Yes, these cards sure do that, but notice operational word "random". It's good to have some randomness, but I want some deliberate position alterations there. xD
1/23/2013 6:38:39 AM
Posted in: Suggestions
1/22/2013 10:05:37 AM
Posted in: Suggestions
Yeah, I apparently have overlooked some spells.
What I'm thinking now is, there's not really much going on with locations. Yes, you put your creatures and structures, you use some spell that moves them about a bit, but it's not really involved. I was surprised I didn't find a spell that just teleports one of your units to an empty hexagon (or have I overlooked that one too?).
Also, I'd love to see some effects that regard the amount of tiles between a creature and it's target. Or something similar. Like: "For each tile that unit passes, it's attack is increased by 1" Or maybe it's decreased by one. or it's the unit's health. That'd give even some more tactics to positioning your units on the field.
And that just gave me the idea, why not have some abilities, regarding the way units move? We know that they can move to an adjacent tile, but why not have some gain hp/attack/-cd when they move (well, that'd be imba, but it could work with proper calibration) or units that are able to move to faraway tiles, but not to close ones?)
Also I'm thinking of a little more engagement with the enemy field. A spell/structure/unit that just blocks an enemy tile sounds good. I'm envisioning a stone throwing giant, that leaves rocks on the place where dead enemy units were. Or a medusa, for that matter. Of course, these will last for several turns, or will be attackable?
Speaking of locating and translocating stuff, why not have a spell: "An enemy unit disappears from the field, choose a tile on your field. On your opponent's turn, that unit appears on the selected spot. It is attackable by enemy units. It can still attack you, when its time comes" <= Well, I realize it could be said better and maybe is too twisted for an actual card(scroll?) mechanic but it's darn AWESOME. What's more, some ninja units may switch themselves with enemies and attack that way.
A-and it seems I'm done with my ideas for today. xD Have fun.
1/21/2013 9:44:32 AM
Posted in: Suggestions
I know, I know that some (most?) of these ideas duh, someone has already suggested them, or the devs have already thought of them. It's just that I got some ideas in my mind and wish to share them and maybe something can evolve with your help?
So these are not solid cards, with names and mana costs attached to them, just things that everyone can pick up and turn into something:
We could throw some pacifism out there - 'Target creature is unable to attack'. As far as I read, no card currently does that. (And I think I read all the cards there are) That could evolve to become something like: 'Enchantment: Target creature is unable to attack. All it's power is given to Health' That'd be a Growth card, for an instance.
Regarding this, why not make an effect - 'Target creature cannot be blocked/Target creature or structure cannot block' Maybe some assassin creature with 1 attack that just bypasses all them obstacles and attacks the idol directly. Or just a one time spell or an enchantment. IDK.
Also, the countdown is an interesting mechanic by itself, for it is ever-changing. Why not base some more complicated stuff upon it? Like an enchantment: 'Target unit's current countdown is given to its Health'. That'd be interesting. The unit's HP will change according to the turn. And when it attacks it will be the least, so it's has a twist. Maybe a spell - Deal damage to a unit, equial to its current Countdown. If it doesn't die, set its Countdown to zero.' There you go! I love those kind of spells. You would think it's an offensive one, but when you think about it, it may be a good idea to deal 1 damage to your unit and make it attack faster. Or deal 2! Or maybe you have doubled the countdown of a certain nasty bad unit and you just want to nuke it down. Whatever you like!
Also I like double-edged effects. Not just 'Increase this' or 'Decrease that'. While they are essential, they are no fun. Why not make more spells that read: 'Increase this BUT decrease that'? There is no power without sacrifice. A spell like 'Sacrifice a creature, set the Countdown of another creature to Zero.'
Well, regarding this, I can see that these sacrificial spells don't REALLY fit into any "mana type?" ATM. Maybe later (and by maybe, I mean I'm SURE) they will introduce some Necromantic mana type and then all these interesting effects will see light. And btw 'Sacrifice an idol, fully heal all your other idols' - that I call living on the edge.
Also, I'd like to see some absolution effects. Like deal 1 damage to every idol. Speaking of which, why not have some spell that reads: "Protects an idol from harm for 1 turn."
Well, I have more ideas but let's leave it at that, and if something at all comes out, I may engage myself even more
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