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Messages - echephron

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46
General Discussion / Re: Community Card Contstruction
« on: September 16, 2015, 07:56:33 PM »
Brain in a jar cant be a creature. As we learned in DvN, if it has a mouth its a creature. If its stationary and has no mouth, its a conjuration. (lol)

...now head in a jar...

47
General Discussion / Re: Community Card Contstruction
« on: September 16, 2015, 04:45:18 PM »
i differentiate a creature who can use force(A) from a creature made of force(B).
A wouldnt have the force subtype
B would

Without the subtype, I wouldn't call A a "force" creature. Of course this is just an argument in semantics.

A dark creature with a force weapon eh?

48
General Discussion / Re: Community Card Contstruction
« on: September 16, 2015, 03:39:06 PM »
The point of making it Force instead of Psychic was to give the FM a creature that helped against his Psychic Immunity weakness. If we choose to make it a Nightmare/Fear/Phantasm then it will not help the FM very much as the main complaint is that he really does not have a solid creature that isn't effected by Psychic Immunity. Just my two cents......

Some background on how I imagine non-living creatures work.  Instead of a corporeal brain, a non-living has a magical enchantment-based brain controlling the non-living mass.

We could make a spell which interferes with the enchantment-brains. Either interference causing non-livings to be incapacitated or stealing control of the enchantment ala "mind control". Neither of these work well as a creature however.

I still don't see how dark and force can overlap thematically.

49
General Discussion / Re: Community Card Contstruction
« on: September 16, 2015, 12:00:04 PM »
if its mind/dark i cant see it being a force creature. Maybe a spirit creature but that could be a stretch. Something cthulhu-ian could work. That makes me think of Terror.

How bout a Psyoculus(or new creature type) which causes (psychic) fear (on a non-mage creatures) as an action. I imagine it working similiar to the oposite of thorgs taunt. must move away. must not attack it.

Fear: they cannot attack and gain pest while in the zone of the fear-causer. ends when fear-maker gets a new turn.

50
Creative / Re: A perfect holy avenger
« on: August 26, 2015, 04:49:05 PM »
The promo Messenger of Bim-Shalla is something to consider. Only problems are 0 armor and 1 too much mana.
Messenger of Bim-Shalla


51
Custom Cards / Re: Monstrous Lurker
« on: August 08, 2015, 01:32:36 PM »
I like this hex condition idea, but the condition could use some balancing on the spirit creature itself. I equate it to a rot. I believe rot has a removal cost of 3, so this should too. I'd rather it not count as direct damage as well. upkeep+1 is enough. Mages can't gain upkeep effects(balance), so they are immune to it i guess? i am not sure.

No attack has a chance to place 2 rots. most of them are only on an 8-9+. He could maybe do 1 hex on a 5+, but then his attack dice should become 3. He is for cursing more than killing isnt he?

if other sources of hexing come out, Noxious Wights may heal too well. it limits the future inclusion of hex effects. Grey spirit has no heal, so why does this spirit? I don't like the idea of heal, but if you want it maybe: "when Noxious Wight deals damage to a creature, it may take one direct damage to place 1 hex condition on that creature. When a creature is destroyed, Noxious Wight reconstructs damage equal to the number of hex conditions on it."

What I would do with your idea is this guy; more focused on hexes than damage and without healing. he is semi-restrained too:

12 mana.            My Noxious Wight.         Creature. Spirit.
Range 0-0.        Full cast.       Level 2 Arcane. Level 2 Dark.

/ Armor
13 health

Not unique or legendary. Upkeep 1. Incorporeal. Restrained.

Hexing Shriek: range 0-2, indirect, full action, 0 dice, no damage, 3+ Hex
Strike: melee. quick action, 4 dice. Ethereal. 1manatransfer.
Hexing Strike: melee. full action, 2 dice. Ethereal. 5+ Hex 1manatransfer.

As a move action, My Noxious Wight may pay 1 mana to teleport to any zone which as a hex condition in it.

52
Rules Discussion / Re: Conditions and Sslak
« on: August 05, 2015, 05:38:56 PM »
not rules. just me:
I'd remove them at RESET and put a guard marker on them at whenever it normally happens(upkeep?).
removing them when the guard marker is placed would be ok too.

There would not be a round where they dont get a guard marker.

53
I love themed spellbooks. I strongly recommend they start with 1-2 apprentice games or watch experienced people play. Sure its not the same, but its the quickest way to understanding it. I'm surprised you dont want a beastmaster in there. he is like the 2nd most popular mage and good on theme. New people really like his straightforwardness too.

Also, you didnt list teleport as a needed spell.


Beastmaster: swarm of canines.

Necro (skeletons):just steal the ladinface one he posted way back.

Warlord (Dwarves) for the Conjuration-heavy buddy-method (only a few creatures, walls and a strong mage giving commands): i have trouble finding a good Conjuration warlord. maybe build it around the sniper/watchtower/and walls.

Forcemaster for Solo-mage action, very controlly. so is it charm/mind control then?

Curselock to experience the power of enchantments, slowly killing the enemy mage: i recomend sectarus, vamp, and that flying vampire as a bloodreaper.

Priest for mighty angels and pacify

54
Even if Togorah were to uproot, he would still not be able to attack because his only attack is a full action.
but becauses of the thorg taunt one zone away, he would have to move into that zone.

55
1: yes, the full action attack(and/or slow) creature must move into the zone, if able

2: no, taunt does not force an uproot. If togorah uproots, he must move 1 zone to the taunt. if tog does not uproot, he can do what he likes.


i know that with bloodthirsty and pacify if you dont pay 2 mana, the attack is cancelled and the turn wasted.

56
Custom Cards / Re: New mage: Prophet
« on: August 03, 2015, 02:15:52 PM »
premonition rework and reword:
During planning phase, one opponent must attach 2-4 premonition tokens to any zones or objects. Every time that opponent targets something, he must either pay one mana or remove one premonition token attached to the target or it's zone. Prophet gains one mana whenever one of his premonition tokens is removed. At the end of the round remove all premonition tokens.

(reduce Prophet channelling by 2.)

i doubt people love this, but its what i came up with.

57
Rules Discussion / Re: Can I Turn to Stone an Orb Guardian?
« on: July 30, 2015, 06:28:20 PM »
I think my preferred enchantments for an orb guardian would be reverse attack/block. I see people hurl high mana attack spells at them, but rarely an unavoidable one.


58
Spellbook Design and Construction / Re: Dawnbreaker Priest
« on: July 27, 2015, 01:17:04 AM »
in the spellbook builder, go export>forum
then paste it in.

59
Custom Cards / Re: Monstrous Lurker
« on: July 27, 2015, 12:22:43 AM »
A spin on your idea:
an illusion that makes one creature look like another.
the illusion could be an enchantment that must be revealed when creature interacts with anything.

or it could be a creature spell called "disguised creature" which is slow, has no attacks, and has a spellbound creature attached to it. The creature becomes the facedown one when hit or as a free action.

60
Spells / Re: Temple of Dawnbreaker
« on: July 17, 2015, 06:39:34 PM »
i never thought of anvil thrones 5+defense with the temple. thats practically a sure thing. my shielded reflex boots get disolved every single game already.

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