|
|
|
|
|
|
|
|
|
Posted: Sat Jul 30, 2005 6:08 am
If I had Sorreah I'd let you know. sweatdrop I did get Kalius and another Quill and Gloves for Arderial from that Awakenings box, but not Sorreah. crying
But so far I have never seen someone field Korg & Zet (I think I'm the only one locally to have them) or All-High King Korg. But, yes, that would be a headdesk situation.
I came across a strange situation playing Morag before. Someone slapped down Warrior's Boots and never used them. xd So I used Theft and swiped it for one turn, Booted in my own creature and slapped their Magi upside the head. It was then that they realised that they were going to use those Boots last turn to off Morag, who was my last Magi. whee
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Jul 31, 2005 6:10 pm
well I had a idea for a magi card from the story I was doing. But I am iffy on the energize and starting energy.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 01, 2005 6:37 pm
so want me to just say it or what?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 01, 2005 6:59 pm
Might as well. I don't see any reason not to, heck one of us could help you balance/finish it, too.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 01, 2005 7:30 pm
Name: Zack
Region: Universal
Starting energy: 15
Energize: 7
starting cards: anyone one hyren card, staff of hyren, focus
Effect: Zack can summon hyrens without regional penalty.
(I had two ideas for different abilites for him.)
Ability: Max heal: Heal one hyren up to full energy, but can't go above it's original energy.
Ability: Energy raise(X): Raise all creature energy evenly by the number of engery pay.
Looks: Long White hair with a few long one out front, blue eyes, and wears simple clothing. Stuff with a purpose.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Aug 02, 2005 7:42 pm
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Aug 02, 2005 11:56 pm
Erm... It's a little overpowered. As in, what self-respecting Hyren deck would NOT want to use him?
First, 7 Energize is a LOT. Especially with 15 Starting Energy. Also, it seems he's an "improved" Yerthe, who was already powerful in the first place. The average Energize is 5. Magi with powerful effects like Zack's will either have less Starting Energy or less Energize. Take a look at Yerthe. Yerthe has a starting of 14 with a 5 Energize. The highest Starting Energy for a 7 Energize Magi is 14 (Quilla, who has NO ABILITIES AT ALL). Dark Twins don't count since they're a Dual Magi. Magi with huge SEs and/or Energizes usually have some kind of drawback to offset that power. Look at All-High King Korg, Ullig, and Laranel.
Also, the two ability ideas you have make no sense. For Max Heal, simply say "Choose any one Hyren with less than it's starting energy. restore that Hyren to it's starting energy." Simple, clean, effective. I can't even begin to decipher the second ability.
Also, the "Any One 'Blah'" starting is archaic and no longer used.. It should just be "One Hyren."
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Aug 03, 2005 1:38 am
I'll just edit the post to reflect my views on the card. AlexBloodRose Name: Zack Region: Universal Starting energy: 13 Energize: 5 Starting cards: One Hyren, Staff of Hyren, Focus Effect - Hyren Affinity: Zack can summon hyrens without regional penalty. Power - Max Heal (2): Restore any one of your hyren in play that has less than its printed starting energy to its starting energy. Max Heal reminds me of Celebrated Hero and Magam's powers to restore energy on creatures. It did need some kind of cost since some hyren are pretty big. Otherwise getting up to 10 energy for nothing is nasty, so I gave it an energy cost. Also, your effect is just like Yerthe's, so I gave it the same name. Other than that it would be an effective magi without being the Shiz-nit, Beat-all.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Aug 03, 2005 11:25 am
I'm sorry, but I really don't see the sense in the "Hyren Affinity". Since the magi is universal, doesn't that mean that he does not get a regional penalty anyway?
And I think the second ability goes something like this: Ability - Energy Raise (X): Increase the energy of all your creatures by the amount of energy removed from your magi in this way.
...sorry if it sounds really magic-ish. That's my main game. ^ ^;
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Aug 03, 2005 12:58 pm
Universal Magi still pay a regional penalty when playing Non-Universal cards since "Universal" is technically a region. The only hyren that could be played at normal cost would be Monarch and Baby.
That "Power - Energy Raise" is rather unbalanced seeing as how it reads that for every one energy invested in it it adds one energy to ALL your hyren in play. That Can be anywhere from a 1:1 gain to a 40:1 gain (provided your opponent lets you get 40 hyren on the field). You could do "Energy Transfer (X)" and be able to move energy 1:1 from your magi to a hyren, but there are far more efficient powers out there.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 04, 2005 10:47 pm
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 04, 2005 10:51 pm
I understand some points, and think some are not necessary. But then I am not good at making cards, I had alot of ideas, but I am told I do something wrong in them.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 05, 2005 7:14 am
Because it's been a while since I last posted any cards, here's some broken Core stuffs. These cards are not serious but more like "Hey, what would happen if Alia went Core?"
Mistress of Shadow - 18 Arderial Shadow/Cald Shadow Magi - Alternate Alia ENERGIZE: 4 STARTING: Magma Armor, One Spell Effect - Mastery: Alia may play spells of any reagion as though she were a Magi of that region, ignoring regional penalties and restrictions. Spells Alia plays this way cost one less energy to play, to a minimum of one. Effect - Haunted: At the end of each player's turn, if Alia has no creatures in play, you may search your hand, deck, or discard pile for a Shryque and put it into play, ignoring all costs. If you search your deck in this way, shuffle it afterwards. Effect - Animite Allergy: Alia cannot play creatures. This effect cannot be cancelled. Effect: Alia cannot use other cards to search other player's hands or decks for cards.
Whispering Taint - 3 Core Dream Creature - Alternate Shryque Effect - Dream Binge: Whenever an opposing card causes you to discard one or more cards from your hand, add two energy to Whispering Taint for each card discarded. Effect: As you play Whispering Taint, if your Magi is Arderial or Arderial Shadow, you may reduce it's energy cost to zero. Whispering Taint does not count as being in play when checking to see if your Magi is defeated. You may not have more than one Whispering Taint in play. Effect - Pest: Alia may play Whispering Taint Arderial Magi may play Whispering Taint
Black Flame Armor - 3 Core Relic - Alternate Magma Armor Effect - Absolute Defense: Whenever an opposing creature attacks your Magi directly, discard two energy from that creature before energy is removed. Cald Magi may play Black Flame Armor
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Aug 07, 2005 6:30 pm
Here's another Magi and Relic I made. He still lacks a name, though, so all is not complete yet. I'm hoping the relic isn't too over-powered. sweatdrop
[name goes here] - Nar Magi - Scout
Starting Energy - 12 Energize - 6 Starters - Hunter Furok, Tundra Boots*
Effect - Hand-Me-Downs: Once per turn you may play any Nar card in your discard pile as though it were in your hand. Creatures played in this way come into play with one less energy.
"Usually brothers hate getting their sister's old things." -Bronn
Note: This magi looks a lot like Velouria, who is his older sister, hence the quote and the appearance.
Tundra Boots [2] Nar Relic Effect - Traction: While your Magi is frozen, your spells cost one less energy to play, to a minimum of zero, and powers cost one less energy to use, to a minimum of zero.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Aug 07, 2005 7:15 pm
Well here's my second character. I don't know what type of starting energy or energize to make for her. Well here she is.
Name: Rose
Region: Shadow Naroom
Starters: Wasperine, Shadow Dagger (Made up relic), and Blight
Effect: Forgotten Heart- she can double her creature's strength by paying double thier cost.
Looks: She has a pale green skin tone. She has long green hair, with black thorns surrounding her hair and her red gown. These torns are connected by a black rose that's on the right side on her ear. She wears black shoes.
"So we meet again... traitor!" Rose.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|