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Messages - CommunistMountain

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1
Community Events & Contests / Re: [CDC] Trojan Horses
« on: October 21, 2018, 03:22:04 AM »
Name: Royal Chief Scientific Officer
Purity: Factionless
Type: Unique Character - Human
Rarity: Epic
Cost: 0
Morale: 0
Power/Health: 0/4
Rules Text:
-At the start of every turn, draw an additional card, overcharge once, your fortress takes 5 damage, and you lose 5 morale.
-When X dies, is sacrificed or is removed from the game while in play, your fortress takes 5 damage and you lose 5 morale.
Flavor Text: “Look, Sir, we really appreciate what you’re doing, but our budget isn’t infinite…”

While you have possession of this card, it is meant to help draw faster from your deck, allowing you to draw Infiltrate faster, and very useful for combos involving 1 copy each of 2 different cards from the deck. If I didn’t make any mistakes in my calculations, assuming you don’t draw cards other than the automatic draw, for such a combo with 3 copies of each card in a 40 card deck, you have to wait until Turn 10 for a >50% probability, but with this card in the Command Zone you can have this probability on Turn 5. Of course, if you use it in the Command Zone you have 1 less Purity. It costs 0 because if you have copies in the deck, you can potentially play them on Turn 1 alongside a 1-drop, maximising the turns it can be useful. A situational perk of this card is that it can also combo with the Defiant Cycle and The Big-anator.

When you use this with Infiltration, it chips away at the opponent similar to Infested Abomination. The second effect of X is to ensure that the opponent receives at least some damage when they take control of it and try to remove it, although it can also mean you receive more damage. It could potentially combo with CTA or Mysterious Box for additional damage. The card draw can also result in more morale damage if the win-condition is draining the opponent’s deck.

Lore-wise I guess it could be someone who’s in charge of research, because card draw, and to explain the downsides it could mean a dwindling budget leading to the fortress being in disrepair and lowered troop morale.

2
Suggestions / Re: Future card ideas
« on: December 05, 2016, 04:50:33 AM »
Pseudo Time-Traveller
Cost: 1
Morale: 5
Purity: Factionless
Power/Health: 4/4
Subtypes: Human

Description:
-Activate: Give Pseudo Time-Traveller -X/-Y this turn. Pseudo Time-Traveller may gain any amount of Power and/or Health which he lost through this ability in future turns. The Power and/or Health gained this way last for 1 Turn only.
-Activate: Give Pseudo Time-Traveller -X/-Y next turn and gain +X/+Y this turn, where X and Y are the maximum amount of Power and Health Pseudo Time-Traveller would have next turn respectively, disregarding any damage, buffs and debuffs received after the activation of this ability.

(At the start of each Turn, he will first have -X/-Y based on whether you used the second ability. Then, if he has stats in reserve, a pop-up would say: Choose the amount of Power and Health you want to give Pseudo Time-Traveller this turn. Unspent Power and Health will continue to be saved.)

Flavour Text: He's not actually a time traveller, he just transfers his physical and mental strength to or from his future self.


buff Soldier of Fortune pls

3
Community Events & Contests / Re: [CDC] Overloaded!
« on: December 05, 2016, 04:18:14 AM »
Sands of Lost Dreams (Epic Location)
Cost: 0
Purity: 3 Exiles
Subtypes: None

Description:
-When you play this card, either Overcharge twice or pay an additional 3 Resources.
-Whenever any opponent removes a card in their hand from the game, a copy of the card is created in your hand. If it is a Character, it gains the Demon subtype. If it does not have an Exile cost, it is given one equal to its Resource cost.

Flavour Text: A soldier dismissed, a spellbook left to rot... the dreams of those whose potential were lost take form in the the wastes of Torment.


Commentary: OK I just read the previous challenge, and I realised this sounds like the card you used to win that challenge. I swear this resemblance is purely coincidental, I have been out of touch of CDC for months now.

I wanted it to be able to take advantage of as many Overcharge cards as possible, thus the potential to be played on Turn 1. Of course, it may not necessarily be found and played on Turn 1, and there is an option of playing it later with Resources only.

It seems pretty powerful, but I took into account the fact that not every deck uses Overcharge cards, and the amount of Overcharge cards which exist is pretty small anyway; this would likely be sideboarded. Furthermore, since this card lacks the element of surprise (apart from the turn it is played, if the opponent decides to Overcharge on the same turn), the opponent can simply choose not to play his/her Overcharge cards, or play them without Overcharging them. The Demon subtype is a thematic thing, not that important.

It doesn't necessarily apply to Overcharge, any card removed from the game from hand can activate it, otherwise it would be too situational.


For some reason everyone so far has choosen to create Artifact cards lol. This was supposed to be an Artifact but I changed it to be a Location; Exiles lack a good Location anyway.

4
I'm assuming you mean the second overcharge is free? There's no reason he shouldn't get a +10/+10 total after the second deploy if that's what you mea----

I GO MAEK DECZ NAO
What, you want to play Red Tape on your own Hulker? That's a 10 Resource combo which also needs 1 Overcharge, for a 19/19 character.

5
Suggestions / Re: Future card ideas
« on: December 05, 2016, 02:48:52 AM »
I feel Morph, the Adaptable would be too underwhelming if it's overcharge effects only last 1 turn. It's OK for the buffs to be permanent in my opinion.

I think Laine, Heaven's Lance is too strong. It's base stats is worth around 3 Resources, so you're paying only 1 Resource for nuking target deployed character by 8 damage or dealing 8 direct fortress damage. Reducing the damage to 6 and increasing the Resource Cost to 5 would make it more balanced in my opinion. However, I don't know if being a Champion should warrant this level of strength.


I'm not sure if this has been suggested before, but there could be a character which can 'transfer' it's stats between turns. At the start of each turn, it can choose whether it wants to 'borrow' stats from the next turn (but not further turns), or 'lend' stats to it's future self (any turn in the future). It can choose any combination of Power and Health transferred, but in order to not die, it needs at least 1 Health.

For example, it's base stats is 4/4. If I want to have an 8/7 on Turn 2, I will make it have -4/-3 on Turn 1, so it will become a 0/1. At the start Turn 2, I can choose to either save that 4/3, or use it now. I choose to use it now, to get a 8/7. Now, I want to make it a 12/10 on Turn 2, so I 'borrow' +4/+3 from the future. I cannot borrow from Turn 4 onwards. On Turn 3, it becomes a 0/1, and if I do nothing with it, on Turn 4 onwards it will remain as a 4/4.

If I want to, I can save up stats indefinitely or until it dies, and can also choose whether to use it all up or save it further. For instance, I can make it stay as 0/1 for 9 turns, saving up 36/27 worth of stats. On turn 10, I can either use all my saved stats to get a 40/31 character, or use 16/16 worth of stats to get a 20/20, while I still have 20/11 saved up.

If its stats change, you will have different amounts of stats to work with. For instance, if it is buffed by Support Drone, you will have 7/6 to work with permanently. On the other hand, if you get hit by Heat Wave, you only have 4/1 to work with permanently.

What happens when you take lethal damage but survive due to borrowed stats? E.g. it has 8/7 due to saving up from the past, and next turn it will be a 4/4 again. It gets -4/-4 from Mark of the Demon, surviving and becoming 4/3. However, at the start of the next turn, it will die due to having only 4 Health; all damage/health debuffs will also affect it's future self.

6
News and Developer Talk / Re: Further Balance Plans
« on: December 03, 2016, 12:54:52 AM »
Buff Legionnaire of the Dawn. Many cards are direct upgrades to it, most significantly Kali. I suggest Legionairre of the Dawn do something entirely different by giving it an effect or something.

Make FD Commando cost 2 and buff its stats slightly, maybe 4/4 or even 5/4.

Sightly buff single-target activated damage such as Immortal Sorceress, Mark 1 and Cottontail.

7
General Game Discussion / Re: Player of the Year Nominations 2016
« on: December 01, 2016, 08:01:38 AM »
I nominate ToxicShadow for offering to take over the job of updating the Card Design Challenge Hall of Fame thread, after I fell behind in updating it due to commitments in the outside world.

8
Deck Building / Re: Defiant Fanatic (2GI/1FD)
« on: November 28, 2016, 03:20:03 AM »
What about the shield overcharge fd/gi soldier? Or is there no room in command for that
You mean Tailored Knight, which I mentioned in the line below the deck list. Including in Command is interesting, but I'm not sure whether it would be better than Bromich.

Yes, my main problem with this card is that it doesn't have Charge, although I know that would make it OP. Putting it in Command will allow it to make an impact faster.

9
I would like to see Defiance changed, since according to what is implied by the art it refers to Lucca's transition from an Angel to her current Rebellion Leader form, and thus should give +4/+4 and not +6/+6, since she goes from a 6/6 to a 10/10.

In practice this makes it slightly more viable to use it on enemy characters. I know it's supposed to be a poor man's Humble, but +6/+6 completely shuts down this option. Oh, you tried to remove the text of the enemy Aleta? Now they have a 5-cost 12/22. And of course, when you just consider it's application on your own characters, it's a bad version of Upgrade.

It can be used on things like Rapier Fanatic where removing text is also a buff, but the number of characters it can be used on like this is limited, and the number of characters which make it cost-efficient is even less. So you wanted to use it on Bad-Bot or Shirazius? Well, you now have a 21/21 Artificial or 21/20 Human, but it costs 7.

TL;DR Defiance is in an uncomfortable place where using it on your own characters or on enemy characters is generally undesirable. I suggest making it focus more on using it on enemy characters by reducing the buff to +4/+4, and also to fit the lore.

10
Deck Building / Defiant Fanatic (2GI/1FD)
« on: November 28, 2016, 01:19:40 AM »
The idea is to use Defiance with Rapier Fanatic for a 6-cost 20/7 Charge, which will neither be sacrificed at the end of the turn or have the weakness of having 1 Health.

Commanders:
Splitter Robot
Agent Coyle, Mechborn
Tailored Knight

Characters:
1 Martyr Golem
3 Defiant Engineers
3 Support Drones
3 Treasure Hunter 3000s
3 Flame Dawn Commandos
3 Fleeting Footmen
3 Paladins of the Flame Dawn
3 Rapier Fanatics
3 Emberstarters
3 Flagbearers

Abilities:
3 Controlled Temporal Anomalies
3 Upgrades
3 Defiances
3 Angelifies

I considered adding Tailored Knights, as well as Defiant Engineers to make the most out of these and the Treasure Hunters, but didn't in the end.

This is actually my first attempt at a 2GI/1FD deck, since I usually play 2FD/1GI if these purities are mixed, so feedback is appreciated.

EDIT: Removed Tinkerer and Bromich from Command, replaced by Splitter Robot and Tailored Knight. Removed FD Hounds and Splitter Robots from deck, replaced by 3 Defiant Engineers and 3 Controlled Temporal Anomalies.

11
News and Developer Talk / Re: Rebellion Deck DLC Bundle Information
« on: November 27, 2016, 12:17:50 AM »
I thought these decks were advertised as 'competitive'.  Why no Deathblast list?
Death Blast decks are basically 2CoV/FD decks with Death Blast in them, and probably not worth mentioning as a new deck worth your money. Just replace any Dark Blasts in them with Death Blast, and maybe Rita in command (wait, is this still necessary now that Death Blast has a cap?).

Not mentioning as a new deck worth your money how exactly? It is currently the best deck in the game.
If you already have cards from previous sets you're just buying Death Blast. Maybe add some Ashes to Ashes and/or Dust to Dust.

12
News and Developer Talk / Re: Rebellion Deck DLC Bundle Information
« on: November 25, 2016, 11:46:13 PM »
I thought these decks were advertised as 'competitive'.  Why no Deathblast list?
Death Blast decks are basically 2CoV/FD decks with Death Blast in them, and probably not worth mentioning as a new deck worth your money. Just replace any Dark Blasts in them with Death Blast, and maybe Rita in command (wait, is this still necessary now that Death Blast has a cap?).

13
Overseers. They now have more ways of countering opponents' Abilities, through Angel's Protection, Counterspell and Daclerius's Edict, as well as having an ability which sends target character back to their hand, through Evict and Fight Another Day, which can not only be used offensively, but also defensively when trying to dodge things like Calamity.


14
I guess the original reason why Acquire is cheaper than drawing 3 cards from your own deck would cost (which in my opinion should cost 5) is because your opponent's cards may be completely useless. However, since you can also mill, and deny the opponents from potentially drawing the necessary cards, it should also cost 5, on top of my earlier suggestion to reveal cards drawn from opponent's deck.

Speaking of drawing 3 cards, Devil's Bargain is underpowered pls buff to 1 Purity CoV for synergy with Exiles ty.

15
My idea is that for cards which draw from the opponent's deck, such as Acquire and Dragon of Autumn Wind, they should reveal the cards drawn as a slight nerf. At least the opponent can take this information into account when deciding what to do.

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