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 Post subject: Codes
 Post Posted: Sat Feb 20, 2010 3:58 am 
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Codes are special world enchants, named after the Players of the TFW. I'm not sure if this idea will work, but I'll give it a spin and see the results. :mrgreen: Players, please do not take it as a personal offense: they're just card ideas. I might add more if you guys like it. If not... well.... very neutral about this :| .
As for cost, I'm still debating that. Depends on what the public has to say.

Code of Jed, Confuto Sator (Translates Roughly to: Jed, The Supreme Creator)
All cards cost 1 less flux to cost. If a player does not play a card during each round, he will lose 1 glory at the end of round. When this enchant is destroyed, the player that destroys it loses 4 Glory and 1 random creature.
Wilding! Ask me anything you need to know.

Code of Thy Caliga (Translates Roughly to: The Mist)
Enitities take no damage (Except for construction sites). All players gain 1 Glory at the start of round. If this enchant is destroyed, a Kalikas with Psychotic Break and Energy spawns randomly on the map.

Code of Unus Novus Mexican (Translates Roughly to: New One Mexican. Sorry Noob, that 's the closest thing the translators would accept.)
Once per turn, each player can draw a card from each others decks. If this enchant is destroyed, all spells and enchants in players hands, on the field, and those that enchant world are sent back to deck and shuffled.


Last edited by Zblader on Sun Feb 21, 2010 4:26 pm, edited 1 time in total.

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 Post subject: Re: Codes
 Post Posted: Sat Feb 20, 2010 11:22 am 
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Joined: Fri Mar 27, 2009 8:01 pm
Posts: 526
Interesting idea :)
The last one is OP
-all you have to do is to cast it, negate it and voila, Restore Nature's Balance!

The mist: Kaikas wouldn't work as the programming is now, I think.
+I'm sure there would rise some twisted combo around this, with say, Cathedral of Xosa and Organ.. you'll be gaining 3g, the other one 1g, no way to get rid of it (almost, Bishop rulez!)

Jed: helps sylvan rush a lot, casting most of it's stuff for 1f, I'd make it requiring more domains to cast..


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 Post subject: Re: Codes
 Post Posted: Sat Feb 20, 2010 4:38 pm 
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Zurken wrote:
Interesting idea :)
The last one is OP
-all you have to do is to cast it, negate it and voila, Restore Nature's Balance!

The mist: Kaikas wouldn't work as the programming is now, I think.
+I'm sure there would rise some twisted combo around this, with say, Cathedral of Xosa and Organ.. you'll be gaining 3g, the other one 1g, no way to get rid of it (almost, Bishop rulez!)

Jed: helps sylvan rush a lot, casting most of it's stuff for 1f, I'd make it requiring more domains to cast..

Hey, at least refer to noob by his username :). Like I said, costs are still under debate (want to get a few more people to give comment). Hm... as for Novus Mexican, I would probably make the flux cost so putting a 1-2 disenchant or something like that combo would cost more than restore nature's balance. Jed will probably end up with three domains in the least.
And YES, I know renevant bishop and loxorn globe pretty much counter this.


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 Post subject: Re: Codes
 Post Posted: Sat Feb 20, 2010 4:51 pm 
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Here's another code, since the idea seems to be going cool. I'll let you guys guess this one's translation 8-) .

Code of Zeta Vesica
World Enchant
Each turn, players may spend 2 Flux. If they do so, a random card from the game is added to their hand.
(X Flux) Target player loses X glory for each 2 flux spent. (Any player can use this ability.) If this card is removed from the field, players must discard 4 random cards from their hand.
Games are NEVER over until your opponent has too much glory ( and maybe flux too).
*spinzakus*


Last edited by Zblader on Sun Feb 21, 2010 4:25 pm, edited 1 time in total.

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 Post subject: Re: Codes
 Post Posted: Sat Feb 20, 2010 7:07 pm 
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Joined: Sat May 30, 2009 10:31 pm
Posts: 188
Ha I think doing stuff like this would be quite funny. Also, nice lack of translation on the Zblader one ;).


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 Post subject: Re: Codes
 Post Posted: Sat Feb 20, 2010 10:57 pm 
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noob_mexican wrote:
Ha I think doing stuff like this would be quite funny. Also, nice lack of translation on the Zblader one ;).

*sighs* Good work ruining it :D.


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 Post subject: Re: Codes
 Post Posted: Sun Feb 21, 2010 9:09 am 
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Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
Code of Z vesica

Every round both players get a random op card that hasnt been created yet.


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 Post subject: Re: Codes
 Post Posted: Sun Feb 21, 2010 3:32 pm 
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UBER wrote:
Code of Z vesica

Every round both players get a random op card that hasnt been created yet.

No thanks. Not if you do that :evil: . And no cookie for you cuz you didn't translate all of it :evil: .


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 Post subject: Re: Codes
 Post Posted: Sun Feb 21, 2010 4:18 pm 
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No offense meant on these ones or any other Code.
Code of Geminus Velico Zurken Quod Maioribus (Translates Roughly to: Code of Double Critics Zurken and Uber)
(5 Flux, Dims) Remove all stat tokens from an entity. (Any player may use this ability.)
(6 Flux, Dims) Remove target enchantment from the game. (Any player may use this ability.)
If this Enchant is sent back to the deck or destroyed, the player that destroyed it loses all flux.
That's certainly OP.

Code of Angeluus A Suum (Translates Roughly to: Angel A Theist)
Creature may only attack if their controller spends 1 flux. Whoever has the most flux at the end of a round may spend 5 Flux to gain 1 glory. If this card is removed from the field, all creatures are moved back to the closest base possible by their controller on a valid hex.
Not a developer, but you can ask me questions too.


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 Post subject: Re: Codes
 Post Posted: Sun Feb 21, 2010 8:45 pm 
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Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
awww, I dont get my own code.

I could do something cool like pick one creature, it turns into captain picard. It gets +2 to all abilities. Then all creatures get equipped with phasors.


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