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PostPosted: Mon Jul 18, 2005 1:05 pm 
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yea, anyways, about the Golden Set thing. I think there should either be
A. only in single player so that everyone with higher levels have the same thing (or)
B.Make a limited amount of Golden Sets available or make only available on special days (Christmas, Easter ect.)

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PostPosted: Mon Jul 18, 2005 5:35 pm 
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consider a C: only avariable for really high lv players

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PostPosted: Tue Aug 30, 2005 6:37 am 
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I just thought of something, :D
why not have multi card abilities. :?:
example:
[insert name of set] part 1, modifier: dispell self :(
[insert name of set] part 2, modifier: drain rune power [1 bar or all] :shock:
[insert name of set] part 3, modifier: take [#] damage :oops:

Playing all 3 cards in a chain instantly wins the match. :twisted:

or (in higher levels matches)

Power ups beyond trans level 3 :lol:
to a set limit by designer, but anything above 3 rune decrease [level beyond 3 times (x runes) per turn]. So powering up would make u uber powerful but only for a short time. :twisted:
Also it could be incorperated into the special attack and/or stat system

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PostPosted: Tue Aug 30, 2005 5:45 pm 
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heres a name, how about holy holocaust, it would be a rare card and the ability would be-to combine two cards for one attack. (ex.) poison and sword would make a poisonous sword.

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PostPosted: Tue Sep 06, 2005 1:51 am 
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I'd like to suggest a few cards. Most of these ideas are just commonly used in magic the gathering (and, I image other card games). I realize it's a different game, but I think these could be used in this game as well.

These cards manipulate the card quality you get as you play. That is, they help get your least powerful cards out of the way, making room for the good stuff.
They could be for a class that purifies it's deck (it's mind) rather than powering up with runes (at least at first)


Purify thoughts: Search your deck for 5 cards, and remove them and purify thoughts from the game (possibly with another effect attached... remove curse? healing? Rune? (Rune of the chiseled mind?))
This card could be used along with more specialized cards. When facing an opponent where these cards are less useful, you use it to remove them, and thus you are less likely to draw a near-to-useless card again (in mtg-Spike terms, you are thinning your library). The exact numbers would prolly vary with the minimum number of cards in a deck and the number of copies allowed: the least cards in the deck, the more powerful the effect, and the more copies allowed, the more you have to watch out for the guy who's thinned his library to a few powerhouse or combo cards.

Change of mood: Choose and discard any number of cards from your hand to draw that many cards.


Note that both of the above cards make cards that combo considerally more powerful.

Mind crush: Look at your opponent's hand, choose a card from it. That opponent discards that card (and draws another to replace it, of course)
&
mental lockdown: Look at your opponent's hand, choose a card from it. That card cannot be played for 3 turns.

Both these cards serve to reduce your ennemy's card quality (by taking out their best). The second one has the added bonus of reducing his "card advantage", that is, the number of card options the opponent has, temporarily.

Manipulate fate: Reveal the top 3 cards of your deck. Put them back in any order on the top or bottom of your deck.


I'm going to see the rest of the new rules, and see if I can suggest anything else based on


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PostPosted: Tue Sep 06, 2005 11:03 am 
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Quote:
Purify thoughts: Search your deck for 5 cards, and remove them and purify thoughts from the game (possibly with another effect attached... remove curse? healing? Rune? (Rune of the chiseled mind?))
This card could be used along with more specialized cards. When facing an opponent where these cards are less useful, you use it to remove them, and thus you are less likely to draw a near-to-useless card again (in mtg-Spike terms, you are thinning your library). The exact numbers would prolly vary with the minimum number of cards in a deck and the number of copies allowed: the least cards in the deck, the more powerful the effect, and the more copies allowed, the more you have to watch out for the guy who's thinned his library to a few powerhouse or combo cards.

u know that theres a limit of 5 cards in ur hand, right? and this should remain the same, since u can only play 1 card per turn, ud just keep accumulating cards, which is useless, since like i said, u can only play 1 card per turn.

Quote:
Change of mood: Choose and discard any number of cards from your hand to draw that many cards.

seems like a good one, i wouldnt mind to have 1 or 2 of theses on my deck

Quote:
Mind crush: Look at your opponent's hand, choose a card from it. That opponent discards that card (and draws another to replace it, of course)

can u scream 'NOOOO HE DIDNT HAD ANY GOOD CARDS I WASTED A TURN'?

Quote:
mental lockdown: Look at your opponent's hand, choose a card from it. That card cannot be played for 3 turns.

seems ok, but i wont get it to my deck <.<

Quote:
Manipulate fate: Reveal the top 3 cards of your deck. Put them back in any order on the top or bottom of your deck.

its ok, but looks like it would require a lot of work, since it would mix up the random picking system.... i believe that they aint in order to come to ur hand, its just ramdom to pick any card at all. (this is a though, im not sure)[/quote]

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PostPosted: Tue Sep 06, 2005 1:52 pm 
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fcpidolo wrote:
Quote:
Purify thoughts: Search your deck for 5 cards, and remove them and purify thoughts from the game (possibly with another effect attached... remove curse? healing? Rune? (Rune of the chiseled mind?))
This card could be used along with more specialized cards. When facing an opponent where these cards are less useful, you use it to remove them, and thus you are less likely to draw a near-to-useless card again (in mtg-Spike terms, you are thinning your library). The exact numbers would prolly vary with the minimum number of cards in a deck and the number of copies allowed: the least cards in the deck, the more powerful the effect, and the more copies allowed, the more you have to watch out for the guy who's thinned his library to a few powerhouse or combo cards.

u know that theres a limit of 5 cards in ur hand, right? and this should remain the same, since u can only play 1 card per turn, ud just keep accumulating cards, which is useless, since like i said, u can only play 1 card per turn.

I'm aware. The card doesn't touch your hand. It removes cards from your deck. That way, you won't draw now-useless cards.
It's called deck-thinning in mtg. The less cards in your deck, the more chance that your next draw will be one of your best cards.

Quote:
Quote:
Mind crush: Look at your opponent's hand, choose a card from it. That opponent discards that card (and draws another to replace it, of course)

can u scream 'NOOOO HE DIDNT HAD ANY GOOD CARDS I WASTED A TURN'?

True. But it was mostly a suggestion of a mechanic rather than of a card. IMO it adds a dimension to the game to start playing with hands and decks.
It should probably hit more than one card. Or any number of cards you choose from his hand, since he'll draw some more and
Or be a damage effect at the same time, or paralysis, whatever.

Quote:
Quote:
mental lockdown: Look at your opponent's hand, choose a card from it. That card cannot be played for 3 turns.

seems ok, but i wont get it to my deck <.<


Granted, it's weak now. but with some tweaking this can cause a good advantage. Since the card isn't drawn back, the opponent is playing with 4 cards vs your 5 options. as an mtg player, it's just instinct to want cards that give card advantage, even if it isn't as good as it is in mtg.
Quote:

Quote:
Manipulate fate: Reveal the top 3 cards of your deck. Put them back in any order on the top or bottom of your deck.

its ok, but looks like it would require a lot of work, since it would mix up the random picking system.... i believe that they aint in order to come to ur hand, its just ramdom to pick any card at all. (this is a though, im not sure)
[/quote]

True. That would be hard to code for nothing then.
Maybe the card that replaces this when you use it could be any card from your deck, instead of a random, but you can't use before 4 turns have passed, or something?
That last version could be powerful though, and I'd hate to be the guy who let the user of this card survive his 4 turns, since he'll be at the end of the worst card that guy can shoot at him

however, we could lower the penalty and limit it to common, low-lvl cards.

a design sometimes used in mtg is: choose 4 cards, your opponent chooses which of the 4 you actually draw. But that also looks hard to implement.


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PostPosted: Sat Nov 12, 2005 10:08 pm 
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YAY, look whos back... me!! ...anyways congrats fcpidolo on the being a mod... and as for the topic at hand, i like the sound of purify thoughts, could be very strategic, and change of mood, sounds pretty good, but choosing how many cards you discard might make it too powerful for lower levels, so it would work for high level cards, mind crush has got to be one of my favs recently proposed(recently for me atleast) yes fcpidolo is right it could end up being absolutely useless but it could also end up saving you from a horrible horrible fate, definitely a good chance card, mental lockdown, that one is a little iffy, it does have its advantages but i still say its a little iffy.... and as for manipulate fate, i think that one has been discussed enough as to be too hard to impliment..... as for that holy-holocaust.... i dont quite understand it... is it a card or an item or what??

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PostPosted: Wed Nov 16, 2005 5:58 am 
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Well... This is my first time trying to post something in English Here (im from the Spanish Forum, but there isn't this Topic :P )

Well, I think that arent so much cards about Life, so this is my idea:

-REBORN CARD:
The Player Gains +18 HP and +2 Regeneration

... This card could be a "Joker" when the player is going to die soon (when you have no hope of survive en the next 2 rounds!!) This could save you better more than a Rune or something. The numbers can be others.

... and another idea:

-STOLE SHIELD:
The Player Gains the Value of Shield of the enemy, and the enemy loses all the shield (or a part of it).

... This is like the Dark Rune.

Well... there was my better ideas today :roll:

Sorry.... I Know I'm posting 2 times but I have another Idea! (something complicated to programing, but can be real cool):

"HAND OF GOD"
This Card could be the REAL joker of the game!
When you use this card, something like a Menu can open. In this "Menu" (no more of 4 or 5 lines writed with words, or in miny pics) you can choose 4 or 5 of the MOST Importants cards of the game:
-Max Rune Power
-Next Strike x2
-Regenarate +3
-Counter Strike x 4 + Paralize
Well, that sort of cards.
When you choose the card you like, in the next hand you will receive it! IT'S THE HAND OF GOD!!!
HALLELUJA - HALLELUJA!!!! Haleeeelujaaaaaaaaaa!!!


:roll:
(thanks to Diego Maradona for the Inspiration)

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 Post subject:
PostPosted: Wed Nov 16, 2005 8:35 am 
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Theres always the edit button, and I like the ideas, esspecially the shield one ^^ <<
(honestly I read them cause there is a small amount of them >.>)

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 Post subject:
PostPosted: Wed Nov 16, 2005 4:18 pm 
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Ah! And I was looking (is the correct verb?) that nobody talked about the Curse!
Can be another "Curse" Card called:

SUPER CURSE:
-2 Deffence and -2 Attack to the Oponent

Well... the numbers may vary, but that's the idea.
The Curse cards also can modify the CS.

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PostPosted: Thu Dec 08, 2005 4:24 am 
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not a bad idea but way to powerful. I like your thinking tho.


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 Post subject: Disappointed in the plot change...
PostPosted: Sun Jan 15, 2006 1:55 am 
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I'm sorry, even with these examples, the Bloodstone just seems wrong.

I don't expect to see this card in the game, as I know nothing that would make it right.

If you want your opponent to lose rune power, use the Dark Rune, originally called the Rune of Suck. The name was changed because it sounded WAY too much like Rune of (BLEEP) and we didn't want people to go around swearing because of one simple card.

If you really want to get involved with draining Rune Power, why not make it like this:

Dark Rune : Opponent loses 20 Rune Power
Dark Rune +: Opponent loses 25 Rune Power, you gain 5 Rune Power
Dark Rune ++: Opponent loses 30 Rune power, you gain 10 Rune Power

And I heard someone suggesting a reverse Regenerate, much like Level 3 Asp. (Name change requested because it sounds like a bad word, perhaps it should be changed to Cobra or Scourge)

If you want levels for that, how about this:

Regenerate: You gain 3 HP every turn
Regenerate +: You gain 4 HP every turn
Regenerate ++: You gain 5 HP every turn

And just so you don't feel bad about your opponent losing HP every turn, I'll exchange that concept for Vampire Levels, like this:

Vampire: Drain 5
Vampire +: Drain 7
Vampire ++: Drain 10

(Sorry, it seemed too powerful at its current stage)

AND I've heard people talking about the Curse. I suggest this:

Curse: Opponent loses 3 DEF
Curse +: Opponent loses 4 DEF and 1 ATK
Curse ++: Opponent loses 5 DEF and 2-3 ATK

Okay, I think I've settled all of that with my first post at the Maganic Wars Forums. :wink: If you've got problems with this post, PM me.


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 Post subject: New Card
PostPosted: Fri Feb 03, 2006 10:41 pm 
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Dragons of the Wind

Attack 5 times with a card power lower then 10

Rare Card

That my suggestion of a card

Sandstorm

Make the player invisible for 2-4 turn.
damage opponet every turn dmg (1-5)

uncommon

Element Coat

You can't be damage by FIre,water,lightning,nature for 5 turns

Release the Power

Drain all your rune in your meter and dmg your opponent.

Rare

Sword of the gods

Boost CounterAttack +10
Attack +10
Regain Life +5

Cure u of poison,and curse

Rare

[Fcpidolo says: Next time dont double post. If u got more suggestions and no one has replyed, just edit ur post, rather than replying every min that u think of a new card... Else ill just delete them without even adding all to ur first post]


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