November 21, 2024, 01:18:45 PM

Author Topic: Archmage custom cards  (Read 37098 times)

keejchen

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Re: Archmage custom cards
« Reply #45 on: January 12, 2017, 03:00:11 PM »
Dude. I discovered this thread today, and I love it! :D

My own thoughts was adding additional qc markers, like many others have mentioned, but I think the route you have taken is better. I'm not sure I wanted you to boost the mages like the others suggest, (I liked it when there was more to choose from,) but the new ones are awesome too. Keep doing what you are doing.

I must find a way of printing all this, and somehow coerce Biblofilter into testing it with me.
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juli

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Re: Archmage custom cards
« Reply #46 on: January 12, 2017, 04:00:35 PM »
Correct me if im wrong here, but defenses also count as traits right? so this zombie could actually get super insane, darkfenne asp looking at you  ::)

JasonBourneZombie

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Re: Archmage custom cards
« Reply #47 on: January 12, 2017, 04:20:46 PM »
Actually, defenses are listed in the codex as an object attribute. Traits that get insane with this guy are flying, rage, vigilance, damage type immunity, aegis, and familiar.
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keejchen

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Re: Archmage custom cards
« Reply #48 on: January 12, 2017, 04:34:52 PM »
How about if he could only keep 1 or maybe 2 cards stored? Like when he devours a new living creature, he gains the growth and may choose to keep the one he has and discard the new card, or keep the new and discard the old one? Might be a tad more balanced.

You could boost his base stats to compensate for the nerf.
« Last Edit: January 12, 2017, 06:06:48 PM by keejchen »
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JasonBourneZombie

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Re: Archmage custom cards
« Reply #49 on: January 12, 2017, 05:51:54 PM »
A fair consideration. I'll review the card a bit more later. I want him to ramp nastily depending on what he eats, so it will take some careful work.
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silverclawgrizzly

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Re: Archmage custom cards
« Reply #50 on: January 12, 2017, 06:10:21 PM »
I love him dude. You hit pay dirt.
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JasonBourneZombie

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Re: Archmage custom cards
« Reply #51 on: January 12, 2017, 07:58:16 PM »
This leaves me with a couple considerations. As far as I understand it, certain abilities (like blue gremlin teleport steps, malacoda's poison, and many of the newest cards' abilities) are not keyworded, but are still traits.

So should non-keyworded traits count, and how many victims should he be able to stack. Tricky.
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silverclawgrizzly

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Re: Archmage custom cards
« Reply #52 on: January 12, 2017, 09:06:22 PM »
Dude it's arch mage, go wild.
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Milevan_Faent

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Re: Archmage custom cards
« Reply #53 on: January 12, 2017, 09:13:32 PM »
.... Why is this making me want to create a "Trainee" Mage Wars mode now to be on the opposite end of Archmage, then create an "extended" game mode where you level up from Trainee to Archmage?

keejchen

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Re: Archmage custom cards
« Reply #54 on: January 13, 2017, 04:37:00 AM »
Dude it's arch mage, go wild.

I absolutely agree with this statement. Until it is tested, nothing is unbalanced. ;)

Btw, is it intentional that the M'huq does not have zombie subtype?

And to Milevan_Faent... Please do?
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JasonBourneZombie

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Re: Archmage custom cards
« Reply #55 on: January 13, 2017, 07:25:48 AM »
It is not intentional and caught that myself earlier. Just was multitasking at the time, so I wasn't paying close enough attention.

Alright. Terrifying epic creatures it is, then. Probably doing the high marshall's next. Putting Bogan to shame.
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JasonBourneZombie

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Re: Archmage custom cards
« Reply #57 on: January 14, 2017, 06:52:19 AM »
Sure. I'm afraid it will have to wait until late this evening, but I can. They should be on page 3 of this topic as well.
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Milevan_Faent

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Re: Archmage custom cards
« Reply #58 on: January 14, 2017, 04:17:32 PM »
What are "Aspect Tokens"? I assume Vet Tokens are the same as on the Warlord.

keejchen

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Re: Archmage custom cards
« Reply #59 on: January 14, 2017, 08:15:48 PM »
Aspects are explained on the first page of the thread.
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