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False Hope
Explanation: First fight it heals and attaches, second fight it damages and discards.
On enemies: Doesn't help with first turn/fight kills. Instead, it helps kill on the second fight against the same character.
On friends: Helps survive for one turn.
Doom
Explanation: Any healing done in any way during this turn after this card is played will instead deal damage to its targets. It turns [card]1 Year Old Already![/card] into a [card]Storm[/card].
Most effective against massive healing, like [card]Vital Syphon[/card], [card]Mercy[/card] or [card]Divine Light[/card], etc.
Doom -> False Hope
4 direct damage first turn, 4 direct damage second turn, plus healing counter.
I think this isn't over the top or anything, and provides a nice way to break the unbreakable decks.
Dernière modification par Nurvus (04-09-2011 00:21:52)
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I think a better way to word 'Doom' would like this:
'If the opposing character would gain health points, instead they lose that many health points.'
"Some say there's no subtly to destruction. You know what? They're dead." ~ Jaya Ballard, Task Mage
"One footstep among many is silent. One footstep alone is deafening."
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Could be, but it's meant to work on all characters (including yours) - so that a [card]1 Year Old Already![/card] would have the same effect as a [card]Storm[/card].
So it would actually be worded like this:
"Until the end of the Turn, if a character would gain health points, he or she takes that much direct damage instead."
Changing card to update with that text.
Dernière modification par Nurvus (04-09-2011 00:41:50)
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Nice effect for Doom so that means he use a 1 year old already all get damage, it neutralize the heal and negates the effect seems fair
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If you use a [card]Healing Balm[/card] -after- Doom is played, you suffer 2-3 direct damage INSTEAD of gaining 2-3 health.
So it doesn't neutralize. The healing never happens, damage happens instead.
Dernière modification par Nurvus (05-09-2011 19:31:08)
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Please give some more feedback on this.
Not just like or dislike.
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Doom is cool.
But False Hope I couldn't find out the great utility for surviving a beatdown, only if it also increased max health. For example, I start the fight with Azaram, then I use it on Ardrakar so she can survive Keizan next turn, but only would work if max health increased by 4 also, so Ardrakar would have 17 health to survive, otherwise wouldnt help, unless I already had like 9 HP.
Evil is just a point of view >)
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False Hope helps survive another turn, but not a 1st fight saver.
It's an "extention".
Against certain decks, like Living Nature, it might actually save you first turn.
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Doom shouldn't chain.
Dragon Knights ftw
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Doom shouldn't chain.
It's meant to chain into False Hope at least, perhaps it could be limited so.
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Doom+False Hope+Abomination/Saphyra(turn order)=insta kill any character.
Doom SHOULDN'T chain.
Doom should be a counter to healing.
Dernière modification par goscar (20-11-2011 19:59:26)
Dragon Knights ftw
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Insta-kill? The 4 direct damage from False Hope only occur at the start of the opponent's character's next fight.
There would only be 4 damage - from the 4 healing reversed by Doom.
And no one is going to play healing on first turn.
You pull more damage with nearly any combo you can think of... Smart Ass + Assassination, for example.
Dernière modification par Nurvus (21-11-2011 00:15:34)
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Now I have read with more attention and I realized this combo, when you play the 2 togheter on your opponent
I thought it could be used only on me I don't know why x.x sorry for my lack of attention.
This can be a lot cool, and I don't think there's a problem on Doom being a chain, pirates have something to make you to have defense = 0 and is a chain when it shouldn't, so there's no problem on Doom being also a chain.
Evil is just a point of view >)
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Insta-kill? The 4 direct damage from False Hope only occur at the start of the opponent's character's next fight.
Well my rading skill were hit by a car or something. Nvrmind card isn't as bad.
Dragon Knights ftw
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Doom is needed in my opinion, some counter to healing.
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