you deploy Nysrugh the Insatiable, he kills each character adjacent to him and gains power and health equal to each killed character.

When Nysrugh the Insatiable dies, all characters he has killed are returned to play.
8/8

---

Silfurstar the Fallen Crusader
4 cost

If Silfurstar is killed by another character, remove him from the game.

At the end of the turn return him to play in your support zone transformed as a 10/10 and he kills the character that killed him.

6/6

---

Vis, the Furious

2p FD
6 cost
12 morale
Unique Character- Human

When you deploy Vis, the Furious you may overcharge any amount of times, Vis, the Furious gains a Multistrike for each card you overcharged.

Whenever Vis attacks, she fully heals.

6/10

---
Thats all I got so far.

8
I feel orion shouldnt exhaust for his ability. Hes gated by the uncertain resource costs that go with his ability.

9
Suggestions / Aberion should learn from his apprentice
« on: March 04, 2017, 04:33:24 AM »
Get +2/+0 each time he attacks.

Yes I mean both of them

10
General Game Discussion / Sol's lives and buffs
« on: March 01, 2017, 02:12:55 PM »
Marina is nice and all protecting sol, but he loses all his stat buffs on 1st death AND one of his lives even though marina prevents him from dying. He also goes to the support zone.

At least hes gets to keep untouchable.

11
Suggestions / Cards that cant attack or block or both
« on: February 14, 2017, 12:04:08 PM »
They dont say anything about not entering those zones, bad bot should still be able to go to the attack zone even if it cant attack. But it cant.

12
General Game Discussion / Final draft choice
« on: February 11, 2017, 08:09:30 AM »
Cant decide with all these choices

13
It makes more sense this way.

Of course now that someone fked up the naming at the beginning its probably never gonna happen.

Maybe just rename it something else and create a new Grave Rob that DOES steal opponents grave cards.

14
Bug Reporting / Descent into madness doesnt soft target things in command.
« on: December 04, 2016, 12:56:36 PM »
the end.

15
Suggestions / Give all champions haste
« on: November 23, 2016, 02:00:39 AM »
Or if haste is too op make them just go into the zone your last champ was in (so first champion doesnt have haste).

Then make it so if something was targetting the last champion, it's now targetting the new champion you just played.

Right now champions just seem clunky as hell then you play the Champions Haster and then everything is suddenly untouchable.

And make harahel not a champion

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