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 Post subject: Tectonic Shift
 Post Posted: Mon Feb 08, 2010 9:25 pm 
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The Dark Platypus
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XXXX4

Regenerate the map terrain of the entire world. Undim all figures.

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Tectonic Shift
 Post Posted: Tue Feb 09, 2010 12:22 am 
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Keyser wrote:
XXXX4

Regenerate the map terrain of the entire world. Undim all figures.


And what would that accomplish? The only reason I'd think of using this card is as a sustitute for Early Dawn or if we got a bad map in a match. (Also keep in mind we could possibly get one of those almost-all-water maps that ruin a game.)


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 Post subject: Re: Tectonic Shift
 Post Posted: Tue Feb 09, 2010 4:34 pm 
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The Dark Platypus
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It would completely change the terrain! That's the entire point...

If the map is all water and you don't like water, cast Tectonic Shift and you have a new map.

If the map is all forests and you don't like forests, cast Tectonic Shift.

If the map is all dessert and your about to be run over with Dust Devils, cast Tectonic Shift.

I added the "Undim all creatures" because the land underneath a creature might change to water, therefore they need a chance to move away.

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Tectonic Shift
 Post Posted: Tue Feb 09, 2010 10:10 pm 
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Keyser wrote:
It would completely change the terrain! That's the entire point...

If the map is all water and you don't like water, cast Tectonic Shift and you have a new map.

If the map is all forests and you don't like forests, cast Tectonic Shift.

If the map is all dessert and your about to be run over with Dust Devils, cast Tectonic Shift.

I added the "Undim all creatures" because the land underneath a creature might change to water, therefore they need a chance to move away.


Erm... just for that? I can put up with cheap magic spells and creatures, but the way you put it, it seems more like a card for personal convience. And how would you deal with buildings on water (or for that matter, a water building on land)?


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 Post subject: Re: Tectonic Shift
 Post Posted: Wed Feb 10, 2010 3:43 am 
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Joined: Fri Jul 03, 2009 9:50 pm
Posts: 132
Kesyer,
Ummm.... Not sure if I like the idea or not, but to me you got the domain requirements wrong. I would make it 3 Chaos and 1 unaligned. This is the ultimate Chaos card. Remake your world in unpredictable ways. Imagine Twisted Nomad applied to the map.
It seems to me to be a reset button if you don't like the terrain - except there is no guarantee the new map is an improvement. Definitely fits Chaos.


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 Post subject: Re: Tectonic Shift
 Post Posted: Wed Feb 10, 2010 9:56 am 
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I really dont see how you could not like this idea.

Its unusable as suggested and I think thats why people arent liking it.

The idea is great though.


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 Post subject: Re: Tectonic Shift
 Post Posted: Wed Feb 10, 2010 11:31 pm 
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The Dark Platypus
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Zblader wrote:
Keyser wrote:
It would completely change the terrain! That's the entire point...

If the map is all water and you don't like water, cast Tectonic Shift and you have a new map.

If the map is all forests and you don't like forests, cast Tectonic Shift.

If the map is all dessert and your about to be run over with Dust Devils, cast Tectonic Shift.

I added the "Undim all creatures" because the land underneath a creature might change to water, therefore they need a chance to move away.


Erm... just for that? I can put up with cheap magic spells and creatures, but the way you put it, it seems more like a card for personal convience. And how would you deal with buildings on water (or for that matter, a water building on land)?



Lol "just for that"? Yup, exactly for that.

I'm not the one who complained about the maps, so it's not really for my convenience. In fact, such a card would HURT most of my decks if played against me.

As far as a building ending up on water. Tough luck. Things happen when the world's plates shift. Continents move. Mountains are born. Land sinks.

_________________
Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Tectonic Shift
 Post Posted: Wed Feb 10, 2010 11:38 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
:?:
Keyser wrote:
Zblader wrote:
Keyser wrote:
It would completely change the terrain! That's the entire point...

If the map is all water and you don't like water, cast Tectonic Shift and you have a new map.

If the map is all forests and you don't like forests, cast Tectonic Shift.

If the map is all dessert and your about to be run over with Dust Devils, cast Tectonic Shift.

I added the "Undim all creatures" because the land underneath a creature might change to water, therefore they need a chance to move away.


Erm... just for that? I can put up with cheap magic spells and creatures, but the way you put it, it seems more like a card for personal convience. And how would you deal with buildings on water (or for that matter, a water building on land)?



Lol "just for that"? Yup, exactly for that.

I'm not the one who complained about the maps, so it's not really for my convenience. In fact, such a card would HURT most of my decks if played against me.

As far as a building ending up on water. Tough luck. Things happen when the world's plates shift. Continents move. Mountains are born. Land sinks.


Alright alright I give :D. So basically this card simulates what would normally happend in about 1 million years, am I correct :mrgreen: :?:


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