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 Post subject: celestial imperium soldier set extensions
 Post Posted: Sun Aug 22, 2010 12:34 am 
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Joined: Tue Aug 10, 2010 4:44 am
Posts: 16
Imperial commander- 2 celestial domains and 5 flux. Morph from a celestial imperium soldier that can't see an enemy creature. 3 attack, 3 life, 4 sight, 3 speed, 0 range. Battle ready. This creature can't attack. Once per turn u can pay 2 flux and give all soldiers that can see this creature +1 attack and +1 speed till end of the round.

Training camp. 2 celestial domains and one colorless domain and 7 flux. 0 attack, 3 hp, 0 speed, 1 sight, 0 range. Can only be spawned on territory you control.

Ability- pay 6 - n, where n is the number of non-dimmed imperial commanders you control on the battlefield, to spawn 1 celestial imperium soldier adjacent to the training camp. This can only only be done by this building once per turn.


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 Post subject: Re: celestial imperium soldier set extensions
 Post Posted: Sun Aug 22, 2010 3:28 am 
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Joined: Tue Aug 10, 2010 4:44 am
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The idea behind the above is to allow deadlocked or stalling players to gather large small forces slowly. Even if you manage to break it there's a time and space issue. I think there should also be a great immediate reward for killing the commander like some glory perhaps. No part of this should be permanently powerful on its own. This way defending your assets is still essential and resource consuming


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 Post subject: Re: celestial imperium soldier set extensions
 Post Posted: Sun Aug 22, 2010 4:47 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Good idea, but isn't limiting this to Soldiers a bit... specific? You can only have 3 Soldiers in a deck, and basically the two cards are meant to work as a combo. Not really too efficient seeing as a player will most likely be gaining 3-4 flux the situation you stated, and it takes time to bring the commanders out. Overall, it's a bit slow, but it's a pretty good idea. You might want to include Pilgrims though as a possible morph for a commander.


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 Post subject: Re: celestial imperium soldier set extensions
 Post Posted: Tue Aug 24, 2010 7:57 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
I think he's hoping that new releases come out with more soldiers...

There are ways to get more than 3 soldiers, but they require a lot of work and circumstance, so cerealbox wants that work to be worth the effort.

You could use peasant army + tentacles or mag beacon to get a lot of solders.

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

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 Post subject: Re: celestial imperium soldier set extensions
 Post Posted: Wed Sep 01, 2010 3:29 am 
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Joined: Tue Aug 10, 2010 4:44 am
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Actually I would like there to be cards and strategies that are meant to be slow like this for a different mode of play. Like on a 50x50 map with only one flux well lol.

Actually it just occured to me as I typed this that a map this large is possible through scripting alone... As a scrolling map...


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 Post subject: Re: celestial imperium soldier set extensions
 Post Posted: Wed Sep 08, 2010 10:23 pm 
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Joined: Tue Aug 10, 2010 4:44 am
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Training camp. Pay 4. Upgrade a creature with the name soldier in it to a random but fitting creature without the word soldier in its name of the same domain/domains. If you're lucky you get something ridiculous. If ur unlucky... Well u get something ridiculous lol.


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 Post subject: Re: celestial imperium soldier set extensions
 Post Posted: Thu Sep 09, 2010 1:27 am 
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Posts: 829
CerealBoxofDoom wrote:
Training camp. Pay 4. Upgrade a creature with the name soldier in it to a random but fitting creature without the word soldier in its name of the same domain/domains. If you're lucky you get something ridiculous. If ur unlucky... Well u get something ridiculous lol.

That is extremely reminiscent of a certain Bazaar I used to "shop" at.


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