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Messages - NatoPotato

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31
Community Events & Contests / Re: [CDC] I'll Do It Later
« on: July 11, 2017, 07:00:40 AM »
Name: Inhuman Fate
Faction/Purity: 2 Sleepers of Avarrach or 2 Exiles
Type: Unique Ability
Rarity: Rare
Cost: 3
Rules Text:
Neither player can inflict any form of damage to non-Human Characters, fortress or morale until the end of this turn.
After 3 turns, choose one of the following preemptive effects to activate:
-Send all cards in play to the graveyard
-Send both players' hands to the graveyard
-Remove all cards in both graveyards from play
-Both players have their fortress health and unit morale divided equally between them
Flavor Text: "Those who fear death have not known any horror worse than it."
Alternative Flavor Text: "Did he just ragequit?"


Traitor- At the beginning of the combat phase, this character enters combat with the character in front of it and does not attack or block the opponent. If there is no character in front of it, it attacks its controller's fortress.

Host to Horrors
2p Exiles
6 cost
Ability

Target a deployed Character.

When the targeted character is killed, create a Spider, Octopus, and Worm character in that character's zone. These are Entangled.

At the end of the next turn, kill the targeted character.

Your opponent does not know which character you target.



Name: New Recruit
Faction/Purity: FD
Type: Character Human
Rarity: Uncommon
Cost:1
Morale:1
Attack/Health:8/8
Rules Text: New Recruit can only attack or block after being deployed two turns


Exhausted Soldier
2 purity FD - uncommon
1 cost
6 morale
Character - Human
6/6

When you deploy Exhausted Soldier, move him to the support zone and Exhaust him for X turns where X is the turn he was deployed at. (A counter shows how long the card is Exhausted)
Exhausted Soldier can not be moved by other cards.
Exhausted Soldier gains 0/+4 whenever he is buffed by a mission card.


Carrier of Corruptoin
1 Exiles
Character--Demon
Uncommon
1 cost
5/5
2 morale

When you deploy CARDNAME, target character becomes a demon in addition to its other subtypes. After two turns, that character loses all non-demon subtypes and gains +6/+6


Name: Defiant Wizard
Faction/Purity: 1x Cult of Verore, 1x Flame Dawn
Type: Character
Rarity: Rare
Cost: 2
Morale: 8
Attack/Health: 4/4
Rules Text: At the start of each turn, this card gains 1 age counter. At the beginning of combat, if this card has 3 age counters, destroy all characters in both players command zones.
Flavor Text: He always had a problem following orders.


Danse Macabre
Purity: 1CoV/1SoA
Cost: 3
Type: Unique Mission
Rarity: Epic

When you deploy Danse Macabre, it has 2 Counters. At the end of each turn, it loses 1 Counter.

At the start of your turn, if Danse Macabre has no counters left, sacrifice it and resurrect X characters from any graveyard that died while Danse Macabre was deployed. These characters become undead in addition to their own character type. X is the total number of counters Danse Macabre lost while being deployed.

Pay 2+Y, with Y being the number this ability has already been activated: Danse Macabre gains an additional counter. Any player may activate this ability, but only once per turn.

"In the cursed ruins of Veroria, damned souls gather for an eerie dance each night. Some dance to remember, some dance to forget."


Name: Today’s Egg
Faction/Purity: Factionless
Type: Artifact
Rarity: Rare
Cost: 0
Rules Text: When you deploy Today’s Egg, you may Overcharge it once. If you do, it gains the following Text: At the start of each turn, Today’s Egg gains 1 age counter. At the end of the turn, if it has 3 age counters, Today’s Egg is destroyed, create a Hen of Tomorrow in you support zone.

Name: Hen of Tomorrow
Faction/Purity: Factionless
Type: Character-Beast
Rarity: Rare
Cost: 4
Morale: 10
Attack/Health: 15/14
Flavor Text: Better Tomorrow


Name: Robot Supremacy
Faction/Purity: 3 GI
Type: Mission
Rarity: Epic
Cost: 3

Rules Text: 

At any time, If you control no Artificial Characters, Remove Robot Supremacy from the game.

At the beginning of your opponent's turn, Target artificial character gains +2/+2 and Robot Supremacy becomes 20% more complete.  When Robot Supremacy is 100% complete, Destroy all non-artificial characters.


Name: Construction of a interdimensional gate
Faction/Purity: Factionless
Type: Mission
Rarity: Epic
Cost: 1
Rules Text: When you deploy this card, your maximum resource is reduced by one. After 8 Turns your maximum resources are increased by 2 and gain 2 extra resources next turn. The Calamity is added to your hand.

Flavor text: Scientists tried to create fast new ways of transportation.



The winners are:


3rd

2nd

1st


Congratulations to the winners!
Hope you get good cards from the prizes!

If you don't want to host the next contest just send a pm to the next runner up and ask if they would be willing to do it instead.

32
Community Events & Contests / Re: [CDC] I'll Do It Later
« on: July 04, 2017, 05:38:26 AM »
If the mission gained X% each turn then it would count.
I'm not talking about delays in general, just specifically the challenge, which is to make a card which uses a delay that starts when it's deployed.

It doesn't specifically have to be 'in X turns' or a counter though, for example the bomb bot could just gain +2/0 every turn without needing to be activated/paid and explodes at the start of the turn if it has more than X power. (sure technically you could combo with DOD and use pacify or balance to lower its power and 'reset' the delay, but with its effect less power is not particularly useful)

33
Community Events & Contests / Re: [CDC] I'll Do It Later
« on: July 04, 2017, 02:36:46 AM »
So does this count as a delayed effect? It's not a count down timer but it is (technically) a delayed effect.
The delay should be set when its deployed rather than on activation of an ability.

34
Community Events & Contests / Re: [CDC] I'll Do It Later
« on: July 03, 2017, 06:48:48 AM »
Nice reference, I'm glad they changed that card, unfortunately it's more valid than your actual entry, the entry should start a timer or counter on deploy (or when it's played if its an ability card)

3 Days to go and only 3 valid entries. :/
(are the forums super empty right now or does the challenge just suck?)

I'll push the deadline to the 11th.

35
Community Events & Contests / Re: [CDC] I'll Do It Later
« on: July 02, 2017, 04:07:26 AM »
@mew28 that card doesn't really work, the cards effect needs to happen after a delay, not just every turn.

@Number11 that looks interesting, but I'm not sure if I should allow a delay that can (hypothetically) be postponed indefinitely, I don't mind that the delay can be lengthened and I get that it only has 8 health and the opponent could protect their characters or avoid playing characters etc, I don't want to be picky but I just feel like the delayed effect should be 'inevitable' outside of destroying/removing the card or ending the game.


Also I may extend the deadline for the contest if there's not enough entries in the next couple days.

36
Community Events & Contests / Re: [CDC] I'll Do It Later
« on: June 26, 2017, 12:34:28 AM »
Sorry if the text is a bit much, only the first few lines are really important, rest was mostly just trying to make people think of different possibilities.

I'll re-write it to hopefully be a bit more clear.

37
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:

38
Community Events & Contests / Re: [CDC] In Quest for Interaction
« on: June 23, 2017, 04:38:39 AM »
Since characters stats are reset when removed and returned to the game maybe it should set missions to 0% just for the sake of consistency, but I was thinking the missions could continue where they left off.

I'll probably add a bit of text for it, but if not then just assume it resets to 0.

39
Community Events & Contests / Re: [CDC] In Quest for Interaction
« on: June 22, 2017, 02:49:47 AM »
Memory Seizing Tome

Unique Artifact
2 cost

When you play Memory Seizing Tome remove all Missions owned by the opponent from the game and any enemy Characters that started the turn deployed cannot be moved this turn.
At the start of each turn you may Overcharge a card, if you do not Memory Seizing Tome is destroyed.
When Memory Seizing Tome is destroyed return the removed Missions to the game at the same level of completion as when removed and move any enemy Characters that were in play on the turn this was played to where they should have moved that turn.




Basically take the enemies memories, making them forget what they're supposed to be doing, hold onto the memories for a while, then give them back, tricking them into doing something they probably shouldn't.

The 'movement prevention' triggers during the deploy phase so you do actually get to see where the enemy units moved to, essentially you see the units move, then the ability goes off, then they all move back to where they were at the end of the last turn.

Allows you to not only mess with their missions but also with troop deployment/arrangement, the opponent can destroy the artifact themselves but they do have to keep their unit movement in mind.

40
Community Events & Contests / Re: [CDC] Synergistic but Separate
« on: May 25, 2017, 07:24:49 AM »
Flame Dawn Pyro

Character - Human
Cost: 4
Morale: 6
8/7

Flame Strike 3
When Pyro attacks a defending character it deals half its power (rounded down) in combat damage to the next 2 defending characters and immolates them for 1 damage per turn. ('next' characters are to the right of the card entering combat)


Wave of Fear

Ability - Magic
Cost: 4

When you play Wave of Fear, you may Overcharge it once.
Whenever an enemy character on the battlefield takes damage this turn it gets -2/-0 until the end of the turn and moves to the back of the zone (interrupting multi strike or unstoppable).
If you Overcharged Wave of Fear the damaged enemy characters are moved to the support zone if they have half health or less.




41
Suggestions / Re: Future card ideas
« on: May 21, 2017, 06:13:26 AM »
Feed the Masses

Ability
Cost 1

Sacrifice a deployed non-artificial non-spirit character you control and choose X non-artificial non-spirit characters you control where X is the cost of the sacrificed character, the chosen characters get +1/+1 and heal 1 damage.
(You may choose the same unit more than once.)

"Those who have outlived their usefulness are no more valuable than the meat on their bones."



Essentially just lets you use consume effect on non-consume characters, and without needing them to actually kill things in combat.




Flame Dawn Pyro

Character - Human
Cost: 4
Morale: 6
8/7

Flame Strike 3
When Pyro attacks a defending character it deals half its power (rounded down) in combat damage to the next 2 defending characters and immolates them for 1 damage per turn. ('next' characters are to the right of the card entering combat)



Wave of Fear

Ability - Magic
Cost: 4

When you play Wave of Fear, you may Overcharge it once.
Whenever an enemy character on the battlefield takes damage this turn it gets -2/-0 until the end of the turn and moves to the back of the zone (interrupting multi strike or unstoppable).
If you Overcharged Wave of Fear the damaged enemy characters are moved to the support zone if they have half health or less.



Basically the pyros attack is a long stream of fire that doesn't just stop at one character but hits a few enemies (and immolates them) while the pyro only takes damage from one, it can be effective at damaging enemies in the defense zone that are hiding behind a big blocker.

Fear spell is effective at reducing defensive and offensive presence for a turn, including making the enemies multi strike and unstoppable useless (unless they attack a 0 power character), in pure verore it's not too powerful as it's messing with combat, though you can have it stumble attacking characters by dealing some damage to them, so its better in combo with other factions.

With the 2 cards together the pyro sends 3 characters to the back of the defense zone, immolating and debuffing them (if they don't die from the initial attack), possibly stumbling some, allowing the rest of your assault to either stumble some of the defenders and hit the fortress or cycle through the defenders and deal a bunch of damage to them while also taking less damage.

Buff the pyro a bit, add in some ability damage and/or multi strike and the combo can get pretty effective.




Memory Seizing Tome

Unique Artifact
2 cost

When you play Memory Seizing Tome remove all Missions owned by the opponent from the game and any enemy Characters that started the turn deployed cannot be moved this turn.
At the start of each turn you may Overcharge a card, if you do not Memory Seizing Tome is destroyed.
When Memory Seizing Tome is destroyed return the removed Missions to the game at the same level of completion as when removed and move any deployed enemy Characters that were in play on the turn this was played to where they should have moved that turn.



Basically take the enemies memories, making them forget what they're supposed to be doing, hold onto the memories for a while, then give them back, tricking them into doing something they probably shouldn't.

The 'movement prevention' triggers during the deploy phase so you do actually get to see where the enemy units moved to, essentially you see the units move, then the ability goes off, then they all move back to where they were at the end of the last turn.

Allows you to not only mess with their missions but also with troop deployment/arrangement, the opponent can destroy the artifact themselves but they do have to keep their unit movement in mind.

42
Community Events & Contests / Re: [CDC] a Bloody Cost [May 19th]
« on: May 13, 2017, 05:29:03 AM »
Feed the Masses

Ability
Cost 1

Sacrifice a deployed non-artificial non-spirit character you control and choose X non-artificial non-spirit characters where X is the cost of the sacrificed character, the chosen characters get +1/+1 and heal 1 damage.
(You may choose the same unit more than once.)



Basically just lets you use consume on non-consume characters without needing them to kill things.


43
Suggestions / Re: Future card ideas
« on: April 23, 2017, 12:40:02 AM »
The Primal Frenzy Inducer
 
6 cost
6 morale
Unique Character - Demon Beast
10/10

Pay X (min 1), Exhaust: Target deployed non-artificial character gets +3X/+X until the end of the turn, after the combat step it gets -0/-X and enters combat with a random character in the same zone.

"Twisting the body and mind to expose a beings hidden, vicious, primal tendencies can have an extraordinary affect on their capacity for combat...  and a detrimental affect on their self control."



Basically you can give a decent boost to your own units for a turn and if they're 'alone' (or you get them killed that turn) you can avoid the additional combat, or you can target characters in your opponents support (or defense) zone to cause health loss and infighting, although your opponent might move the targeted card to the battlefield.

The more resources you put into it the bigger the boost, but also the bigger the fall in health afterwards, and the more likely you are to kill something else you control, the more you spend on an enemy the more dangerous the risk if they decide to move it to assault.

44
Community Events & Contests / Re: [CDC] Age of Commanders
« on: April 11, 2017, 12:41:22 PM »
Was figuring it was ok since if you did try it wouldn't fail or exhaust the card and then not do anything, you would just see that 1 is the min and either accept or cancel, but good point.

45
Suggestions / Re: Future card ideas
« on: April 11, 2017, 07:37:46 AM »
The Spirit Channeller
/
Unique Character - Beast
Rare
6 cost
9 morale
6/8

While Spirit Channeller is deployed, it gains an extra life whenever another character you control dies to a non-combat effect your opponent controls.
Spirit Channeller has +2/+1 for each extra life it has.
If Spirit Channeller would be removed from the game it instead loses 1 life.

"Those who were taken by unnatural means are given a second chance, and they give me strength and protection in return."



Basically it's power is relative to how much removal your opponent uses, especially powerful with stuff like mass death, that said it's only 1 character so the opponent may still be better off killing off your other units and of course they do still have ways of dealing with it using things like red tape, humble, hubris or zuza.

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