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I was thinking about theurgies that could allow us to make stronger priest decks.
we could call them "Dark way theurgies"
E.G.
ENVENOM
permanent
every turn, one opponent character takes 1 damage
SENTENCE TO DEATH
permanent
choose an opponent character. this permanet is attached to it.
in 6 turns the life point of this character became 0.
No effects can avoid it.
LACK OF FAITH
the opponent character suffers 2+x damages where x is = the difference
between 5 and the opponent character's spirit
IGNORE PAIN
choose how many life points your character suffers.
then choose a different character. it gain x life points where x =
life points you have sacrifed X2
What do you think about?
...Je suis le chat terrible...
Hors ligne
First off I need to say I don't know much about the priest cards.
I haven't looked too closely (and I can't log into the game right now...)
From what I've seen though, priests seem to be the positive buff class
(while mages are the damage class)
If that is indeed the case, then I believe they shouldn't do a change like this. I feel it is important for the priests and mages to have different flavors to them...
That is just my opinion. I fully understand if/when you disagree ;)
As for the card suggestions themselves...
Envenom -
Aren't there already several characters or cards which do something to this effect?
Do you really mean "Every turn" or "Every activation of the card"? Having a damage effect which continually happens is over powered. Unless you are playing a multi target mage deck you cannot do anything in response to it.
If its every activiation its probably too weak... should be at least 2 points to keep it on par with similar effects.
Sentence to Death -
Same question, every turn or every activation.
There is a magical poison card which does 5 points of damage every activation... Which is the closest existing card I can think of right now...
I do not like the unavoidable aspect. Everything needs some sort of counter or people are going to get upset...
Lack of Faith -
That opens up a potentially interesting concept, though I'm not sure it was deliberate.
2+X damage where X is the difference between 5 and the opponents spirit.
At first glance my mind translated that to a spirit resisted attack for 7 damage.
But taken at face value... if someone has spirit 7 this prayer would still do 4 damage (X=7-5=2)
I am quite curious how a mechanic like that would actually work... were you need to have an exact number to avoid it. I don't think I'd like it... But I'm still curious.
Ignore Pain -
I like the idea of transferring life. I have some suggestions for this though...
Do not allow the player to choose how much life is sacrificed, make it random. This will keep the game flowing smoothly... It also has the potential to seriously screw over mages... By keeping it random you prevent people from complaining (too much).
Also this is allowing you to gain life overall... rather than multiplying the life gained by two it should either be 1 to 1 or reduced.
Those are my opinions...
You have an interesting idea.
Hopefully my reply isn't too discouraging, that isn't my intent! Keep up the good thoughts!
Hors ligne
ENVENOM
permanent
every turn, one opponent character takes 1 damage.
I like- its a very interesting card that wont be to much of problem.
SENTENCE TO DEATH
permanent
choose an opponent character. this permanet is attached to it. In 6 turns the life point of this character became 0. No effects can avoid it.
HELL NO- no more needs to be said....
LACK OF FAITH
the opponent character suffers 2+x damages where x is = the difference between 5 and the opponent character's spirit
Great Card- love the name and its damage concept is neet.
IGNORE PAIN
choose how many life points your character suffers. Then choose a different character. it gain x life points where x= life points you have sacrifed X2.
No- I believe the mechanic would be hard to implement is all, I suggest it becomes a permanent that reduces all damage by 2.
Dragon Knights ftw
Hors ligne
From what I've seen though, priests seem to be the positive buff class
(while mages are the damage class)
I agree, Mages seem to be the major damage dealers while priests are buff and support classes.
And I like the idea of "Ignore Pain" but I'd change it to "Self Sacrifice" where you can choose to heal another character by inflicting damage on yourself:
Self Sacrifice:
Take X damage.
Another character of your choice gains X*2 life.
X = your characters spirit.
You could make x a random number, but the wording gets really awkward, and since your not taking damage that was already dealt (by your opponent) but actually damaging yourself to do this, it makes it a little bit more balanced.
Another idea might be to something like Spell Reflect where another character takes damage for your current character. Or even possibly a character replacement.
Over Protected:
Choose another character to take your place in the current battle.
Chain.
The Chain would be there for the other character to use, the difficulty I see with this is that you wouldn't be able to play a class specific card for that character... and you'd have to configure it so that the card doesn't activate if it's played on a character with the improper class; example: a Theurgy card on a Marauder (because a priest is playing the card). On the other hand, i would say not being able to play class specific cards makes it a little bit more balanced; your taking away your opponents choice of combatants, but you're loosing a lot of versatility in that characters ability to fight.
Hors ligne
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