I only just found out about the card competition
Anyway, hereās 4 cards that couldāve been submitted:
I only just found out about the card competition
Anyway, hereās 4 cards that couldāve been submitted:
Donāt worry @Xaxazak Iām sure this wonāt be the last one. And I know you will have though of some more awesome cards by then!
Nice ideas! I t hink you would have had a good shot at winning.
But Decabytes is right, I dont think it will be the last one
Very nice, I like the art and the ideas, especially Quicksand and Iceberg.
If I were designing Iceberg, Iād make it so creatures slide across it, but die if they move onto it if there isnāt an empty space on the other side. I guess thatās a bit complicated to articulate on a card. X)
No salt , but none of the cards posted after the first day got anywhere near the number of votes, so if you had done them a couple of days earlier it probably wouldnāt have made a difference. Hopefully they will all be posted all at once to make it fair if they do run it again.
Some questions:
Iceberg: What is stopping a player from making three icebergs around their orb? What is the intended outcome of doing so?
Sow Harm : Why would the opponent ever bother to play the āHarmā cards. Even if thats fixed, the cost seems off. 7 faeria for 3 damage to orb is really bad. On top of those problems with the card, do you really enjoy cards that only act to deal direct damage to the opponent? Is that gameplay fun? I much prefer burn in the current game which is all tied to creatures doing stuff and interacting with opponents.
Pacify : 3 faeria to stop a creature from attacking for a single turn seems very overcosted. Iām not really sure what use this card could reasonably have.
To add my bit here:
Sow Harm right now wouldnāt do much. As of now there isnāt enough cards with forced draw to mill someone. IF there was mill though, that would be insanely fun card, concept wise. And no, itās not 7 faeria for 3 damage - itās 7 faeria for 3 damage, 3 faeria burn and -3 card draw - and possibly milling his hand, too. I really like this one, even if itās not quite fitting in todayās Faeria card list.
Pacify is just a direct kind of a bodyblock, no different than a creature with taunt against a big creature. That being said, it cannot be buffed, but also cannot be removed. Itās really hard to say if its under or overpriced. Yes, all it does is stop one creature from attacking, but so do the suicidal 5-8 faeria taunts that can win you games. It gives you the ability to force double or even triple trades or stop an enemy from removing your lethal with his creature. Back to the other side again, and itās situational at best, dead balast at worst. Weird card, probably would benefit from some body - and that would also be in line with green motif.
ā(Sow Harm is) 7 faeria for 3 damage, 3 faeria burn and -3 card drawā
Thing is, nothing about the card forces opponent to play the āHarmā cards that are added to the opponents deck. at the moment, its just 7 faeria for eventually preventing 0-3 of your opponents draws, depending on luck and how long the game goes
I agree that pacify would be better as a gift ability on a creature
Ramora:
Iceberg: What is stopping a player from making three icebergs around their orb? What is the intended outcome of doing so?
Well, you need 2 blues so youād have to move terrain too. Youād also need to roll all 3. And youāre still vulnerable to ranged, global orb damage, and running out of cards. Itās possible but I donāt think itās very useful.
Sow Harm : Why would the opponent ever bother to play the āHarmā cards. Even if thats fixed, the cost seems off. 7 faeria for 3 damage to orb is really bad. On top of those problems with the card, do you really enjoy cards that only act to deal direct damage to the opponent?
Harm cards are effectively also a wasted draw. Plus they occupy space in your hand if you donāt play them. Perhaps the harm card faeria cost could go to 2. Or you could have a totally different system. Eg:
Pacify : 3 faeria to stop a creature from attacking for a single turn seems very overcosted. Iām not really sure what use this card could reasonably have.
I think it should also disable taunt on the target for that turn. Perhaps itās too expensive. Maybe 2 faeria and 1 green tile? My play style isnāt standard so my estimates might be off.
Galileus
As of now there isnāt enough cards with forced draw to mill someone.
What is milling, in this context? This is my first game of this type.
Itās unfortunate that the cost of losing a draw is so high but the cost of wasting hand space is so low. I wanted Sow Harm to be a real hand-space nuisance, forcing you to play the Harm cards, but now I think theyād be ignored as it is.
Iām thinking now that it might be better if whenever you draw a Harm card you create a shadow Harm card in your hand (or on the top of the deck - auto-drawn when space is available). That way it can really fill up your hand.
Itās getting kinda complicated though.
I didnāt think I had much time to make them as I was hoping I might just scrape through before everything was finalized - hence the art. But then I read it was over before I posted.
My favorite is Iceberg. Sow harmās probably the worst as thereās little strategy in choosing to play it. It might be better as a combat effect. Every time you attack you add 1 harm card to the enemy hand (or top of deck if handās full).
Mill or milling an opponent happens when you force him to fill his hand up to max (9 cards) and then to draw some more. That means his next draw gets destroyed - and that is mill. Sow Harm would be epic in mill decks, as it would effectively force your opponent to choose damage to himself or loosing hand space, and that when going against opponent who can easily fill his hand.
Thinking about Ramoraās issue with Iceberg (walling off your orb with 3 icebergs).
To achieve it, you could:
Then itās just a matter of getting dealt the 3 iceberg cards.
So itās actually achievable. I guess itād be pretty obvious what you were trying for even if you didnāt put down icebergs to start. But now it still feels to powerful.
Perhaps you should be able to fly over icebergs. It makes more sense and makes them less powerful.
You can also meteor them, of course.
But if you donāt have global damage dealers or fliers or ranged or meteor and your opponent walls off with icebergs, youāre left trying to survive and draw less cards, while your opponent probably drew as few cards as possible to avoid losing in that way.
Solutions:
Iāll go with #6.
I would probably go with a whole different approach and make Icebergs a 10HP structure with special ācan be placed only on waterā rule. I do feel like it would help to bring it in line, as opposed to this weird āthingā that is neither this nor that and does not have a proper counter. And even without being able to block off your orb, I do feel like it would be just way too big of a deal without ability to damage it. On a hex grid, going around that thing would take forever.
does not have a proper counter
Iām not sure about that. You spend to reduce the attack surface so youāre otherwise behind.
Counters are flying units (now), ranged, direct-damage (vs both orb and blocking units), and just bashing through the choke with your otherwise better economy.
Itās akin to delaying with lots of taunts. If itās too powerful just up the price.
On a hex grid, going around that thing would take forever.
The tiles must have been water previously (unless a meteor was used). So youāre probably not going to force major rerouting, and new units will be placed appropriately. And if you can cause a huge delay well thatās just good strategy.
10HP structure
This is a very different idea. I like the idea of a permanent (except for meteor) neutral blocker, rather than something you can destroy.
I also find damage is extremely variable. Some games have 20+ damagers, others get to 6. I think 10HP would be way too low.