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Upsides:
- Fits into current Conquer or Perish strategies
Downsides:
- None
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Fire! (Upgrade 1) + Fire! (Upgrade 1) = Fire! (Upgrade 2)
Upsides:
- Same uses as Fire! (Upgrade 1)
- Higher potential
Downsides:
- Requires setup to reach max potential
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Upsides:
- You don't throw [card]Narwhal[/card] to the Discard Pile.
Downsides:
- Cannot chain from [card]Conquer or Perish[/card].
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Fire! (Upgrade 2) + Reload! (Upgrade 1) = Bombardment
Upsides:
- Same use as Reload!
- Same as Fire! (Upgrade 2)
- Highest potential
Downsides:
- Unique
- Cannot chain from [card]Conquer or Perish[/card]
- Potential doesn't work with Conquer or Perish strategies (you need to spread the Narwhal)
- Requires the most setup to reach max potential
The idea behind these cards is activating [card]Narwhal[/card] attached to one/all of your (out of combat) characters.
It takes setup, and to make the most of it you need:
- Fire! (Upgrade 1) - Two characters alive + 1 out of combat characters with Narwhal + Fire! (Upgrade 1) in your hand.
- Fire! (Upgrade 2) - All characters alive + 2 out of combat characters with Narwhal + Fire! (Upgrade 2) in your hand.
- Bombardment - All characters alive + all characters with Narwhal + Bombardment in your hand.
Dernière modification par Nurvus (17-07-2011 01:24:12)
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If I want to describe originality in one word "Bombardment" it would be o.o'
Awesome
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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Okay, edited the original idea a bit.
Would be nice to have some comments.
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would be too easy to kill nomads with it and rather useless on kotoba,dk and other high def decks
Some of my card ideas:
Nomad Gravekeepers
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Most Narwhal decks only include cards that chain into Items, apart from [card]Infernal Cricket[/card]
[card]Infernal Cricket[/card] removes [card]Narwhal[/card]
Doesn't chain after [card]Conquer or Perish[/card] or [card]Escaping Death[/card], so it doesn't really make you kill Nomads faster or survive better.
Has a limited comboability.
The purpose is mainly adding some firepower against build-up/high defense decks, in particular decks that focus on items and spells rather than actions (wich makes it hard for you to make good use of Conquer or Perish)
Dernière modification par Nurvus (17-07-2011 01:25:25)
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+1 but still i don't use pirates maybe soon i need more crystal
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about fire:
how about it making all attached powder weapons (even tapped) activate and fire directly across (captain unique, hook or kill crew) making it a AOE for a specified amount. like flames of the phoenix without being a double edged sword
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U mean shooting the character in front of them?
That kind of goes against the purpose of Narwhal.
Narwhal is meant to shoot OOC characters only.
Plus, it would be too prone to luck. You might get the right "matching" in one fight and the worst matching in another, in terms of attack vs opposing character def.
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Remember, this also works with Infernal Cricket.
Dernière modification par Nurvus (21-07-2011 18:53:09)
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Any more feedback on this?
I think important to keep out of the box card concepts visible.
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