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Topics - CommunistMountain

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1
Deck Building / Defiant Fanatic (2GI/1FD)
« on: November 28, 2016, 01:19:40 AM »
The idea is to use Defiance with Rapier Fanatic for a 6-cost 20/7 Charge, which will neither be sacrificed at the end of the turn or have the weakness of having 1 Health.

Commanders:
Splitter Robot
Agent Coyle, Mechborn
Tailored Knight

Characters:
1 Martyr Golem
3 Defiant Engineers
3 Support Drones
3 Treasure Hunter 3000s
3 Flame Dawn Commandos
3 Fleeting Footmen
3 Paladins of the Flame Dawn
3 Rapier Fanatics
3 Emberstarters
3 Flagbearers

Abilities:
3 Controlled Temporal Anomalies
3 Upgrades
3 Defiances
3 Angelifies

I considered adding Tailored Knights, as well as Defiant Engineers to make the most out of these and the Treasure Hunters, but didn't in the end.

This is actually my first attempt at a 2GI/1FD deck, since I usually play 2FD/1GI if these purities are mixed, so feedback is appreciated.

EDIT: Removed Tinkerer and Bromich from Command, replaced by Splitter Robot and Tailored Knight. Removed FD Hounds and Splitter Robots from deck, replaced by 3 Defiant Engineers and 3 Controlled Temporal Anomalies.

2
Suggestions / 2 Ideas: Deck Folders, Random Decks
« on: November 09, 2016, 04:49:44 AM »
To make organisation of decks easier, maybe they could be sorted into folders of one's choice. For instance, I would make 3 folders for myself: Serious Decks, Relaxed Decks, Work-in-Progress Decks.

Next idea: allow us to randomly choose a deck to play. Sometimes I feel that games would be more interesting if I could pick a random deck instead of choosing one by myself, like shuffling music on your smartphone. They could be randomly picked from either Constructed Decks, Premade Decks, or both. However, if one wants to only random from a certain group of decks, you can make a folder of your desired decks and choose to random from that folder only.

Thoughts?

3
General Game Discussion / Unintended Change of Word of Command
« on: June 14, 2016, 01:11:17 AM »
When I was playing Verore Campaign Mission 5, I used Word of Command on a Verore Magic Siphoner which I played on the same turn, shifting it from Support Zone to Assault Zone. Now, instead of shifting it to the back of the stack of characters in the zone, it shifts the character to the front! I'm quite sure this is unintended, and needs to be addressed ASAP.

I didn't send a bug report because I think this is not really a bug, but an accidental code change.

EDIT: Tested again, not exclusive to the Campaign.

4
Deck Building / Verore Dawn (2CoV+1FD)
« on: January 30, 2016, 03:12:00 PM »
Commanders:
2 Aether Acolytes
Bromich

Characters:
Martyr Golem
3 Verore Kidnappers
3 Paladins of the Flame Dawn
3 Fleeting Footmen
3 Cavalry Paladin

Abilities:
3 Gather Thoughts
3 Lightning Blasts
3 Overcharged Bolts
3 Death Rays
3 Hubrises of the Strong
3 Overcharged Storms
3 Mass Deaths
3 Fiery Resolves

The general idea is to synergise the abilities of the Paladins and Fiery Resolve with Mass Death, and sometimes Martyr Golem with Overcharged Storm. It used to have more Flame Dawn abilities such as Stumble and Flash Bang. In fact I made this deck a long time ago, and it underwent lots of iterations, but I always felt that it isn't the best it can be. However, I believe it's the strongest deck I've invented myself (in contrast to deck ideas which I steal from other people, either through the forums or through Constructed games).

Opinions? Advice? (Right off the bat I'm guessing someone will tell me to swap Bromich for Kali, and have Black Bind Witch as one of the Verore commanders)

5
Deck Building / Underp the Deck: Buffing Stuff
« on: January 20, 2016, 01:30:01 AM »
Commanders
Bloodthirsty Dead
Daode, Sage of Strength
Aleta, Immortal Tinkerer

Characters
3 Bad-bots (I have 1 Bad-bot as a Martyr Golem, but most don't have it.)
3 Secluded Constructors
3 Support Drones
3 Infected Drones
3 Splitter Robots
3 Genesis Constructs
3 Lucca, Combat Mechanic
3 Infested Heroes
3 Spirits of the Ancient Guardians

Abilities
2 Mechanize
3 Controlled Temporal Anomalies
3 Upgrades
3 Give Him a Jetpacks
2 Eaten By Zombies

Sideboard
3 Shattered Veils
3 Grave Robs
3 Cleanse the Land
3 Overload

A long time ago, I made this deck based on an opponent's deck, which revolved around buffing Spirit of the Ancient Guardian and Infested Hero with Artificials and a Secluded Constructor in Command, as one of the weaknesses of those cards is a lack of Power and/or Health to fully exploit their Keywords. Thanks for the inspiration, Mago.

I replaced the Constructor with Aleta as it was vulnerable to cheap damage abilities. While Bloodthirsty Dead also faces the same problem, I'm fine with it in Command due to being a less crucial part of the deck, as well as being a good early character. Once a Constructor is played from hand, I can usually buff it with Daode so that it doesn't get killed next turn.

Also thanks to ecliptix for the Underp the Deck thread series.

6
Guides / Cards to Keep in Mind Against Certain Purity Combinations
« on: December 07, 2015, 10:16:31 AM »
In every game, one should predict what to anticipate from the opponent based on their deck Purity, and take precautions as necessary, or at least know what to expect. I hope this list will be especially useful for new players. Test yourself: how many cards did you forget even existed?

Note that the list only includes cards which require prediction for a precaution. For instance, it does not include most, if not all characters with activated abilities as they must be in play before they get to activate their abilities, giving you at least 1 turn to react. Granted, one might want to plan 2 or more turns ahead, but then I have to list almost every card in Infinity Wars, which makes the list pointless.

The list does not include non-Core cards such as from the Star Trek set.

Cards are divided into factions, further divided into their required Purities, and sorted by cost. Cards with Dual Purity will be listed separately, and Hybrid cards will be listed twice in their respective factions, in 1 Purity subcategories. Common threats of significance, or threats too impactful to ignore even if they are rarely seen, are bolded.

Characters with Haste, Charge or Vigilance are grouped together within Purity subcategories if that's their only ability which requires precaution. Of course, if the character is the only one able to be grouped that way within the subcategory, there's no point in grouping. If the character has more abilities worth keeping in mind, such as Nix, it will not be included in these groups.

Factionless

Flame Dawn

Warpath

Genesis Industries

Descendants of the Dragon

Cult of Verore

Exiles

Overseers of Solace

Sleepers of Avarrach

CoV+DoD: [4]Jade Witch (if the opponent has at least 1 Verore card for Overcharge)
CoV+OoS: [2]Angel's Bane (if the opponent has at least 1 Overseers card for Overcharge), [1]Regicide
CoV+SoA: [4]Infest
DoD+Ex: [4]Tibat, the Mad Monk
DoD+FD: [4]The Strength of Unity
DoD+GI: [4]Enlightenator XT2500 (if the opponent has at least 1 Dragon Descendants card for Overcharge)
DoD+SoA: [4]Infested Hero
Ex+FD: [6]Lost Knight (if the opponent has at least 1 Flame Dawn card for Overcharge)
Ex+WP: [3]Spawn, Fierce Companion, [4]Once Was Clean (if the opponent has at least 1 Exiles card for Overcharge)
Ex+SoA: [5]No More Heroes
FD+OoS: [3]Ferocious Flyer
FD+SoA: [4]Infested Knight
GI+WP: [3]Dragon Collar

7
Social Media / Merric Gaming and GUD
« on: October 09, 2015, 07:48:14 AM »
I stumbled upon 2 Youtubers getting into Infinity Wars: Merric and GUD. Both play a wide variety of games on their channels. The former has a lot more videos than the latter on Infinity Wars as of the time this thread was made, and even then GUD's Infinity Wars videos are collaborations with Merric, but since GUD's subscribers are also keen to watch more of IW, his channel is also something to look out for.

Here's Merric's Infinity Wars stuff, and GUD's "Mondays with Merric: Infinity Wars" Episode 1 and Episode 2, which can also be seen from Merric's perspective at here and here respectively.

8
Community Events & Contests / Card Design Challenge's HALL OF FAME
« on: August 07, 2015, 11:39:54 PM »
This is a compilation of the winning entries of every challenge in the Card Design Challenge thread to date. Challenges are underlined, and their respective winners are in underlined brackets. Subtypes of Artifacts, Locations and Abilities which have no impact on gameplay are marked as "None".

Exiles Aleta (Aldin)
Aleta, Immortal Wanderer (Unspecified Rarity, Character)
Cost: 5
Morale: Unspecified
Purity: 1 Exiles
Power/Health: 6/16
Subtypes: Unique, Human
Description:
-If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
-Exhaust, Pay 5: Discard a random card from your opponent's hand into your graveyard. The discarded card gains Exile X, where X is the cost of the discarded card minus 1. If this card already has Exile, the lowest value is chosen.

Unique Insectoid Character (Draygon777)
Marnaxxa (Rare Character)
Cost: 5
Morale: 10
Purity: Factionless
Power/Health: 10/15
Subtypes: Unique, Insectoid
Description:
-Reach
-If Marnaxxa kills a flying character, Marnaxxa heals to full at the end of the turn.
-Pay 5, Exhaust: Target opponent's character. That character is exhausted and locked to the Support Zone. Opponent may pay 5 resources to free the character.

Factionless or Overseer Dragon (Symphony)
Ith's Egg (Unspecified Rarity, Character)
Cost: 5
Morale: 0
Purity: Factionless
Power/Health: 0/10
Subtypes: Unique, Dragon
Description:
-Ith's Egg can't attack.
-If Ith's Egg dies while in the Defense Zone, he deals 2 damage to all opposing characters and freezes them. (Frozen characters are bound to the Zone they were frozen until the end of the next turn and are unable to attack or defend.) Additionally, an Ith, Wounded Hatchling is summoned in your Support Zone.

Ith, Wounded Hatchling (Unspecified Rarity, Character)
Cost: 4
Morale: 10
Purity: Factionless
Power/Health: 3/5
Subtypes: Unique, Dragon
Description:
-If Ith, Wounded Hatchling dies, he freezes all characters in your opponent's Support Zone. (Frozen characters are bound to the Zone they were frozen until the end of the next turn and are unable to attack or defend.)
-If Ith, Wounded Hatchling survives until the end of the turn he evolves into Ith, Frostbreath.

Ith, Frostbreath (Unspecified Rarity, Character)
Cost: 8
Morale: 15
Purity: Factionless
Power/Health: 23/25
Subtypes: Unique, Dragon
Description:
-Flying, Unstoppable
-Pay 6: Target 2 characters on the battlefield and freeze them on the Zone they were during the Resolution Phase. (Frozen characters are bound to the Zone they were frozen until the end of the next turn and are unable to attack or defend.)

Triple Flame Dawn Card (or modification of an existing one) (JSlayerXero)
Reckless Soldier of Flame (Uncommon Character)
Cost: 3
Morale: 5
Purity: 3 Flame Dawn.
Power/Health: 12/4
Subtypes: Human
Description:
-Charge, Immolate 3
-Reckless Soldier is Immolated, taking 3 damage at the end of every turn.

Factionless Titan (Cards with an Ability which Reduces Cost) (vengefulmierothi )
Cantric, the Consistent (Epic Character)
Cost: 2
Morale: 15
Purity: Factionless
Power/Health: 9/9
Subtypes: Unique, Unspecified Race Subtype
Description:
-Cantric's cost is increased by 1 for every different kind of card remaining in your deck or hand.
- If Cantric is a commander, you may have up to 4 of any card in your deck, including unlimited cards.
-When Cantric is deployed he has +3/+3 for every 2 cards in play or in your graveyard that have the same name. This effect can only occur once per card name.

New Dual Faction Card of Rare or lower Rarity (Crimes)
Solace or Torment (Unspecified Rarity, Ability)
Cost: 3
Purity: 1 Overseer, 1 Exile
Subtypes: None
Description:
-Target character gains Flying and +2/+2 if it does not already have Flying.
-Target character loses Flying and gains Consume 2 if it already has Flying.

Non-Dragon Descendants Auto-Win Card which requires a deck to be built around it (Reincarnation)
Desert of Irrationality (Unspecified Rarity, Location)
Cost: 6
Purity: 2 Exile
Subtypes: None
Description:
-Untouchable
-Whenever your opponent discards a character, remove it from game.
-If it is still in your opponent's graveyard at the end of next turn, Desert of Irrationality gains 1 charge for every card removed in this way.
-At the start of the turn, if the charge reaches 10, reset the charges to 0 and put every character removed from game in this way back into play under your control.

Triple Faction Card which is Ranked Legal (Dyingday)
Outbreak (Epic Ability)
Cost: 11
Purity: 1 Overseer, 1 Sleeper, 1 Flame Dawn
Subtypes: None
Description:
-All characters from all graveyards are raised into your Assault Zone. These characters are removed from the game at the end of the turn.

Card Fitting in Existing Cycle (CommunistMountain)
Chengde, Who Strikes Fear In Enemies (Unspecified Rarity (I'd have given him Uncommon), Character)
Cost: 4
Morale: 8
Purity: 2 Dragon Descendants
Power/Health: 8/8
Subtypes: Unique, Human
Description:
-When Chengde enters the Deployed Zone, each opponent's Morale is reduced by twice the characters each opponent currently controls.

Card with Inversely Proportional Efficiency to Your Disadvantages, does not Directly Counter Said Disadvantages (I confused quite a few people due to unclear/lengthy phrasing), of Rare or lower Rarity, with no Random Elements (Abyss)
Recruitment Station (Rare Location)
Cost: 4
Purity: Factionless
Subtypes: None
Description:
-Whenever two or more characters you control are killed by an opponent's effect, draw two cards.

Non-Unique card which costs 4 or more, belongs to a single Faction and opens new themes/playstyles (MrSinister)
Disciple of the Dragon (Unspecified Rarity, Character)
Cost: 6
Morale: 8
Purity: 2 DoD
Power/Health: 12/12
Subtypes: Human
Description:
-If the Disciple is in the Assault Zone, he and the character with the highest power in the enemy's Defense Zone deal combat damage to each other.
-If he kills the enemy character, he restores up to his full health and gets +2/+2.
-He cannot be killed through combat damage if he kills that enemy character.

Another One of Many: non-Overseer, 1 Purity, costing not more than 5 or less than 2, and has an Ability which Represents its Faction (NatoPotato)
Guardian Wolf (Unspecified Rarity, Character)
Cost: 4
Morale: 5
Purity: 1 Dragon Descendants
Power/Health: 8/10
Subtypes: Beast
Description:
-If a card would attack your Fortress, a deployed Guardian Wolf you control is moved to the Defense Zone.

Dual/Hybrid Purity Artifact or Location (CommunistMountain) (I'm the first person with 2 winning entries in the CDC!)
Hell's Tokamak (Touhou Project reference) (Unspecified Rarity (I'd have given it Rare), Artifact)
Cost: 4
Purity: 1 Genesis, 1 Exile
Subtypes: Unique
Description:
-Hell's Tokamak gains 1 Charge the first time you discard every turn.
-Discard a random card, exhaust: Hell's Tokamak gains 1 Charge.
-Sacrifice X Charges, exhaust for 2 turns: all opponent-controlled characters on the Battlefield take 2X damage. X can be customised.

Common/Uncommon version of a Rare/Epic/Legendary Card (Aerio_Shpee_1)
Unnamed (Unspecified Rarity, Ability)
Cost: 7
Purity: Factionless
Subtypes: None
Description:
-Choose one Deployed Zone. All characters in that Zone (yours and your opponents') are removed from the game.

Triple Purity Card (Draygon777) (Second person with 2 winning entries in the CDC!)
The Last Stand (Epic Location)
Cost: 10
Purity: 3 WP
Subtypes: None
Description:
-While this card is in play, all Beasts gain +X/+X for every max resource above 10.

6-Cost Warpath Card (Grinnin_Gin)
Strato-Swallow (Rare Creature)
Cost: 6
Morale: Unspecified
Purity: 2 Warpath
Power/Health: 7/10
Subtypes: Beast
Description:
-Flying, Haste
-After Strato-Swallow finishes combat for the first time in a turn, it moves to the Support Zone.

4 to 6 Cards for a New Faction: 1 Aleta, 1 Legendary and 1 Unlimited Character (Shimrra3)
New Keywords: Disguise/Reveal
Characters with the Disguise ability have the option to be played as a 7/6 Kyren Acolyte Unlimited Character for 3 resources. Unlike the real Acolytes, these will have additional UI visible only to the controlling player, depicting what the real card is and allowing the player to Reveal them for an additional resource cost.

Aleta, the Immortal Deceiver (Rare Character)
Cost: 5
Morale: 5
Purity: 1 Kyren
Subtype: Human
Power/Health: 6/16
Description:
-Pay 4, exhaust: Target deployed character you control is moved to either the Assault Zone or the Defense Zone this turn.

Kyren Acolyte (Common Character)
Cost: 3
Morale: 4
Purity: 1 Kyren
Subtypes: Unlimited, Human
Power/Health: 7/6

Kyren Cutthroat (Uncommon Character)
Cost: 3
Morale: 6
Purity: 1 Kyren
Power/Health: 9/4
Subtypes: Human
Description:
-You may choose to play Kyren Cutthroat Disguised.
-Pay 2: Reveal Kyren Cutthroat. Kyren Cutthroat deals an additional 4 damage to the first character or fortress she damages this turn.

Havoc (Rare Chracter)
Cost: 5
Morale: 9
Purity: 3 Kyren
Power/Health: 9/7
Subtypes: Unique, Human
Description:
-You may choose to play Havoc Disguised.
-Pay 5: Reveal Havoc.
-The first 2 times that Havoc would enter combat with another character each turn, that character is instead moved to the back of their current Zone.

The Maestro (Legendary Character)
Cost: 5
Morale: 12
Purity: 2 Kyren
Subtypes: Unique, Human
Power/Health: 9/9
Description:
-You may choose to play The Maestro Disguised.
-Pay 8: Reveal The Maestro.
-Untouchable
-The Maestro can't be blocked by characters with higher power than his.

Gloom Pendant (Rare Artifact)
Cost: 5
Purity: 2 Kyren
Subtypes: None
Description:
-Disguised characters you control cost 1 less resource to Reveal themselves.

Elemental Card (Stranger42)
Ghost of Morning Dew (Uncommon Character)
Cost: 3
Morale: 10
Purity: 2 Warpath
Power/Health: 0/6
Subtypes: Elemental
Description:
-Activate: Ghost of Morning Dew deals itself 5 damage. Your base resources are increased by 1 next turn. Activate this ability only when deployed.

Symbiotic Cards (JSlayerXero) (Third person with 2 winning entries in the CDC!)
Slice n' Splice (Legendary Character)
Cost: 5
Morale: 12
Purity: 2 Genesis
Power/Health: 12/12
Subtypes: Unique, Artificial
Description:
-Pay 1, sacrifice Slice n' Splice: Create two 6/6 Artificial characters named "Slice" and "Splice" in your Support Zone. Use this ability only while deployed.
-If Slice n' Splice dies while deployed, create a 6/4 artificial character and a 4/6 artificial character. These cost 6 Morale each when they die, and aren't given names.
-You cannot deploy Slice n' Splice if another character with the same name is in the graveyard.

Slice (Legendary Character)
Cost: 3
Morale: 6
Purity: 2 Genesis
Power/Health: 6/6
Subtypes: Unique, Artificial
Description:
-Pay 3, sacrifice target Splice character: Slice evolves into Fusion Slicer, a 12/10 Artificial character.
-Slice has +2/+0 while in the Assault Zone.

Splice (Legendary Character)
Cost: 3
Morale: 6
Purity: 2 Genesis
Power/Health: 6/6
Subtypes: Unique, Artificial
Description:
-Pay 3, sacrifice target Slice character: Splice evolves into Fission Splicer, a 10/12 Artificial character.
-While Splice is in the Defense Zone, all Artificials in your Defense Zone are healed for 3 health at the end of each turn.

Fusion Slicer (Legendary Character)
Cost: 5
Morale: 14
Purity: 2 Genesis
Power/Health: 12/10
Subtypes: Unique, Artificial
Description:
-Pay 1, remove Fusion Slicer from the game: Create two 6/6 Artificial characters named "Slice" and "Splice" in your Support Zone. Use this ability only while deployed.
-Fusion Slicer has +8/+0 while in the Assault Zone. At the end of the turn, Fusion Slicer heals for 3 damage.

Fission Splicer (Legendary Character)
Cost: 5
Morale: 14
Purity: 2 Genesis
Power/Health: 10/12
Subtypes: Unique, Artificial
Description:
-Pay 1, remove Fission Splicer from the game: Create two 6/6 Artificial characters named "Slice" and "Splice" in your Support Zone. Use this ability only while deployed.
-While Fission Splicer is in your Defense Zone, all Artificials in the Defense Zone have +2/+0, take two less damage from all sources and are healed for 2 health at the end of the turn.

Non-Factionless, Core Titan Card (Cards with an Ability which Reduces Cost) (Githian)
Magitech 2K1V (Epic Artifact)
Cost: 35
Purity: 3 Genesis
Subtypes: Unique
Description:
-Untouchable
-Magitech 2K1V costs 1 less for each time one of your characters gained additional power or health during the game.
-Pay 3, Exhaust: Target character has +25/+25 and gains Unstoppable, Shield 2 and Immolate 5 until Magitech 2K1V targets another character or leaves play.

New Ability Keyword and at least 1 New Ability which uses it (Qpic)
New Keyword: Stockpile (This ability can be placed into a command slot. If you do, it may be played as if it were in your hand.)

Monastery Reinforcements (Uncommon Ability)
Cost: 5
Purity: 1 Dragon Descendants
Subtypes: None
Description:
-Stockpile
-Create a 4/6 Meditating Monk in your Support Zone.
-Create a 4/6 Pilgrimage Monk in your Support Zone.
-Create an Intimidating Monk card in your Hand.

Weapons Cache (Uncommon Ability)
Cost: 5
Purity: 1 Genesis, 1 Flame Dawn
Subtypes: None
Description:
-Stockpile
-Create an Anti-Air Missile card in your Hand.
-Create a Cannon Fire card in your Hand.
-Create a Flashbang card in your Hand.

Ritual Ground (Rare Ability)
Cost: 5
Purity: 2 Verore
Subtypes: None
Description:
-Stockpile
-Create a Summoning Stone Artifact.
-Create a 2/2 Rita's Thrall in your Support Zone.
-Create a Blood Arrow card in your Hand.

Ancient Nest (Epic Ability)
Cost: 5
Purity: 2 Warpath
Subtypes: Unique
Description:
-Stockpile
-Create three Ancient Egg Artifacts.

Overseer Artifact (MerliniX)
Monument of Champions (Unspecified Rarity, Artifact)
Cost: 3
Purity: 2 Overseers
Subtypes: None
Description:
-Whenever a Champion is deployed under your control, all characters you control get +1/+1.

Mid-game/Late-game Flame Dawn Card (Shimrra3) (Fourth person with 2 winning entries in the CDC!)
Superior Numbers (Rare Ability)
Cost: 7
Purity: 2 Flame Dawn
Subtypes: None
Description:
-Until end of turn, if a character an opponent controls blocks and survives, it is sent to its controller's Support Zone.

Dragon Descendants Card which counters Passive Opponents (Stranger42) (Fifth person with 2 winning entries in the CDC!)
Zhao, Challenger of Champions (Epic Character)
Cost: 4
Morale: 9
Purity: 2 Dragon Descendants
Power and Health: 8/10
Subtypes: Unique, Unspecified Race Subtype
Description:
-Vigilance
-At the beginning of the resolution phase of the turn, if Zhao, Challenger of Champions is in the Defense Zone, your opponent loses morale equal to the combined resource cost of all characters in their Support Zone.
-If Zhao, Challenger of Champions is in the Defense Zone, whenever your opponent plays an ability card they lose morale equal to double the resource cost of the ability.

Card which is the Last One Printed for its Faction (Logadd)
Final Curse (Rare Ability)
Cost: 5
Purity: 2 Verore
Subtypes: Unique
Description:
-Whenever any opponent-controlled creature would take damage this turn, they take double that damage instead.
-Whenever any opponents' fortress takes damage this turn, it takes double that damage instead.
-You lose game at the end of next turn.

Factionless Commander which requires one to build a deck around it (Hiding)
Leare, Master Infiltrator (Unspecified Rarity, Character)
Cost: 6
Morale: 12
Purity: Factionless
Power/Health: 2/20
Subtypes: Unique, Human
Description:
-At the beginning of every turn, you lose 3 morale.
-Pay 3, Exhaust: Target player gains control of a deployed character you control. That character cannot be moved from the Zone it's in and cannot activate any activated abilities it has.
-Pay 1, Exhaust: Search your deck or any graveyard for a card, remove it from the game, then shuffle 2 copies of it into each opponents' deck.
-Pay 6, Exhaust: Search your deck or any graveyard for a character card. Deploy it under your opponent's control in any Zone. That character cannot be moved from that Zone.

Character with Multiple Race Subtypes, with Abilities which alter/add Race Subtypes to other Characters (NatoPotato) (Sixth person with 2 winning entries in the CDC!)
Synchronization (Unspecified Rarity, Ability)
Cost: 6
Purity: Factionless
Subtypes: None
Description:
-Target a deployed card you control and a card on the Battlefield. Each card gains the sub-types of the other if it does not already have them.
-The Power and maximum Health of both cards are averaged.

Multi-faction Mission(Tyrantherus)
Ensuing Madness (Rare Mission)
Cost: 2
Purity: 2 Exile, 1 Verore
Subtypes: None
Description:
-Exile 0
-Whenever a character you control would die from a non-sacrifice source you control, this mission becomes 20% more complete.
-When this mission is complete, characters in each player's Assault Zone attack their own Defense Zone instead this turn.

Overcharge Cards with Rare or lower Rarity (Hiding) (Seventh person with 2 winning entries in the CDC!)
Suppressive Will (Rare Ability)
Cost: 5
Purity: 2 Dragon Descendants
Subtypes: None
Description:
-Preemptive
-You may remove any number of cards (X) in your hand from the game.  The first 1+X abilities your opponent plays fail to resolve this turn.

2-Cost Ability, Character Ability or Character (Grinnin_Gin) (Eight person with 2 winning entries in the CDC!)
Mad Chronicler (Unspecified Rarity, Character)
Cost: 2
Morale: Unspecified
Purity: 2 Exile
Power/Health: 3/3
Subtypes: Unspecified
Description:
-Pay 1, Exhaust: Discard 1 random card from your hand, then draw 1 card.
-Each time you discard a card, Mad Chronicler gains +2/+2.
-When Mad Chronicler dies, draw 1 card.

Verore Character which has no Removal Ability, and is a Suitable Commander (Tyrantherus) (Ninth person with 2 winning entries in the CDC!)
Kruuk, the Resilient Thrall (Unspecified Rarity, Character)
Cost: 3
Morale: 5
Purity: 2 Verore
Power/Health: 5/5
Subtypes: Unique, Unspecified Race Subtype
Description:
-At the beginning of each turn, your opponent may pay 2. If they do, sacrifice Krusk, the Resilient Thrall.
-The first time Krusk would be sacrificed each turn, he instead becomes exhausted and gains +3/+3.

Card which Slows Early Rushes, but does not Overshadow Pre-existing Cards (Stranger42) (First person with 3 winning entries in the CDC!)
Furball (Uncommon Character)
Cost: 1
Morale: 4
Purity: 1 Warpath
Power/Health: 0/2
Subtype: Beast
Description:
-Haste, Evolve
-The first time Furball would take combat damage, it is negated to 0.
-Pay 3: evolve Furball into an 8/10 Spineball character.

Spineball (Uncommon Character)
Cost: 4
Morale: 10
Purity: 1 Warpath
Power/Health: 8/10
Subtype: Beast
Description:
-When Spineball dies, each character in the opposing Assault Zone is dealt 1 damage.

9
If you didn't know, the cost efficiency of cards in terms of Power, Health and other abilities follow a more or less asymptote-like trend as cost increases, for instance Flame Dawn Footman being 5/4 for 1, compared to Knight of the Flame Dawn being 7/7 for 2 instead of around 10/8. I have a theory that the reason behind this is partly because if every card's cost efficiency is directly proportional to their costs, playing more expensive cards would net an advantage in the form of cards in hand.

Let's say Player A and B both have 5 cards in hand, all of which cost 5 and 1 respectively, and 5 Resources to spend. Assuming every card's efficiency is proportional to their costs, the cards played would be equal in value. However, A has the advantage since he/she has 4 cards left in hand, while B has none.


So, how do you quantify this advantage? If the opponent plays more cards than you, you have the advantage and vice versa. H=Opponent's Played Cards-Your Played Cards, where H is hand advantage.

Played cards can be defined as 'Resources Spent-Cost of Cards'. To simplify things, the costs of all cards in hand are identical. H=(R/B)-(R/A), where B is the opponent's cards' costs and A is yours, and R is the number of Resources spent on those cards by each player.

Simplifying, H=R(A-B)/AB. Notice that hand advantage is dependent on resources spent; thus, H/R=(A-B)/AB, where (A-B)/AB is the hand advantage cards costing A have over cards costing B per Resource spent on them.


However, the differences between large-cost cards in offering hand advantage are diminished. For instance, the difference between cards costing 9 and 10 in offering hand advantage only becomes apparent when 10 9-costs and 9 10-costs are played at once (90 Resources), making a measly difference of 1 card in hand. Thus, this is more applicable for small-costed cards.

10
Genesis Industries / Secluded Constructor's Ability
« on: July 26, 2015, 12:39:56 AM »
I don't know if this has already been pointed out. It's cost reads: Pay 1, sacrifice a deployed Artificial character, but it should also include the phrase 'you control' at the end.

11
Non-IW Discussion / Favourite Webcomics
« on: June 30, 2015, 02:25:35 AM »
What are some of your favourite webcomics? The ones I like best are those with a plot rather than one-time jokes:

3. One Last God - Kubera: a Korean fantasy/action webcomic about a happy-go-lucky girl with the name of a god, the titular Kubera, who becomes less happy-go-lucky after her village was destroyed by a sura (demon), and is following a mysterious woman who had saved her. Great character/plot development, playing out more like a novel than a webcomic. Its main theme is that there are no villains, only victims of circumstance.
(Website in link contains doubtful popups, and some wrongly scanned pages. Alternatives are the official translation which is lagging far behind, and the untranslated version which you'll have to download an overlay translator (tested safe), unless you know Korean, of course.)

2. Tower of God: another Korean fantasy/action webcomic, it is about several people who wish to scale the titular Tower, said to be able to grant any wish to anyone who can reach the 134th Floor, at the cost of going through deadly tests, mostly involving fighting monsters or others who want the same. The art and plot is great, although characters tend to have little development.

1. Gunnerkrigg Court: a sci-fi/fantasy webcomic about Antimony, a girl studying in the titular steampunk boarding school, and several strange occurrences she encounters. The art starts off weird (Annie's chin is rotated 90 degrees) but evolves to become many times better, especially when depicting surreal scenes. The plot, characters and worldbuilding is excellent, not to mention lots of humourous moments.

12
Suggestions / Calculator
« on: June 28, 2015, 12:58:05 AM »
We need an in-game calculator, for crunching those game-altering numbers. I've lost quite a few games due to (mental) miscalculation.

[joke]Especially for Hulking Sniper, who needs to find the best trajectory to fire his arrow at Flying enemies using trigonometric and velocity formulae.[/joke]

13
Deck Building / MUST ABUSE TINKER
« on: June 19, 2015, 10:29:12 AM »
This deck is a variant of Genocide, and involves abusing Tinker for buffing Aether Acolytes and Siphoners, as well as fuelling Struggle for Power.

Commanders:
Splitter Robot
Aether Acolyte
Aether Acolyte

Characters:
1 Martyr Golem
3 Verore Magic Siphoners
3 Kidnappers
2 Demons of Dark Bargain

Abilities:
2 Gather Thoughts
3 Tinkers
3 Controlled Temporal Anomalies
3 Researches
2 Lightning Blasts
2 Overcharged Bolts
3 Words of Command
3 Death Rays
2 Overcharged Storms
3 Mass Deaths

Artifacts:
3 Summoning Stones

Missions:
2 Struggles for Power

Sideboard:
3 Chain Lightnings
3 Grave Robs
3 Cleanse the Land
3 Overloads


Opinions, suggestions?

14
General Discussion / Favourite Inter–Faction Combos
« on: June 03, 2015, 03:49:03 AM »
What are your favourite combos between cards of different factions?

One of my favourites is Zom–B–Gone 4000 and Undead Corruption. ZBG allows you to kill up to 3 characters at the low cost of 2, and even killing a single character is more economical than using a Death Ray, but on the other hand it can only kill Undead, and the fact that the Sleepers benefit from dying (characters around target character are also likely to be Undead) makes it balanced. However, using it with Undead Corruption mitigates this downside by turning cards from non–Sleeper decks Undead, and allowing you to get a character from the opponent.

15
Firstly, characters not being able to move in the case of Winds of War and Mass Death means that you cannot swap characters within the Assault and Defense Zones, or even within their own Zones, which is problematic because it doesn’t allow strategic placement, an important part of Infinity Wars. Changing the mechanic and text to ‘Locked to the Battlefield’ would allow this, without undermining the penalty.

Secondly, exhausting a character can bypass being locked into a Zone, mostly implemented with War Machine. The penalties of WoW, MD, FD Aspirants spawned from Call the Crusade and characters locked to the Battlefield by Altar of Binding no longer matter. What I suggest is that when these locked characters are exhausted, they do not move away from their Zones, but cannot attack or block. This means that the FD Aspirants will not attack the enemy fortress or enemy defenders, and characters in the Defense Zone would let attackers bypass them.

That second part might be problematic though, as you could also use that to save your characters from an enemy. I guess a compromise is a compromise.

Also, don’t colour locked characters red, since exhausted characters are also red, and while that implies locked characters cannot be exhausted, I believe that is not intended.

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