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grim2103

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I meant is not* too strong… can't edit.

LordMagnus

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I agree that the Alloyin structure is fine as it is.  They currently (and likely in the future) only deal with threats through combat and toying with stats.  It fits the theme nicely to give a creature a buff to kill something across from it but not have that buff otherwise.

Unstable Wormhole (Alloyin Spell)
Rank 1: Destroy a creature you control.  Search your deck for a Rank 1 creature from a different faction and add it to your hand.
Rank 2: Destroy a creature you control.  Search your deck for a Rank 1 or 2 creature from a different faction and add it to your hand.  You may play it as an additional action this turn.
Rank 3: Destroy a creature you control.  Search your deck for a Rank 1, 2, or 3 creature from a different faction and add it to your hand.  You may play it as an additional action this turn.

Adapting Mutation (Uterra Spell)
Rank 1: Target creature whose health is higher than its power gets +2/+2
Rank 2: Search your deck for a higher Ranked copy of target creature you control and add it to your hand.
Rank 3: Search your deck for a higher Ranked copy of target creature you control and add it to your hand.  You may play it as an additional action this turn.  If you do, destroy the targeted creature.

That's my attempt at tutors.  I feel like they're terribly balanced, particularly the Alloyin one… I felt like if it didn't give you an additional action it was too weak, but I feel like it's too strong with it.

"Destroying the status quo.  Because the status is not, quo.  The world is a mess, and I just need to... rule it." -Dr. Horrible

SkyAnemone

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Mutating Blob:
Rank 1: (0/20); Defender; Regeneration 1. If this card's attack rises above 0, it loses Defender status. If this card's attack is 0 or less, it gains Defender status.
Rank 2: (0/40); Defender; Regeneration 3.   "          "
Rank 3: (0/60); Defender; Regeneration 5.   "          "

Wild Growth:
Rank 1: (4/6). Whenever the maximum health of this creature increases, it gains Regeneration 1 (stacks).
Rank 2: (6/9). Whenever the maximum health of this creature increases, it gains Regeneration 2 (stacks).
Rank 3: (9/13). Whenever the maximum health of this creature increases, it gains Regeneration 3 (stacks).

These two cards are essentially containers for buffs. In particular, Mutating Blob is essentially useless without buffs, but I can see it becoming quite a nuisance if it is buffed.

marksunli

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Alloyin Creature

Alloyin Transporter

Rank 1: 3/3 When you play this creature, choose one card in your hand, at the end of the turn, this card will not be discarded. 

Rank 2: 7/7 When you play this creature, choose one card in your hand, at the end of the turn, this card will not be discarded. 

Rank 1: 12/12 When you play this creature, choose one card in your hand, at the end of the turn, this card will not be discarded. 

 

 

Strangah

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The Alloyin Transporter sounds absolutely amazing to get on turn one. It makes having Cull in your turn 1 hand still relevent (as well as any card that targets an opponent's creatures). And it works well with cards like Magma Hound. I like it.

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Wolffgang

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Yeah i really like the transporter, but it feels a little weak in the stats late game anyways, as the card has more use at early levels.

This is a great card for the situational cards (I believe high variance cards as they are called).

One question: would you then have 6 cards next hand? or still 5?

Naglfar

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Thinking of how some of the factions would answer a Synapsis Oracle…

 

Natural Regression (Uterra – Spell)

lv1 – Target opponent's creature loses its abilities.
lv2 – Creatures your opponent controls lose their abilities.
lv3 – Creatures your opponent controls lose their abilities. You may play an additional card this turn.

 

Opponent's creatures only, but being able to target any creature might allow for interesting tactics if there were more creatures with high stats and detrimental abilities.

Wolffgang

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I like the idea of that card but it is very over powered. A level one card can pretty much kill a level 3 oracle. I am also assuming that there are going to be a lot more cards with abilities that come out. I would say that each rank of the card should only effect its rank or below, that way you have to play the card thoughout the game, and can't just save it until late game.

SkyAnemone

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February 18, 2013
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It doesn't actually trade with Oracle… or with any other card, really. You still have to deal with the body of Oracle itself, which still trades evenly with the vast majority of level 3 cards. I think it's fair to use up two plays, one of which is a level 1 card, to nullify a level 3 card. Can't say whether it's overpowered in other ways, but in that particular case it's not.

Wolffgang

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I guess that's true, Still feels wrong though. I could be biased as this card just came out and I want it to be super awesome. But I can see what you mean, and it would be an alternative to culling the creature.

 

For the last effect, rank 3, I feel like alloyin currently has the monopoly on playing more than 2 cards a hand. I would do something like: Target creature loses its abilities and transfers them to another creature. That would give it alot more flexablitiy, (transfer defender to an opponent's creature, or take your regen or something off of your hydra and give it to another of your creatures)

tristan

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1:49 pm
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Except where noted, cards have typical progression.

 
Alloyin
 
Lancelot: First Strike, Move 1, Armor 1
5/4
"Leader of the knights of the polyhedral dais"
 
Quartermaster: Activate – Target creature gets armor 2 or +2 atk
4/6
 

Gatekeeper: May only play this to a lane containing a structure 

6/6
 
Resuscitation Chamber: When a rank 1 creature would die in this lane, sac chamber and return it to play with 1 health
STC
 
Battle Beetle: Mount – +1/+3 Armor 1( Whenever this creature is replaced in this lane, the replacing creature gets the listed bonuses) Armor 1
3/5
 
Refurbished Criminal: Can only be played next to another Alloyin creature.
4/7
 
Redesignertron Mk V: Whenever a creature is played into this lane, the card added to the deck gets armor 1 rgn 1 move 1 +1 atk
STC
 
Equivalator: Any card that enters this square becomes 5/5.
STC
 
Hot Grenades: Deal 2 dmg to target creature and it gains Activate: Deal 2 dmg to target creature or player.
SPL
 
Crossed Wires: Switch the positions of two opposing rank 1 creatures and they gain defender till end of turn.
SPL
 
Nekrium
 
Mists of Delirium: Whenever a creature attacks this lane it gets -1 atk
STC
 
Corpulent Corpse: Armor 1
3/7
"Tooo….Manny…..Brainzzz….Urgghh…."
 
Crypt of Kings: When a creature attacks this lane, if this lane is undefended, sac Crypt and put a 7/5 into play
STC
 
Bad Ass: Mount – +4/+2
5/4
 
Comfortably Numb: Target creature has 3 Armor till the beginning of your next turn.
SPL
 
The Slitherer: If The Slitherer would die, instead move it to an adjacent lane, if you can't, it dies.
3/3
"Damnit Men, where'd it go this time?"
 
Oozing Cadaver: Draining (This creature deals damage to atk as well as life)
4/5
 
The Dead Never Rest: Whenever a rank 1 Nek creature would die this turn, instead it is restored to full health.
SPL
 
Envoy of Despair: When Envoy comes into play, opponent draws one less card next turn.
4/4
 
Toxic Pool: Creatures in this lane have Draining.
STC
 
 
Uterra
 
Crown of Horns: Mutation (Whenever you play a Uterra creature you may attach one mutation in your hand to that creature for free) +1 atk
SPL
 
Subterranean Grove: Creatures here have +0+1 rgn 1
STC
 
Soporific Sprouts: Any creature that attacks sprouts gets -5atk
0/1
(Becomes Pacifying Creeper with attack)
 
Sprouting Treant: At the beginning of your turn, put a 1/1 sapling into each empty adjacent lane.
2/8
 
Deepbranch Lurker: Whenever a creature attacks an adjacent empty lane, you may move Lurker to that lane.
5/6
 
Mother Hippo: If a creature deals damage to you, Mother Hippo deals 1 dmg to the creature.
3/8
 
Undermoor Skunk: When it comes into play, move a rank 1 creature opposite to skunk to an adjacent lane.
4/3
 
Swarm of Wasps: Up to two target adjacent creatures get -1/-1 each battle phase.
SPL
 
Crocodile Pond: At the beginning of Your turn, if this lane is empty, put a 3/3 into it.
STC
 
Stompy: Breakthrough, Move 1
4/5 
(Fast stat progression)
 
 
Tempys
 
Flagging Berserker: During each battle phase, flagging berserker gets -1/-1
7/7
(Becomes Revitalised Berserker who grows in size)
 
Snoring Yeti: If any adjacent lanes are empty, Yeti has defender and 0 atk
6/6
"Wake UP"
(Becomes Groggy Yeti then Raging Yeti)
 
Avalauncher: Activate – Deal 1 damage to each opposing creature
2/4
 
Khalvor the Merciful: Move 1, If Khalvor would do lethal dmg to a creature, he instead deals enough to put the creature at 1 health
6/8
(Becomes Khalvor the Merciless who deals always lethal dmg at rank 3)
 
Spark the Fury: All creatures take 1 dmg and get +1 atk
 
Seeking Shards: Ferocity, Always deasl dmg to player instead of opposing creature
4/1
 
Flame Pillar: Each battle phase, Pillar gets -1/-1 and deals 1 damage to each creature. Defender
4/4
 
Crazy Horse: Mount – Ferocity.
5/3
 
Carve a Path: Deal 1 dmg to up to 2 adjacent creatures and move them each one space.
SPL
 
Aaaand that's all for now.

 

kip

LordMagnus

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Wow… a lot of really awesome ideas in there.  I really like The Slitherer; it really makes both players focus a lot on lane placement and it's bound to get some good damage through.  I also enjoy cards like Redesignertron because it takes full advantage of the digital aspect of the game.  Such a concept would quite literally be impossible to manage in a paper TCG.

Was it your intention for the Equivalator to only affect your creatures?  If it affects only you're stuff, then that becomes really hard to work with as the game progresses because if you don't/can't replace it, then you're lowering the stats of cards you play at Ranks 2 and 3.  If it affects your opponent's stuff, then it's way too OP for the same reason.

"Destroying the status quo.  Because the status is not, quo.  The world is a mess, and I just need to... rule it." -Dr. Horrible

tristan

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3:16 pm
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Thanks :)

Redesignertron was a result of my first attempt to come up something that, as you noted, could only really be made for a DCG. I think the idea of editing cards in your deck could easily become a mechanic, especially for the Alloyin. 

Maybe Nekrium can mess with the opponent's deck.

Mograel the Insufferable (rank 3)

When Mograel enters play, all opposing cards (play, hand, deck, discard) get -1 attack

13/15

Equivalator is definitely the hardest effect of the cards above to balance. I only intended it to be for your creatures, but, as you said, it can clog up lanes. I think maybe it has to have a sacrifice condition attached, after one or two uses.

kip

Naglfar

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3:27 pm
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These are just so cool, second the Designertron comments. Undermoor Skunk is cute, and Mount seems really fun, especially if you can manage to chain some Mounts together… maybe throw in some untargetable creatures? There's my making-creatures-bigger fixation again, haha.

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11:39 pm
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So let's have some fun with Activated abilities:

Unstable Imp (Tempys Creature):
Rank 1: (1/2); If an opposing creature is played into the same lane as Unstable Imp, destroy Unstable Imp and deal 6 damage to that creature.    Activate: Deal 3 damage to target creature or player.
Rank 2: (2/4); If an opposing creature is played into the same lane as Unstable Imp, destroy Unstable Imp and deal 10 damage to that creature.    Activate: Deal 5 damage to target creature or player.
Rank 3: (3/6); If an opposing creature is played into the same lane as Unstable Imp, destroy Unstable Imp and deal 15 damage to that creature.    Activate: Deal 8 damage to target creature or player.

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Hoywolf

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12:05 am
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the imp reminds me of the hexing devil :p

 

I wonder what the opponent of activate is… de-activate???

 

Alloyin Tactician (Alloying)

Rank 1 2/5: Activate: adjacent creatures get +1/+1 till end of turn. When you play an allyoin card De-activate (uptap) Alloyin Tactician

Rank 2 4/9: Activate: adjacent creatures get +2/+2 till end of turn. When you play an allyoin card De-activate  Alloyin Tactician

 Rank 3 6/13: Activate: adjacent creatures get +3/+3 till end of turn. When you play an allyoin card De-activate  Alloyin Tactician

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Strangah

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12:12 am
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@ Tristan, there is so much going on in your post that I don't have the capacity to address it all, but there weren't any cards that I read over and was against. I found all of them to be really strong designs. My favorite is Crocodile Pond, though. It sounds like crazy good card advantage.

@ Noetherian, I love unstable Imp. I think it's a great use of an activated ability. 

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tristan

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Thanks Strangah and Nag :)

kip

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Strangah said
@ Tristan, there is so much going on in your post that I don't have the capacity to address it all, but there weren't any cards that I read over and was against. I found all of them to be really strong designs. My favorite is Crocodile Pond, though. It sounds like crazy good card advantage.

@ Noetherian, I love unstable Imp. I think it's a great use of an activated ability. 

I also really like Crocodile Pond. Also, I should note that PaulDenton independently came up with Crocodile Pond (though he called it Bear Cave) back in the original custom cards thread :-> (Which must mean it's a good idea!)

[Also, find it interesting that PaulDenton picked an end-of-turn trigger and Tristan a beginning of turn trigger ... and that the two of them disagreed quite a bit on how powerful the creatures should be]

Finally, thanks Strangah, I also quite like the imp :->

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LordMagnus

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Magnetic Leech (Alloyin Creature)
Rank 1 (2/1): Swiftness | Magnetic Leech has +1 / +1 for each other Alloyin creature in play
Rank 2 (5/2): Swiftness | Magnetic Leech has +1 / +1 for each other Alloyin creature in play
Rank 3 (8/3): Swiftness | Magnetic Leech has +1 / +1 for each other Alloyin creature in play

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