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    A few creature ideas I had

    Ashbringer367
    Ashbringer367
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    Chaotic Username : Ashbringer36
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    A few creature ideas I had Empty A few creature ideas I had

    Post by Ashbringer367 Thu Mar 17, 2016 7:42 pm

    Okay so here's just a few creatures I was thinking of, I don't have access to photoshop or similar and... okay and I"m lazy in that regard at least right.

    So here's the info in text format

    Melke (Hero of the desolate wastes)
    Courage : 70
    Power : 55
    Wisdom : 55
    Speed : 75
    Energy : 50
    Mugic : 1
    Elements : Air, Earth
    Invisibility : Strike 10
    If a Mirage is in play Melke gains Earth: 5
    If Melke wins initiative gains Air : 5
    "One mipedian in the right place can do what an army cannot" - Crown Prince Iflar


    Iflar (Fugitive)
    Courage : 60
    Power: 65
    Wisdom : 50
    Speed : 60
    Energy : 55
    Mugic : 1
    Elements : Fire, Air
    Invisibility Surprise
    Invisibility : strike 10
    Invisibility : disarm
    "The call of Vengeance leads to many strange places"

    Prince Mudeenu (Crown Prince)
    Courage : 65
    Power: 65
    Wisdom : 55
    Speed : 60
    Energy : 60
    Mugic : 1
    Elements : Air
    Invisibility Strike 15
    When Mudeenu deals air damage also remove X from opposing creatures discipline of your choice (where X equals air damage)
    "Keep your friends close and your enemy so close your blade is in their heart" - Mudeenu

    Sobtjek "Student of the Air"
    Courage : 40
    Power : 50
    Wisdom : 80
    Speed : 35
    Energy : 40
    Mugic 2
    Element : Air
    (Two mugic) Sacrifice Sobtjek : Every creature you control gains Air 5 for the rest of the game


    Any thoughts on these cards, I get the feeling they might be a bit on the powerful side but if anyone has any thoughts or ways to balance them out that'd be awesome
    Chiodosin1
    Chiodosin1
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    A few creature ideas I had Empty Re: A few creature ideas I had

    Post by Chiodosin1 Thu Mar 17, 2016 8:48 pm

    very interesting ideas have been noted for my own um... personal use... if you don't mind that is
    Ashbringer367
    Ashbringer367
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    Chaotic Username : Ashbringer36
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    Location : Saskatchewan, Canada

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    Post by Ashbringer367 Thu Mar 17, 2016 9:11 pm

    Honestly dude if you can turn these into cards and credit me with the idea (for bragging rights lol) then you can go nuts.

    of course 3 of these cards are from what I've decided will be the fanfiction project for Camp Nano (50k word rough draft to be completed in 30 days), I'm sure the subtitles and quotes can tell you where Im going with it.

    ah my tangents, bottom line yeah it's no problem if you want to work with these ideas.
    Chiodosin1
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    Post by Chiodosin1 Fri Mar 18, 2016 12:52 am

    sweetness fair warning they'll probably sit in my limbo files till I get around to creatures
    Ashbringer367
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    A few creature ideas I had Empty Re: A few creature ideas I had

    Post by Ashbringer367 Sat Mar 19, 2016 11:44 pm


    Aivenna (Vanguard of Light)
    Courage : 90
    Power : 65
    Wisdom : 75
    Speed: 55
    Energy : 55
    Elements : none
    Mugic : 1
    Adjacent creatures gain 10 courage, 10 energy and negate invisibility
    (Mugic) : target attack does zero damage
    Aivenna cannot be effected by invisibility even if it is not negateable

    Nivenna (Vanguard of Dark)
    Courage : 80
    Power : 55
    Wisdom: 50
    Speed: 90
    Energy : 55
    Elements : none
    Mugic 1
    Invisibility Surprise
    Invisibility strike 10
    Adjacent Creatures gain 20 speed and Invisibility Strike 10
    Nivennas invisibility cannot be negated

    Takinom (Guard to Chaos)
    Courage : 80
    Power : 60
    Wisdom 45
    Speed : 95
    Energy : 60
    Elements : Fire, Air
    Mugic : 1
    Fire : 5
    Air : 5
    Mugic : Target creature gains fire and air, if target has the element it gains Element : 5 to that element instead until the end of the turn

    Intress (guard to peace)
    Courage : 80
    Power : 50
    Wisdom 60
    Speed : 75
    Energy : 60
    Elements : Earth, Water
    Mugic : 1
    Earth : 5
    Water : 5
    Mugic : Target creature gains water and earth until the end of the turn, if target has the element it gains Element : 5 to that element instead until the end of the turn

    Battlegear

    Elemental Pendant
    At the start of combat choose an element, equipped creature gains that element and 15 to associated element until the end of combat
    Air is associated with speed
    Earth is associated with Courage
    Fire is associated with Power
    Water is associated with Wisdom

    Blissful Shield
    Choose one attack, This attack does no damage and has no effect
    This ability can only be used once per combat

    Blissful Sword
    Equipped creature gains 25 wisdom and 25 courage
    Equipped creature gains "Mugic" Target attack does 10 extra damage


    Spiteful Dagger
    Equipped creature gains Strike : 10
    Equipped creature gains 30 speed and 20 power


    Spiteful Cloak
    Equipped creature takes 10 less damage from all incoming attacks up to a minimum of five
    (if the attack wouldn’t do any damage ignore this effect)

    Spiteful Bow
    Opposing engaged creature gains Recklessness 5
    Equipped creature gains Strike : 10

    Mugic :
    Hopeful Remedy
    Overworld: 1 cost
    Target creature gains 15 energy, 20 courage and 10 Power
    Chorus of Collaboration
    Generic: 2 cost
    Target engaged creature gains all element types possessed by a chosen creature controlled by the same player and gains 10 to two disciplines based on the chosen creatures two highest disciplines

    Verse of the Vindictive
    Underworld cost : 1
    Deal 10 damage to target engaged creature, it gains Recklenssness : 5

    Location
    Center of Perim (corrupted)
    Initiative : Courage
    All creatures lose 5 Energy every time they attack
    All creatures lose 5 to all disciplines every time they attack
    All mugic or abilities that would heal damage have no effect
    All Mugic or abilities that would increase Disciplines have no effect

    Center of Perim (cleansed)
    Initiative : Wisdom
    When Combat is initiated both players Choose one element, their creature deals an additional 5 damage with that element until the end of turn
    Both players choose one discipline, their creature gains Outperform : 5 with that discipline until the end of turn.

    Hall of Light
    Inititative :Wisdom
    The creature with the highest courage gains 10 energy
    The creature with the highest wisdom gains 20 to any discipline of their choice
    Negates invisibility

    Hall of Night
    Initititave : Courage
    The Creature with the highest speed gains Invisibility : Strike 10
    The Creature with the highest power gains Invisibility : Disarm
    If disciplines are equal no effect occurs
    Invisibility cannot be negated

    So thoughts and opinions anyone?
    CSpacian
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    Post by CSpacian Mon Mar 21, 2016 11:20 am

    I intended to hit on the first couple you posted, but never bothered as ultimately Chiodosin is probably more knowledgeable on these subjects.
    Here's a full review of everything:
    Melke-I'm not a huge fan of him to be honest. The different triggers is nice, but ultimately I'd be trying to get both which puts him on the upper end of really good cards. Earth 5, Air 5, and Invisibility Strike turns him into a monster.
    Iflar-First off, he probably needs Unique/Loyal as its just in-game canon for leaders to have it. Other then that. I think lore-wise Iflar has very low stamina though (according to the wiki) and so I think 55 Energy might be a bit high.
    Mudeenu-His second effect seems more M'arrillian then Mipedian. I'd rather if it just triggered on the first turn. Also, Unique/Loyal should probably be added.
    Sobtejek-I think he needs to be Unique. If not I can see several decks just running two, saccing both Turn 1 and giving all of their Creatures AIR 10 for the remainder of the game.
    Aivenna-I'm not sure why she's so anti-Invisibility and as someone who loves Strike decks, I can't say I like it. I'm just against how many anti-Invisibility cards there are that are so easily splashable.
    Nivenna-Nivenna is canonically a Muge. But she forms a nice pair with Takinom. Once again, I'd have to say add Unique onto her if you plan on keeping her as is. Giving adjacent Creatures Invisibility Strike 20 can be a bit much.
    Takinom/Intress: Eh, these cards...great for Elemental Decks and decks in general. Intress especially as her two Elements gel perfectly with her Disciplines.
    Elemental Pendant: I'm against this for now. But only because we just got cards like Sun Chariot and the like. I hate when there is an immediate power creep between one set of cards. This card is instantly better then the other ones.
    Blissful Shield: Make it so it can only be used while the equipped Creature is engaged. If not then dual Blissful Shields or a Blissful Shield + Xerium Armor will just be annoying.
    Blissful Sword Eh, I'm not going to complain. I may advise you to make it so you can only use the effect once per attack, so Fluidmorphers don't go crazy with it and make one attack deal an additional 50 damage, but that seems like a rare enough scenario.
    Spiteful Dagger Fine.
    spiteful Cloak I'd have to veto this card. So many decks would just break this card, Meek decks would be practically invincible so many attacks would deal 5-10 damage. Its one of the cards that I just hate in that it would be used EVERYWHERE.
    Spiteful Bow I think the wording needs to be changed to 'Opposing Creatures engaged with the equipped Creature'. I'm not certain, I think someone else may need to check the wording, but as it is now I think it'll trigger on every combat meaning all opposing Creatures would have Recklessness 5 anyways, meaning it would be way too easy to stack Recklessness.
    Hopeful Remedy +15 Energy is very powerful. Its a straight-up better Empowering Serenade, arguably better Vidav's Voicing and Song of Resurgence. I'm on the fence about this one.
    Chorus of Collaboration Eh, I'm fine with this.
    Verse of the Vindictive Hmm...I think I may have to just swallow my complaints about this one as I think they are all more personal then objective.
    Center of PErim (corrupted) Eh. Interesting, a very negative effect, which is cool.
    Center of PErim (cleansed) All Creatures gain ELement 5 and Outperform 5 in the Element and Discipline of their controller's choosing...double-edged sword, I like it.
    HAll of Light On Hall of Night you specify 'If Disciplines are equal no effect occurs' but you don't on this one. Does that mean the effects still occur or not?
    Hall of Night Cool enough. I would argue that if its meant to mirror Hall of Light, its Initiative should also be one of the two stats it encourages.

    TL;DR: I feel like a lot of these cards needs slight wording changes (Spiteful Bow and Blissful Sword) and tend to belong to the upper echelon of being 'too strong'.
    Ashbringer367
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    Post by Ashbringer367 Mon Mar 21, 2016 3:31 pm

    Hey CS Thanks for the opinions, well appreciated, there are a few points I'd like to defend myself from however, most of what you said holds true and I'll be changing them but a few reasons as to some bits.

    On the terms of Melke: my comparison power wise was Noaz (cavaleerist) a creature who gains Air 10 and Invis surprise when attacking, Melke I thought balanced that thought with having two triggers one of which isn't reliable. Still you might be right Melke might need some nerfing

    Iflar: well the in game canon for leaders being loyal is of course based on the fact these creatures are leaders of their given tribe, problem here is that this variant of Iflar has a context behind him that involves being forced to seek aid from the Underworlders, this would include some training hence the increased energy and newfound fire element.

    Mudeenu: I get that it seems Marrillian but again there is a context to this ability, I didn't intend on it being overly effective and that one might need an overhaul entirely

    Sobtjek: looking at it from what you said total agreement.

    Aivenna: She is anti invisibility because of her title, again I designed these cards to have some flavour to a context I'm making in a fanfic and was relying on fellows like you to help me work around them to make them actually good, anyway if the title didn't give it away Aivenna in this state is empowered by a source of "light" hence "illuminating" though the bit about unique, yes thatI agree with you about,
    (Sidenote) if I was to try and make a full set out of this idea it would be titled "Illuminated conflict" or something and would be entirely designed around creatures that have invisibility and other stealth, and creatures who have light,, stay in the open and can counteract to some extent invisibility etc.

    Nivenna : well again it's a context of the fanfic why this variant is not a muge, though again I agree I should add unique

    Takinom/Intress: I admit I was a bit dubious of how good these powers were, I did think the lack of mugicians on them would somewhat counter balance this but perhaps not as much as I'd thought, perhaps if I made it so their abilities mean you can only choose one element instead of both but has a similar effect.

    Elemental Pendant :I was unaware of the Sun chariot but I see where you're going with this, perhaps if I made it a "when this battle gear is revealed" ability or instead choose an element to gain "element 5" in instead of the element?

    Blissful Sheild: that was actually my intent just bad wording on my part

    Blissful sword: yikes I didn't even think about Fluidmorph, yeah good call on that regard, 100% agreed

    Spiteful cloak: I do see your point looking back on it, my desire was to make it an equal but different version of the blissful sheild, perhaps make it a "reduce target attack damage by 10 against eqquipped engaged creature, can only be triggered once per combat" and then to keep it on par with the Sheild
    "Mugic" trigger this effect a second time"

    Spiteful bow: looking back at it I agree wording was bad and what you mentioned was my intent (opposing creature engaged to the eqquiped creature)


    Hopeful Remedy: perhaps just toning down a few of the numbers, quick fix no big deal

    Verse of the Vindictive: I figured that recklessness five is a more slow way to get 10 damage, many are the decks the recklesssness isn't reliable against, thus with that logic I based the balance off of cannon of casualty.

    Center of Perim: negative effects for both, positive effects for both seemed fair enough.

    Hall of light: No that is just a bit of a minor misstep on my part, it is supposed to have the same effect as hall of night.

    So yeah some tweaking is in order, I threw these cards together on a whim and was hoping to get help balancing them




    CSpacian
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    Post by CSpacian Mon Mar 21, 2016 4:35 pm

    I should probably mention my criteria for judging cards is not 'Would people use it?' but 'Would it always be used?' Basically in my head I tend to avoid cards like Primal Smash or other cards that I deem too good, but I may overcompensate and turn a card that's just Good (ie Primal Smash) into something much less so.

    Melke's fine as is. I'm just thinking in terms of setting him up he can easily go toe-to-toe with some big hitters. I'm guessing rare or Super Rare for him

    Iflar: Point taken. I'm fine with him.

    Mudeenu: I see your point and I was just stating how I felt. It sounded like a M'arrillian's effect like Thar'lyn or Gan'Trak. Like I said if you made it so it only applied to his first attack it would make it more Mipedian or just make it automatically apply to Speed.

    Sobtjek: I figured you just glazed over Unique/Loyal as none of the cards desperately needed it. But yeah, Sac two of these then go to town with Noaz/Lyssta Air 20!

    Aiveena: I get the idea. But I just...hate anti-Invisibility cards because in the original set if Mipedians didn't have Invisibility they tended to just get steam-rolled. Even certain Creatures still do nowadays. I'd rather see anti-Zamool or anti-Warbeast cards that could be splashed as those are two of the better Creatures nowadays.

    Intress/Takinom: I'd be more worried about them themselves being overpowered. To compare them to current Creatures Blazvatan, Kileron, any Creature with two Element 5s tend to be Ultra Rare and have some drawback like Recklessness, needing to win Initiative or something of the like. I'm not worried about their Element 5 gifting abilities as much as I am worried about somebody using Intress with Orb of Unda and then just using her ability on herself to get 2 Element 10s.

    Elemental Pendant: Its difficult to say...as Element gifting Battlegears are plenty. Sun-Chariot, Destructazooka, Diamond of Vlaric. Its difficult to come up with something that isn't copy/pasted or a straight upgrade. There are too many variants.

    Blissful Shield: Yeah, I thought it was something along those lines.

    Blissful Sword: I'm not certain about it as Fluidmorphers tend to avoid combat so I once off boost isn't bad, but I guess it could definitely become a pain with Nunk'Worn.

    Spiteful Cloak: Sure. That sounds decent.

    Spiteful Bow: Its difficult to get some wording right at times.

    Hopeful Remedy: I'm not certain if it needs to be debuffed as empowering Serenade was out a long time ago and its okay to occassionaly buff old cards.

    Verse of the Vindicitive: Yeah, I was looking at cards like Aria of Enragement and Final Fugue, both of which this card outpaces. But Aria of Enragement wasn't the strongest and Final Fugue can be used to temporarily buff your own Creature's Energy, so it may balance out.

    Center of Perim: My thoughts too.

    Hall of Light: cool.
    Ashbringer367
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    Post by Ashbringer367 Mon Mar 21, 2016 5:38 pm

    Sobjek : Indeed that is a scary thought, Air 15 on those two is scary enough.

    Takinom/Intress : well perhaps a bit of wording changes needs to be done, my intent and what I meant to say is that it can only be used on others, so the gifting to themselves shouldn't work, as for the two elements, perhaps I can add something related to the affiliated stats, like they gain element 5 if they have more then their opponent in a certain element, or perhaps just ditch the element 5 but make their specials usable on themselves.

    Aivenna: Well keep in mind this little set I've got also consists of things like the Hall of Night and Nivenna (Vanguard of Dark) both of which have invisibility non negate, I also had ideas for a generic mugic that makes invisibility not negateable until the end of the turn.
    The point I'm making is that here for every anti-invisibility there's an anti-anti-invisibility in this set.

    Ashbringer367
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    Post by Ashbringer367 Tue Mar 29, 2016 10:41 pm

    So here they are, everything as I think it should be with the help of CSpacian Smile

    Melke (Hero of the desolate wastes)
    Courage : 70
    Power : 55
    Wisdom : 55
    Speed : 75
    Energy : 50
    Mugic : 1
    Elements : Air, Earth
    Invisibility : Strike 10
    If a Mirage is in play Melke gains Earth: 5
    If Melke wins initiative gains Air : 5
    "One mipedian in the right place can do what an army cannot" - Crown Prince Iflar


    Iflar (Fugitive)
    Courage : 70
    Power: 65
    Wisdom : 50
    Speed : 60
    Energy : 55
    Mugic : 1
    Elements : Fire, Air
    Invisibility Surprise
    Invisibility : strike 15
    Invisibility : disarm
    Unique
    "The call of Vengeance leads to many strange places"

    Prince Mudeenu (False King)
    Courage : 65
    Power: 65
    Wisdom : 55
    Speed : 60
    Energy : 60
    Mugic : 1
    Elements : Air
    Invisibility Strike 15
    When Mudeenu deals air damage also remove X from opposing creatures Speed where X equals air damage
    Unique
    "Keep your friends close and your enemy so close your blade is in their heart" - Mudeenu

    Sobtjek "Student of the Air"
    Courage : 40
    Power : 50
    Wisdom : 80
    Speed : 35
    Energy : 40
    Mugic 2
    Element : Air
    (Two mugic) Sacrifice Sobtjek : Every creature you control gains Air 5 for the rest of the game
    Unique


    Aivenna (Vanguard of Light)
    Courage : 90
    Power : 65
    Wisdom : 75
    Speed: 55
    Energy : 55
    Elements : none
    Mugic : 1
    Adjacent creatures gain 10 courage, 10 energy and negate invisibility
    (Mugic) : target attack does zero damage
    Aivenna cannot be effected by invisibility even if it is not negateable
    Unique

    Nivenna (Vanguard of Dark)
    Courage : 80
    Power : 55
    Wisdom: 50
    Speed: 90
    Energy : 55
    Elements : none
    Mugic 1
    Invisibility Surprise
    Invisibility strike 10
    Adjacent Creatures gain 20 speed and Invisibility Strike 10
    Nivennas invisibility cannot be negated
    Unique

    Takinom (Guard to Chaos)
    Courage : 80
    Power : 60
    Wisdom 45
    Speed : 95
    Energy : 60
    Elements : Fire, Air
    Mugic : 1
    Mugic (2): Target creature gains fire and air, if target has the element it gains Element : 5 to that element instead until the end of the turn
    Unique

    Intress (guard to peace)
    Courage : 80
    Power : 50
    Wisdom 60
    Speed : 75
    Energy : 60
    Elements : Earth, Water
    Mugic : 1
    Mugic (2): Target creature gains water and earth until the end of the turn, if target has the element it gains Element : 5 to that element instead until the end of the turn
    Unique


    Blissful Shield
    Choose one attack targeting Equipped creature, This attack does no damage and has no effect
    This ability can only be used once per combat

    Blissful Sword
    Equipped creature gains 40 courage and 40 Wisdom

    Equipped creature gains “Mugic” target attack does additional 15 damage
    This ability can only be used once per attack

    Spiteful Dagger
    Equipped creature gains Strike : 10
    Equipped creature gains 30 speed and 20 power


    Spiteful Cloak
    Choose one attack targeting equipped creature. That attack does 10 less damage and has no effect
    This ability can only be used once per turn
    equipped creature may sacrifice a mugic counter to use this ability a second time.

    Spiteful Bow
    When equipped creature becomes engaged the opposing creature gains Recklessness 5
    Equipped creature gains Strike : 10

    Mugic :
    Hopeful Remedy
    Overworld: 1 cost
    Target creature gains 15 energy, 20 courage and 10 Power
    Chorus of Collaboration
    Generic: 2 cost
    Target engaged creature gains all element types possessed by a chosen creature controlled by the same player and gains 10 to two disciplines based on the chosen creatures two highest disciplines

    Verse of the Vindictive
    Underworld cost : 1
    Deal 10 damage to target engaged creature, it gains Recklenssness : 5

    Location
    Center of Perim (corrupted)
    Initiative : Courage
    All creatures lose 5 Energy every time they attack
    All creatures lose 5 to all disciplines every time they attack
    All mugic or abilities that would heal damage have no effect
    All Mugic or abilities that would increase Disciplines have no effect

    Center of Perim (cleansed)
    Initiative  : Wisdom
    When Combat is initiated both players Choose one element, their creature deals an additional 5 damage with that element until the end of turn
    Both players choose one discipline, their creature gains Outperform : 5 with that discipline until the end of turn.

    Hall of Light
    Inititative :Wisdom
    The creature with the highest courage gains 10 energy
    The creature with the highest Power gains 20 to any discipline of their choice
    If disciplines are equal no effect occurs
    Negates invisibility

    Hall of Night
    Initititave :Courage
    The Creature with the highest speed gains Invisibility : Strike 10
    The Creature with the highest power gains Invisibility : Disarm
    If disciplines are equal no effect occurs
    Invisibility cannot be negated

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