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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 28 July 2007 at 5:15am | IP Logged
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OK for those who wish to design cards and share ideas try to bring balance to the game. If anyone has an active group add some of these as proxies and give feedback
C5 Prophet of Doom
All across the universe nightmares haunt thier dreams until they speak thier mind.
-requires a one way there and back mission.
-Eliminates all immunities on the terrain as long as he remains on terrain.
-may only be removed from terrain by a card played in reaction.
My intent for this card was to remove all the ridiculous immunities that the promo cards were given. I also thought maybe as an alternate or additional rule it could double damage done to the terrain or the rule could be double damage or immune deficiency. I chose strength 5 as it must remain on terrain and could only be removed by a card played in react, so in most cases it would be destroyed with the terrain. Although a flood could be a long term effect on promo cards. And this card would also work well on the T3 crystal planet allowing weapons to have a harmonic wave affect the destruction.
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 28 July 2007 at 11:51pm | IP Logged
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How about something like this:
C5 Prophet of Doom
-Played to a terrain or base in the fleet.
-May change location via transporter, shuttlecraft, etc...
-While crew is in play on an opponent terrain of equal or lesser strength it prevents that terrain from using any card rules.
[edited to change wording slightly]
Edited by Galaktische on 28 July 2007 at 11:53pm
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 29 July 2007 at 10:40am | IP Logged
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I'm sure someone else must have suggested some of these but here are some alternatives.
- Make all promo cards persona cards.
- Give a card the ability to 'flush' all promo cards or some subset of them.
- Make a new race akin to the aethetics that hunt promo cards - I think I've seen some members of this strange alien species lurking about these forums.
- Limit stocking promo cards like entities? Say 1 per 25 other cards regardless of strength...
- Create an alternative format where promo cards are not playable?
- Mail all of your promo cards to me and I'll keep them safe and balanced at the same time.
J--
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 29 July 2007 at 2:31pm | IP Logged
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-Other than "send them to me" if there really is an issue with your group whereas one goof always plays with the best promos and that gives them a big edge every single time, i'd offer this suggestion:
Switch decks and play with your opponent's deck(s) for a series of games, the one that wins most prevails.
That format has worked for other games and perhaps gives you (as a player) insight into decks and strategies you may not have considered. It also brings out a strategic element as you may not want your foe to know your best combos, or a tleast try to make them less-than-obvious. Play two games with your own deck and two games with your opponents deck. If you each win 2, then the winner is whoever preserved the most Sector HQ points in their wins OR lasted the most complete turns in their losses.
Bottom Line: lots of ways to get around the "balance" issue without telling people they cannot play with their cards (something i hate in most CCGs).....Lobo
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 08 October 2007 at 11:55am | IP Logged
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Restricted Lists were enacted in MtG because there was a distinct lack of foresight with regards to the possible card combos that people would create. In light of these combos, some cards (Most of which were just broken) were restricted to keep the game balanced. The only card that GE ever restricted was the Scintillating Dragoness. Carl was alittle bit asleep at the wheel, because there was a dearth of other cards that should have been restricted as well. Now, I'm not one for outright banning cards. But some controls have to be installed if the game is to remain viable and enjoyable for all.
In Magic, unlike in GE, I can assemble a deck of nothing but commons and land, and beat people with uber theme decks. I have done this, and still do it on occasion. But in GE, it is literally impossible to win with a deck of commons, and anyone who thinks they can do it, is more then welcome to face my Duelist Championship deck. And, after the dust settles, you will be as enlightened as I have become with regards to how screwed up GE is.
Any takers?
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 08 October 2007 at 12:34pm | IP Logged
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no, GE is very much a Mr. Suitcase game.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 08 October 2007 at 12:43pm | IP Logged
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Ahh, Geko, I see the rays of enlightenment have shined upon you... :)
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 08 October 2007 at 1:59pm | IP Logged
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i've always known that, even back in the days when I was playing instead of designing.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 08 October 2007 at 3:09pm | IP Logged
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Mind posting some of these decklists? I'm curious to see some "back in the day" stuff.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 08 October 2007 at 9:49pm | IP Logged
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That's Easy Rob. Just take the Vek Deck you already have, and restructure it from the High cards down. THAT was the deck to have back a decade ago. Here, I'll lay out my old V-Slaughter deck here for you. I have a little time to kill typing it all out...
Vektrean Command/Draw Deck (Duelist Version)
Terrain:
1x Planetary Storm 1x R/T-2 Asteroid Shield 1x T-3 Vacation Planet 4x T-4 Reactionary World 1x T-5 Vektrea Prime 2x T-6 Katryn 3x T-6 Command Central 3x T-6 Vorn Ringed Gas Giant 3x T-7 Fantasy System 3x T-7 Vektrean System 3x T-7 Custom Planet "Jozef" 2x T-8 Scandig System 2x T-8 Nuemannia 2x T-9 Vincennes 2x T-9 Corporate Homeworld 2x T-9 Shinnicera 2x T/B-9 Vektrean Asteroid Starbase 1x T/B-10 Flagstar 1x T-10 Mayfair games Galaxy Express 999 1x T-10 Intergalactic Void
40 Terrain Cards 40/225
Ship cards
1x S-1 Ship from the Future 1x S-2 Independent Freighter 1x S-3 Independent Tug 1x S-4 Local Police Ship 4x S-5 Vektrean Heavy Cruiser 4x S-5 Independent Pirate Ship 3x S-6 Vektrean Spy Cruiser 3x S-6 Police Cruiser 3x S-6 Vektrean Battle Cruiser 3x S-7 Vektrean Dreadnought 2x S-8 Lost Pirate Ship 2x S-9 Lone Wolf Dreadnought 1x S-10 Indirigan Super Carrier 1x S-10 Explosive Ore Carrier
30 Ships, 30/225
Luck Cards:
1x R/L-1 Lucky Crew Action 1x R/L-2 Phaser Malfunction 3x R/L-3 Unlucky Targeting 4x R/L-4 Miscommunication 1x R/L-5 Defensive Override 3x R/L-6 Lucky Maneuver 3x R/L-6 Distress Beacon 3x R/L-7 Temp Correct 3x R/L-7 Anomaly Portal 3x L-7 Alien Artifact 3x L-7 Alien Artifact-Stargate 2x R/L-8 Vacuum Effect 2x R/L-8 Twist of Fate 2x L-8 Well of Time 2x L-8 Call it Good! 2x L-8 Frayed Time Spindle 2x R/L-8 Targeting Error 2x L-9 Acc. Time Line 2x L-9 Discard Equivalencey 2x L-9 Artifact: Imperial Constitution
46 Luck Cards 46/225
Occurance Cards
1x R/O-1 Time Skip 1x R/O-2 Dream State 1x O-3 Bureaucracy 4x R/O-4 Repair Delivery 2x R/O-5 Tactical Retreat 3x O-6 Galactinet 3x O-6 Tech Breakthrough 3x O-7 Surprise Attack 3x O-7 Quantum Occurance 2x R/O-8 Reserve Call Up 2x R/O-8 Cessation of Fire 2x O-8 Tech Breakthrough 2x O-9 Alliance Treaty 2x O-9 Discovery of Discoveries 2x O-9 Ship Collision 1x O-10 Planetary Destruction
34 Occurance Cards 34/225
Crew Cards
1x R/C-1 Super Model 1x C-2 Engineer 1x C-3 Media Personality 1x R/C-4 Marine 1x C-5 Captain 3x R/C-6 Marine NCO 3x R/C-6 Damage Control Team 1x C-6 Cyber Mage 3x C-7 Tactical Officer 2x C-7 Android 1x C-8 Spiritual Leader 2x R/C-9 Temporal Engineer 2x C-9 Admiral 2x C-9 Senior Admiral 1x C-10 War Prophet 1x C-10 Legendary Officer
26 Crew Cards 26/225
Bases
1x B-1 Military Outpost 1x B-2 Border Post 1x B-3 Growing Civilization 1x B-4 Police Headquarters 1x B-5 Penal Colony 3x B-6 Battlestation 3x B-7 Academy 3x B-7 Science Academy 2x R/B-8 Citadel 2x B-9 Starbase 2x B-9 Planetary Shield (Custom Base)
20 Base Cards 20/225
Ability Cards
1x A-1 Spiritual Guidance 3x A-2 Cybermage Implant 1x R/A-3 Undercover Agent 1x A-4 Planescape 1x A-5 Solar Eclipse 3x A-6 Promotion
10 Ability Cards 10/225
Equipment Cards
1x R/E-1 Terrain Attack Shuttle 1x R/E-2 Transport Shuttle 1x R/E-3 Shuttlecraft 1x E-4 Main Bridge 1x R/E-5 Pirate Fighter 1x R/E-6 Tactical Fighter 3x R/E-6 Vektrean Fighter 3x R/E-7 Holographic Simulators 2x E-8 Starburst Accelerators 2x E-9 Future Ship
16 Equipment Cards 16/225
Exceptions: 2x R/M-9 Luck Demon, 1x H-10 Akru Supernova
And there ya go, a 225 card, by the book, card drawing ass whoopin... Which is why I don't play by the standard rules anymore. Harry and Geo's decks were just plain better then this.
Edited by werewolflht65 on 08 October 2007 at 9:52pm
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 09 October 2007 at 8:22am | IP Logged
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How do yo guys play this card?
L-9 Artifact: Imperial Constitution
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 09 October 2007 at 8:23am | IP Logged
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How where Harry's and George's decks better? What made them better?
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 09 October 2007 at 10:47am | IP Logged
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Gekonauak wrote:
How where Harry's and George's decks better? What made them better? |
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They had cards I didn't have. Like, Scepter of Time, nearly 100% Custom Terrain, and a few other cards that I can't remember the names of, one of which was a piece of equipment that let them fool with their libraries..
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