Card Ideas

Talk about anything regarding the Hidden Dimensions core game and HD Spectrum.
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Greywing
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Re: Card Ideas

Postby Greywing » Wed Jun 13, 2012 2:27 pm

Persistent Morph (part of the new HD:X set) was originally planned to become a card whose defense was set to its previous maximum divided by 2 and rounded down, everytime it died.

I ended up dropping that idea as i figured there would have to be a difference between destruction/sacrifice/death by damage for ships and the game currently doesn't care what the cause of shipdeath is.
You could say it doesn't matter for an ability like this, but then sacrifice wouldn't really mean much with this card (not that i expect anyone to build a combo deck around such card abilities).

I might still add the ability to the pool of available abilities so the game draw from it for random ability modes (and it can be used in campaign and challenge decks, for where this particular ability was originally designed).
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nulllmonkey
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Re: Card Ideas

Postby nulllmonkey » Wed Jun 13, 2012 2:48 pm

Crazy Computer

5 :tm:

Structure

3 :tm: : Delete an activate ability from the target ship or structure
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PenneyRZ
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Re: Card Ideas

Postby PenneyRZ » Wed Jun 13, 2012 7:58 pm

Crazy Computer is actually not that bad, although it would be better to switch the costs around on it.
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DEEP SPACE
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Re: Card Ideas

Postby DEEP SPACE » Wed Jun 13, 2012 8:12 pm

Plan B
0 :rl:
Destroy all opponent ships and structures, skip your next turn.
:rl: DEEP SPACE :rl:
The Spectralis core.
Now in an Arcane Voidsplitter.
In other words: DEEP SPACE TO THE MAX POWER!


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nulllmonkey
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Re: Card Ideas

Postby nulllmonkey » Mon Jun 18, 2012 12:24 pm

Speedy ship

4 :cc:

4/27 or 17

Haste

Random-cloacked: Can't be the target of random actions or abilities


Supermagnet

3 :tm:

Action

Target ship becomes favourite target of random actions or abilities (magnet takes all the random bullets and bolts)
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nulllmonkey
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Re: Card Ideas

Postby nulllmonkey » Wed Jun 20, 2012 11:34 am

Hunnndred-Void

0 :rl:

Owner's base energy is increased to 99

Comes as a gift like Nulll-Void.
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Ginger88895
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Re: Card Ideas

Postby Ginger88895 » Wed Jul 04, 2012 8:42 am

nulllmonkey's is too strong

Mine:
Strict Search
15 :tm:
All Ships In Play With X Attacks Will Be Destroyed, While X Is Target Ship's Attack.

-z0mg VOID ENGINE!
-no, it's cheat engine.
-0mg pwned xD
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nulllmonkey
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Re: Card Ideas

Postby nulllmonkey » Mon Jul 09, 2012 11:07 am

Earth's inner core

4 :rv: 1 :rl:

0/20

1 :rv: Destroy a ship with less defense and gain +1/+3
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http404error
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Re: Card Ideas

Postby http404error » Mon Jul 09, 2012 5:58 pm

How about it loses defense instead of being a snowball like Otyugh?
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Ginger88895
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Re: Card Ideas

Postby Ginger88895 » Tue Jul 10, 2012 7:55 am

Warped Signal
24 :tm: 6 :rl:
All yours are exchanged with all enemy's.

-z0mg VOID ENGINE!
-no, it's cheat engine.
-0mg pwned xD
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Japheth
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Re: Card Ideas

Postby Japheth » Wed Jul 11, 2012 10:24 pm

This has been said but, In the future can/will their be subraces? HU: Pirates, Their color would be orange. Rivi'i: Dorvnen, Their color would be black. That's all i know but you could come up with more, And rouge xyloxi but i don't think their would be enough of them.
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Greywing
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Re: Card Ideas

Postby Greywing » Wed Jul 11, 2012 10:46 pm

Some of these will show up in the campaigns in HD:X, but they'll be generated and thus not part of the card set for players (with a few exceptions). I don't think there's much point in adding additional colors.
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Japheth
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Re: Card Ideas

Postby Japheth » Fri Jul 13, 2012 12:20 am

never mind
Last edited by Japheth on Fri Jul 13, 2012 3:13 am, edited 2 times in total.
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Japheth
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Re: Card Ideas

Postby Japheth » Fri Jul 13, 2012 12:23 am

Relay tower TM ewar structure.
cost 3 :tm:

Ability:
1 :tm:
look at opponents hand.
Last edited by Japheth on Mon Jul 30, 2012 6:28 pm, edited 4 times in total.
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Ginger88895
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Re: Card Ideas

Postby Ginger88895 » Fri Jul 13, 2012 3:05 pm

@Japheth: That's quite funny. (Reserved for more comments about Japheth).

How about this:

Extreme EMP
(Cost is not determined now)
Disable all enemy structures for 1 turn

-z0mg VOID ENGINE!
-no, it's cheat engine.
-0mg pwned xD
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Japheth
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Re: Card Ideas

Postby Japheth » Fri Jul 27, 2012 10:59 pm

Battle Morph: MT elite warrior
6 :mt: 2 :rl:
7/35

Ability:

cost 1 :mt:
Deals 2 damage to target ship,
and regenerates for 2 hp.

Just an idea, comments welcome. ;D
Last edited by Japheth on Mon Jul 30, 2012 6:27 pm, edited 2 times in total.
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http404error
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Re: Card Ideas

Postby http404error » Mon Jul 30, 2012 6:01 am

Relay Tower should be cheaper and probably TM.

Disable doesn't affect auto abilities unfortunately, so Extreme EMP probably isn't destined for greatness. Although if there were an elegant way to implement this idea, it would be an interesting strategic point. Like energy drain but preemptive. Penney would have a fit XD.

MT ships tend to have some amount of random cost in them for a number of reasons. Also 6 for a 7 attack ship with a snipe/regen ability and resist is probably a little too powerful. Otherwise, it seems like a good card. I would make it a 5/29 with no resist, and the same ability, costed at something like 4 :mt: 2 :rl: . Cards like this are difficult to balance, however.
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PenneyRZ
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Re: Card Ideas

Postby PenneyRZ » Fri Aug 03, 2012 2:14 am

EMP Generator
Structure
5 Random
Activated abilities of structures can't be played.
PenneyRZ
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dark1n
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Re: Card Ideas

Postby dark1n » Fri Aug 03, 2012 11:14 am

i like it, basically.

the only issue i have with it, is that it blocks energy conversion in dual race decks. if i play RV/HU, emp generator would lock down my massive star rifts leaving me with useless :rd: instead if what i need. maybe its acti should be changed to "3 :rl:: disables opponents non-energy structures". not too nasty.

in addition i would suggest an auto ability "enables one disabled ship". since it would trigger at turn start, it would affect ships disabled by the opponent, but it would not activate ships disabled during my turn (battlecruisers, overlords, anything freshly launched)...
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PenneyRZ
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Re: Card Ideas

Postby PenneyRZ » Sat Aug 04, 2012 2:53 am

Sounds fine that it blocks energy conversion. There are still lands out there that generate 1 of each kind per turn anyway. Not that I am a big fan of hosing multi-color decks or anything, but it is a small sacrifice to make to have a blanket counter to a lot of things that otherwise might be difficult to counter such as blue decks with more special lands than anyone can possibly destroy with dual 4 packs of torpedoes.

Apparently I can't get my "Destroy all structures with activated abilities" card made because its too scary. At least this version can be countered by an opponent's torpedo. It also blocks a land slot so the user can't have that and 5 energy generators on the board at once.

Also, the more elegant the card is the better. The way I wrote it is about as simple and clean as it can be. There is no need to complicate it any further and I don't see a lot of value in doing so either.
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