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#1 20-04-2011 01:11:59

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

Having "counter cards" shouldn't mean "useless against other decks".
For example: [card]I Hate Mystics[/card] - wich isn't useless against non-mage/priest - is alot more interesting than [card]Anathematize[/card] wich exists pretty much solely to counter certain decks.

Alot of "would be" interesting decks currently have to break their strategy just to include key cards against specific decks.
Other decks are good against everything.

The idea in this suggestion is working towards having cards that are useful in general and actually fit well in a deck's main strategy, while also serving as soft counters against specific decks - cards like [card]Amber Spear[/card].

Below are some suggestions.
Don't regard the numbers too much - they may be overtuned or undertuned - just mind the concepts.

--- From Play to Discard Pile
bwithinwrathpreserve.th.png

--- From Deck or Hand to Discard Pile
hopelessdesperation.th.png
paranoiabloodlust.th.png

--- From Discard Pile to Deck or Hand
uassaultswindprep.th.png

--- While in Your Discard Pile
vengeanceinsidiousness.th.png

--- While in Your Hand or Deck
intimidationprayer.th.png

Reduced the amount of examples, but it's obvious it can be used for healing, for magic damage, direct damage, stat boosts, etc.
The idea is having decent combos AND being able to use them to greater effect if the opponent plays certain cards.

Example: If the opponent plays [card]Theft[/card] when you play "...leads to Desperation.", you will gain Attack +1 for each card discarded from your deck this turn; If you played it after "Hopelessness" you can gain even more; and for each Paranoia that is placed into your Discard Pile directly from your (Hand) Deck, you gain an additional (Min) Attack +1.

Dernière modification par Nurvus (21-04-2011 14:55:19)


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#2 20-04-2011 04:06:32

Santuros
Nehantiste
Lieu : Colombia!!!
Inscription : 17-10-2010
Messages : 998

Re : Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

Hmmmmmmmmm... i really like this ideas...


I wish I could show you when you are lonely or in darkness the astonishing light of your own being. (Hafez)


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#3 22-04-2011 06:43:48

RyogaLX
Gardien
Inscription : 15-12-2010
Messages : 1 021

Re : Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

Mechanism of your cards looks good and well think, but I think that deck full of this cards will gain a lot of attack, equipments cards should be useless and lot of decks would benefit of its action. For example, imagine heavy Zil-marauder deck with 3 or 5 cards of this type in deck (Specially pack caste), they'll gain about +3 to +5 in low damage value or other one. In other hand discard decks would be ineffective.

I think that way to design card to deal discard decks would be different, including effects like avoid chain, reduce draw, or even ignore effects. Remember that attack and defense value it's not the only factor in game.

Good job


The Nehant Champion
L.N.O
"With facts, the authority of a thousand is not worth the humble reasoning of a single individual" Galileo Galilei


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#4 22-04-2011 12:30:09

Nurvus
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Inscription : 01-12-2010
Messages : 2 526

Re : Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

RyogaLX a écrit :

Mechanism of your cards looks good and well think, but I think that deck full of this cards will gain a lot of attack, equipments cards should be useless and lot of decks would benefit of its action. For example, imagine heavy Zil-marauder deck with 3 or 5 cards of this type in deck (Specially pack caste), they'll gain about +3 to +5 in low damage value or other one. In other hand discard decks would be ineffective.

I think that way to design card to deal discard decks would be different, including effects like avoid chain, reduce draw, or even ignore effects. Remember that attack and defense value it's not the only factor in game.

Good job

As I said, alot of different cards could be made in the style I suggested, including items, damage spells/theurgies/items, healing spells/theurgies/items, and so on.

The numbers as I indicated would be just a placeholder.
The idea is that these cards would be "slightly" weaker than some pure damage/bonus cards, but useful as small counters against certain decks.

Wich means that if you are building a deck that has some visible weakness against discard decks, you might want to consider having Bloodlust and Paranoia instead of (for example) [card]All is Fair in Love...[/card] [card]...and War[/card].

First, these cards aren't all against Discard decks.
Secondly, those that are against Discard decks don't just break them or anything - just tip the balance slightly towards a fair match.

Discard Decks already have lots of Attack penalty cards and damage reduction to stay alive, wich works against all decks.
Other decks however, can't really deal with Discard Decks without having specific cards towards that end, wich ends up being quite unfair.

Dernière modification par Nurvus (22-04-2011 12:35:33)


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#5 12-07-2011 05:15:48

Nurvus
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Inscription : 01-12-2010
Messages : 2 526

Re : Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

Would be nice to get more input on this.
Discard decks are currently banned and something like this might make it fair for everyone, and allow discard decks to return to the competition.

Dernière modification par Nurvus (12-07-2011 05:16:01)


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#6 12-07-2011 08:49:20

ZeroClass
Habitant de Guem
Lieu : Philippines
Inscription : 29-06-2011
Messages : 214

Re : Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

nice counter cards XD with it will come true, wish there are more counter cards Nehantist, other guild that like to manipulate.


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#7 12-07-2011 11:29:01

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Effects when Removed from DiscardHand/Play/Deck into Discard/Deck/Hand

Well a card like this would be nice against some decks:
lionheart.png
Note:
Turn 1 = Reduce incoming damage by 2, Increase outgoing damage by 0
Turn 2 = Reduce incoming damage by 1, Increase outgoing damage by 1
Turn 3 = Reduce incoming damage by 0, Increase outgoing damage by 2
---
A new mechanic might be needed against some decks: "This damage cannot be prevented."
---
Against Corruption, permanent removal helps, but a fine balance needs to be reached or Nehantists suddenly become useless.

Dernière modification par Nurvus (12-07-2011 11:31:22)


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