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Message Publié : 23 Juin 2014, 23:21 
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Inscription : 14 Février 2013, 01:27
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Localisation : SAN JUAN - ARGENTINA


Attack +4 for each object that takes your character (Attack +8 maximum).
If you have more than one race or more than one class, the opposing character loses its defense and chain bonus spell or action.

Rationale: It lacks utility because it makes you discard your valuables, so you will pass something more useful dara other alternate characters to their full potential.



At end of combat, that character suffers 3 magic, +3 damage if benefited from bonus order.
If the character you play this card did not receive his bonus Order this card count for 2 corruptions.

Rationale: The corrupt need help to make their effects as they have to equip many of them to serve their strategy, and removing cards equipped demaciado affect them. they are slower than the current strategy.



Mind 4
Life: 16
At the end of the fight, the opposing character suffers 3 magic, +1 or +2 damage "" discard your hand or adverse. Then go to the adverse discard deck.

Rationale: the priest circus deck this forgotten and is very entertaining, should be updated to be at least playable.



mind, attack and defense +1
Circus: Your characters gain 1 life point +1 for each card in your hand or deck adverse yours.

Rationale: the circus deck this forgotten and is very entertaining, should be updated to be at least playable.


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Message Publié : 30 Juin 2014, 10:12 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878
carte:
action, kotoba, (non-castée), durée 3 combats.
Votre personnage gagne toutes les castes kotoba, enchainement.
combattant: choisissez une carte castée, non-zone, de votre défausse elle est jouée a la suite de vos autres cartes.

raison: elle est useless, combattant: pour pas qu'il y est un abus tsoutai a jouer sur la défausse, carte axé chasseur de démon ^^

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Le Cap'tain
Record elo perma: 3087


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Message Publié : 01 Juillet 2014, 20:47 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878
carte:
modification : rajouter
guémélite : enchainement sort feu
chasseur de démon: pas de maximum ou 8 maximum + l'esprit de l'adversaire (est attaché a l'adversaire)

raison: juste uper le gameplay chasseur de démon feu. 8 étant très léger au vu des esprit que l'on trouve partout.


carte : et le
modification:
chasseur de démon: les effets ce cumulent.

raison: toujours la même optique

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Le Cap'tain
Record elo perma: 3087


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Message Publié : 04 Juillet 2014, 04:46 
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Spirit: 2 Attack: 7/8 Defense: 3 Life remaining: 14
Turns 2 ,3 and 5 : Attack + 3.
Reason: before a character was widely used, but currently it is not, it goes through its characteristics, adema spermitiria strategy with other persoanjes with same races.




The holder has – 3 to physical and magic damage dealt by him the moment the card is activated and until the end of the game.
Reason: corrupters magicians have no cards that give them protection against physical or magical attacks and no current cards are not very good. Most of today's attacks are capable of killing them in the first fight.




The holder has Attack - 1 ,Defense – 2 and Spirit – 2 when this card is activated and until the end of the game.
Reason: the spirit and the defense barely down the features to finish the fight. It's a useless card and does not cause magical damage.




Spirit: 1 Attack: 7/8 Defense: 2 Life remaining: 15
Turns 2 , 4 and 6: your opponent suffers 2 direct damage point.
Reason: is a character forgotten among all the demons and characters is the weakest. and its effect is worth keeping in play.




This card is attached to your opponent . Permanent. Reason: All the time I've played with this guild, I've never seen this card in action and that is due to its effect, if it were a corruption, would have more use and more sense.



the start of the game, this card is put into your hand (perhaps). Choose one of your characters in play and attached this card is immediately activated. The character dies and is replaced by “inferno”. “inferno” is a Demon Warrior and has Attack: 10/10 , Defense: 5, Spirit: 3 and Health points equal to the character are sacrificed. “inferno” can play cards from your guild and chaining.

Reason: this card is no longer used, the characteristics of the character are not as strong in comparitively to other characters that exceed the attack very easily. But most important is that you die in a turn and does not play cards. is a useless card. The effect of putting the card in hand at the beginning of the game, is that as the game progresses the life points of you characters are decreasing. and characteristics and their attacks are increasing. which causes the character makes no sense to bring it to the game




Your opponent has a basic attack, your character has its basic defense and both characters have their spirits basic.
Reason: card is really useless because you want to have your basic features? there are few guilds that affect these characteristics. this card helps your opponent. It has no strategy.




The opposing character suffers 1 direct damage for each card equipped, +1 for every demon alive in the game. Reason: This card affects you character, which no other guild does that and puts you in danger of being defeated by your own cards. direct damage does are not as large as those of other letters from other of guilds.




(the image is horrible, if they believe otherwise, please):
Spirit: 3 Attack: 8/10 Defense: 0 Life remaining: 18
Gain chain if you play a jewel or weapon. Attack +1 for each of your other demons alive until the end of the game. spirit + 1 for each of your other Nehant Guemelites alive until the end of the game. turns 4 and more: You gain +2 defense until the end of the game.
Reason: has little attack has little spirit and has no defense. It is a weak and unprotected character against stronger attacks. And This guild does not have many jewels.




Spirit: 3 Attack: 7/10 Defense: 3 Life remaining: 14
Attack +1 and Defense +1 against Mages and Marauders.
Reason: the other skills are good, but need a bit more stamina and increase attack. The character is killed too fast for his life and his attack does not rise as much as other characters of that class, and not playing cards demon.




Spirit: 3 Attack: 4/8 Defense: 3 Life remaining: 13
A 'The forbidden book "from your Deck is placed in your hand to start the game. At the end of each of “inferno”s fights, “Amidaraxar” heals Health points that equals the amount of damage dealt to “inferno”. Turns 1, 2 and 3: Your characters attack + 2 warriors have until the end of the game.
Reason: The skills of this character has no effect if the "inferno" character not in game. the character is weak as a magician in their characteristics. not provide a strategy. depends heavily on "inferno" and the card “The forbidden book”





if your character has more life points than your opponent, you gain attack + 3 and suffer 1 direct damage points, if not, your opponent suffers 3 direct damage points. A card equipped to an opposing character is discarded randomly. Chain.
Reason: Your character loses many points of life, and his attack does not increase much. chains only actions, this makes the strategy is lost. the opposing character kills you faster.
Its effect is not to have a vast estratejia, nesecita a new thing to play it that motivates this guild not pose many cards to discard.




Class: Warrior and Marauder.
The next Action, Spell or Theurgy played by your opponent is discarded. Chain.
Reason: cards that cancel other cards belonging to another guild, do not cause loss of life points to his characters. It gives a clear advantage to the opposing character. You lose many points of life. the card is useless because of its negative effect and is not used. could I use it more for the marauder class.




the start of the game, this card is put into your hand. If “Deathblade” is not alive, your character is immediately replaced by “Deathblade”. “Deathblade” is a Demon Warrior and has Attack:8/9 , Defense: 4 Spirit: 2 and Health points equal to the character are sacrificed. Gains additional Attack + 2 for each Demonic Servant in the game. “Deathblade” can play cards from your guild and chaining.


Reason: character can hardly play cards. It is very difficult to get the character with a high attack. This character needs "Demonic Cloud" to invoke. Would be appropriate to invoke the character with other cards "Demonic Servant" . the character is not useful and does not fit into any strategy. It is not strong.




This card becomes a Demonic Servant pet (a character can only wear one pet).
Attack + 2 , Defense + 1 and Spirit +1. at the time of activation of this card your opponent suffers 1 direct damage point. Permanent. Chain.
Reason: Give a very weak benefit.
It is an essential letter for certain strategies.
Actualemnte not used for its lack of power.
card can be a support to your character. there are very few "Demonic Servant" in the game.




Spirit: 2 Attack: 7/8 Defense: 3 Life remaining: 14
“Ripper” has Min/Max Attack +1/+1 and Defense + 1 until the end of the game each time a Demonic Servant comes in game.
Reason: This character needs more stamina., The entire strategy of Demonic Servant, focuses on this character . can not achieve very high attacks and defenses. All other skills are fine.




This card is equipped to your character. All your demons gain Attack + 2 and Defense + 2 until the game ends. Nehant Guemelite: Gains Spirit +1 until the game end. Permanent.
Reason: Many races, classes and castes have something to increase them all his characters. demons do not have any of that, this card stopped being useful long ago. Demons do not have many cards to increase their defense or attack quickly as other guilds. allow for equilibration, the characters demons that do not play objects.




Spirit: 2 Attack: 8/10 Defense: 3 Life remaining: 13
Dual wield. Attack + 2 against Mages and Marauders. Defense + 2 until the end of the game, if you play a One Handed Weapon. Turns 2 , 3 and 4 : one of your Demons has Attack +1 and Defense + 1 until the end of the game.
Reason: This character is very good, but it's useless to have little defense and hit points. He is killed in the first battle. Their skills are not exploited. It is weak to be Marauder.




Choose one of your demons and attach this card to him. If this character dies, an opposing character selected random suffers suffers 5 direct damage points. Duration: 3 Turns. Chain.
Reason: this card does not cause damage, or very little. ceased to be useful. Many characters heal life or cancel direct damage. its function is lost after 2 turns.




Attack +1 for each of your other living Demons and for every "Demonic Servant" active in the game. If at least one ”Demonic Servant” is active, choose one, it is discarded and opposing character suffers 3 Direct Damage. Chain.
Reason: This card can only depend on "Demonic Cloud" to be useful. "Demonic Cloud" is no longer being useful card. With current strategies does little damage and do not have sense to play it. If dealing with "Demonic servant" can give better results.




It is activated immediately.
Reason: This sword is not as powerful. Long time to be activated and becomes useless at the moment. Your bonus is not that high. its effect depends on other characters to be activated, and These characters are useless now.




Attack +4/ +5 until the end of the fight. This card is attached to your opponent . Permanent. (in any case = Duration: 2 fights). Your opponent can not heal your life points until the end of the game.


Reason: This is the only card in the game that if you fail to kill your opponent; your opponent gets life points. Your opponent gets about the same amount of life lost. You lose all the strategy in the game. Have a clear disadvantage. Demons have nothing to override cures. Rising attack is good but does not compare with other strategies of other guilds. They are very weak against priests.




It is activated immediately.
Reason: would be a better strategy. Demons-Warriors have no more armors than this . In turn that this card is activated, are unprotected. They need more defense. the armors of other guilds are activated immediately.




Permanent. Attack + 1 and Defense + 1 each time one of your characters suffers damage points.
Reason: Not bad card but the demons need more support. Demons-Warriors need more attack power and defense. have no items for attack or defense quickly. this card is not played for his lack of power.




Permanent. Nehant Guemelite : Chain
Reason: This letter is useless. I have not seen in game Race: Nehant Guemelite you can capitalize on strategies.




Chain Nehantist Card. (No limitantas for use)
Reason: This card can not play well in strategy. you need is about to die for chaining. when I edit , the card lost its power and today there are many cards that negate their damage as divine light, as immortal Castes, Avalonian and others. By playing this card can not get on the attack or defense increase. There cards That made an even stronger attack and not have limiters, as Lightning Spell – Flames of the Phoenix …




You Character has Attack + 2 and – 2 to physical and magic damage until the end of the turn. Demon: A Cursed item from de your Deck is played. Chain.

Reason: nobody is going to play a card that affects your character. Da little increase in attack. this modification gives a little resistance is necessary. By chaining allows more objects and speed up the game. Other cards from other guilds bring letters from his deck without damage. this card is not used.




Spirit: 1 Attack: 6/8 Defense: 3 Life remaining: 15
Class: Warrior - craftsman
Gain chain if you play a Magic Book. Attack + 1 and Defense + 1 until the end of the game each time “Nightmare” suffers damage points. Turns 2, 5 and 6: Attack + 1 for every Cursed item in game.
Reason: This character needs more support strategy. Makes no sense the character or abilities. The new class can have a new strategy. This character has a low attack and increase it's difficult.




Class: Marauder
Attact + 3 , The opposing character suffers 2 direct damage points. At the end of the fight, this card is placed in your Deck. Chain: Action.
Reason: This letter makes you lose life. Not utilisada in the game for that reason. class switching is beneficial for Class: Marauder demons, being that this class has almost no action cards.
There are letters from other guilds, whose actions are very advantageous and more with direct damage such as zil . recycling of the card, can follow a new strategy. the cards in this class are mostly bad.




Attack + X where X equals the opposing Character´s Spirit. The next opposing Spell or Theurgy is discarded. Chain.
Reason: Demons Marauder are at a disadvantage against spells and Theurgy. Those of this class has almost no cards for Chain. They are defenseless against the Wizards and Priests. They not have good cards for your class. your cards are useless compared to other guilds that have the same class. example:
Expiation : Uncommon - Shatter dreams: Rare.




Attack + 2 against Mages and Marauders. Turns 1, 2 ,3 and 5: Attack + 2/ + 1.
Reason: Their Characteristics and other basic skills are fine. But being a character this very expensive in the price, and not doing much. The number of cards to evolve the character is way too. His skills do not justify its price, is equal to any other marauder. the card is an unjustified, worth the same as a legendary card.


(pain and grief need individual evolution; Pain: character is good at all)




Spirit: 2 Attack: 8/10 Defense: 2 Life remaining: 15
Attack + 2 against Mages. If “Grief” dies before turn 4, your Demons have Attack + 3 until the end of the game. Turns 1, 2 and 3: “ Grief” suffers 2 direct damage points and has Attack + 3.
Reason: character with low health, it dies very quickly. Its evolution does not justify your skills and characteristics. require any further support. Allows new strategies and helps a lot to Demons Marauders.



This guild requires a lot of composure in their strategies:

Action cards: are very inconsistent and they will take away points of life or other important characteristics. sometimes put you at a disadvantage against you opponent, compared to other cards of other guilds are very bad, sometimes they have no strategy.

Magic cards: do not compare to the magic damage and current effects of spells of other guilds. decreases very little and hardly diminish the characteristics of the opposing character.

Cards items: Most of the objects of this guild take away points of life to your character. unless you have a specific character. They force you to play with the character to not die. this does not justify the loss of life points, and useless objects without this character

Also this guild can not play with other characters in other guilds, or mercenary, is unfair.

I make a call of attention to this.

not if the GL Nehantists hate guild.
But there are already many things and coincidences.

_________________
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Por mi se va a la ciudad doliente, por mi se ingresa al dolor eterno, por mi se pierde toda esperanza.


Dernière édition par LUZ NOCTURNA le 19 Juillet 2014, 15:40, édité 5 fois.

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Message Publié : 09 Juillet 2014, 03:43 
Golem
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Spirit + 3.
your character has - 2 in the physical and magic damage suffered. at the time of activation of this card, select a spell from your hand and this is played. Chain: Spell


Attack +5.
At the end of the fight choose opposing character, he suffers 2 direct damage points.


Attack + 2. Ambidextrous. (Dual wield).
A one-handed sword or dagger of your deck is played. At the end of your fights, your opponent suffers 1 direct damage points.



Attack + 1 and Defense + 1.
Your character has +1 in the damage it causes. Chain.



Defense + 2 and - 1 in the physical and magic damage suffered. Chain.



Reason:
These objects must be in the guild: Nehantists Because no other guild uses; except artisans and is very rare. They cause a great loss of life and the effects of the cards are bad. Modification of these cards would allow the guild had more variety of objects and strategies; that objects of this type are few. They are cards that nobody plays. Some of these cards are expensive in price.

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Por mi se va a la ciudad doliente, por mi se ingresa al dolor eterno, por mi se pierde toda esperanza.


Dernière édition par LUZ NOCTURNA le 19 Juillet 2014, 15:42, édité 2 fois.

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Message Publié : 16 Juillet 2014, 03:04 
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Inscription : 14 Février 2013, 01:27
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Localisation : SAN JUAN - ARGENTINA

Each character has Attack-X if not Ice Elf, Undead or Demon, where X equals 8 minus your defense (Minimum: -1 for your characters, -2 for adverses.). -1 Fire magic damage type suffered.
Stone linkers and Ice Elf: Potion or food chain.

Rationale: Currently achieving high defenses is much easier, this card is really useless now and should decrease fire damage spells its name slightly. Demons deverian not affected by the winter because they are not tired and peuden peuden survive in extreme conditions. There should be a food chain because it is usually when they seek help for heat gain in the winter.


Duration: 2 or 3 rounds.
Attack -3, -2 defense and gain 3 points of life at the end of each round. combatients and Beasts: Chain and -2 damage received.

Rationale: Currently this card is not very useful. It's a rare card that was good in his time card, but now resist and not to damage is usually counterproductive. Should be improved to make it an Option for slow strategies. this way would justify its name as the character hibernates while recovering from his wounds and it does not last very little.




Create a New Weapon:


Boomerang

Object a hand gun. Uncommon.
It transforms into another object. Permanent. At the beginning of each round opposing character has Spirit -1 and suffers 3 direct damage +1 if not prowler or fighter, and has half as likely to be discarded. +1 Damage incurred in round which is activated.
Berserker and elfin: Instead of being discarded by their effect will be returned to your hand. Chain.


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Message Publié : 21 Juillet 2014, 20:43 
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Just put the changes, I will not write the parties do not intend to change:





At end of combat, all your nomades win 1-2 hit points, +1 if another live solarian. Rounds pairs: The defense of the opposing character is divided by 2 (rounded down). Mind: 2 Health: 19

Justificacion: Esta carta necesita una actualizacion, es el principe de la nacion del desierto, y es rara, pero no sirve actualmente, con esta actualizacion puede tener alguna utilidad en algunos decks.


The opposing character has Spirit -1 if the debuff is not human will to the end of the game. Cause 3 magic damage to the opposing character +2 extra magic damage for every "Fresh Aksenoun" in your discard.

Justificacion: Esta carta es completamente inutil, de esta manera se le dara una ligera utilidad.


Your character has +1 damage for every "" or "" equipped on.
Sacrifice 2: Duration 2 fights, +1 dead ally.

Rationale: This Card is unhelpful about their rarity, so it will give you more profit.


Rounds 1, 4 and 6: Mind +1, +1 additional if there is a ally The Sap Heart
Life: 14

Rationale: This enhancement is to give a slight margin of experimentation with magicians The Sap Heart.


Pick a character, one of his letters is equipped decartada if that letter is not a telurgia or a spell your character has +1 defense until the end of the game.

Rationale: This Card is rarely used, so you will be given a lightweight utility in certain decks.


Guemeliano: +1 life point type difentes cured guemelianidades between the two characters in battle and no maximums.

Rationale: This Card is unhelpful about their rarity, so it will give you more profit.


Draw until you have 8 cards in hand, then choose 3 cards in your hand. The other cards back to your deck.
Guemeliano time or Compendium: Copies of your opponent has chosen cards present in her hand and discards are removed from the game.

Rationale: This Card is unhelpful about their rarity, so it will give you more profit.


Noz, pirate or stone linker: Your character gains Chain if you play a spell and -1 in damages when it knocked out. Kotoba, or Runic Mercenary: +2 defense. The Sap Heart or nomade: the start of the fight, if your character has played less than 2 cards he gains 2-5 points of life.
Permanent.

Rationale: This card needs improvement as it only covers a few guilds, and the improvements are rather small.


At the start of the fight, if your character does not play any cards, he earns between 1-3 points of life.
Permanent.

Rationale: This Card is completely useless, so you will be given a lightweight utility.


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Message Publié : 22 Juillet 2014, 02:13 
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Attaches to the opposing character. Permanent. Attack – 2 and Defense – 2. Whenever this character to benefit from their bonus order, one of this player´s characters has Attack – 1 , Defense – 1 and Spirit – 1 until the end of the game.
(A copy of this card is created and attached to an opposing character).

Reason: Its effect is very weak. the modification, would allow a new strategy. the card does not damage magically. No gives a type of defense or protection to your character. here are many opposing characters that have a very high attack. Very quickly kill your mages.




Permanent. As this card activates and at the start of each fight, your character in the battle gain their order bonus. Demon: Chain. Guemelite: Chain Nehantic Spell.

Reason: It is a letter that benefits your opponent. It is a card that has no strategy. The modification would allow a new strategy for different races. This card causes damage to your character.





Attack + 2 to Attack + 3, + 1 for each card in the opposing player´s Hand. The opposing player draws 2 cards less during the next draw phase. Chain.

Reason: The modification would allow this card to be played. The change in strategy makes this card is fair and balanced. is a forgotten card. does not give a high attack bonus. will not have to play spells. would create new strategy.






The opposing Characters have Defense – 1 and Spirit – 1. Permanent. “Nehantic Receptacle”: this card is played from your deck and equipped. Spirit + 1. At the end of the fight, heals 2 Health Points.

Reason: It is a letter used. has a weak effect. Need character "Nehantic Receptacle" to have their full effect. Its price is very expensive for what it is . Would allow speed up the game. Wizards of the guild has little resistance and are slow game. “Nehantic Receptacle”: has little resistance.




Spirit: 4 Attack: 1/1 Defense: 3 Life remaining: 14
Cannot be wounded by the effects of your cards. After your cards have been played, choose a Nehantic spell from your hand and this is played. Turns 2, 4 and 6: One of the opposing characters who has the most corruptions attached to him, suffers 6 magic damage points.


Reason: Its characteristics are very weak compared to other legendary characters from other guilds. Other characters in other guilds mages are stronger. the skill is alatoria, this makes the strategy is lost and you lose . Play cards you do not want. The power of this character depends on your spells, not your its characteristics. Your ability to order makes little magic damage; currently does not harm anyone with this skill.





Class: Mage – Priest. Types: Nehantic Spell and Theurgy Destiny. Choose a character and attach this card to him. Attack + 2. Permanent . If he is one of your Warriors , Marauders or Priests, he gains these three classes. Guemelite and Priest: Chain.

Reason: modification allows a new strategy. Help the priests and other characters . It's a useless card. It is not used.






Defense + 2. Duration: 2 fights. As this card activates, choose a corruption from your Discard Pile, this card is played.
Guemelite: Chain.

Reason: modification allows a new strategy. Would allow a change in strategy to Guemelite characters. Would take advantage of some spells. would make plays with spells. It's a little used for lack of deck strategies.





Attaches to the opposing character. Permanent. Attack – 2 and Defense - 2. At the end of the fight, he suffers 5 magic damage points, + 2 if this character has his Order bonus.

Reason: diminishing slightly the characteristics of the opposing character. The magic damage are very few compared to other spells to other guilds. The spells of this guild made weak magic damage. There are many cards that nullify spells and discard cards. Many characters have very high sprit. The game is slow with these mages.






… At the start of the turn, this character suffers X + 2 magic damage points where X equals the number of characters who have at least one corruption attached to them., …. (the other effects of the card are good).

Reason: The spells of this guild made weak magic damage. The game is slow with these mages. It is a card that does not do much damage. Need more strength. It is weak against mages.





Race: Undead Defense + 2. Permanent. At the beginning of your fights if the opposing character has more defense than you, has the defense - 2. 1 Undead action from your deck become Necrosis.

Reason: It's a useless card. Would allow a change in strategy. your characters have more protection against strong attacks. It is not used. This breed does not have many objects. speeds up the game a bit.





Spirit: 1 Attack: 7/7 Defense: 3 Life remaining: 14
Turns 1 , 2 and 3 : Gains Attack + 1 and Defense + 1 to the end of the game.

Reason: its features are weak. His abilities are weak. is not a character used. More what rare card seems a common card. This breed needs more support.





Choose one of your characters this dead, if your life points are negative, they are equal to 0. If this card is a Necrosis, Choose a Necrosis in play and this is played.

Reason: The modification will allow a new strategy. This card does not make any sense. Would allow speed up the game. This card balances this race.





As this card activates and at the start of the turn, all the characters not Demons, have + 1 to damage suffered. Warrior and Marauder: Chain Item. (the other effects of the card are good).

Rason: It is a card that affects you too you. You are vulnerable to stronger attacks. increased defense and spirit not serve as protection. lose strategies for the limitation of classes.





An “Desolation of the Heart” is created and played. (the other effects of the card are good).

Reason: these card is not used. Its effect is bad. The modification would allow new strategies and speeds up the game. Would help the mages. “Desolation of the Heart” not be the only card for the strategy.





it is an Cursed Item. Chain. Class: Mage and Priest: the damage caused by this card is canceled. (the other effects of the card are good).

Reason: This card would be useful for mages and priests. Would allow a new type of game and strategy. there are few cards that share this guild and class. your character loses much life. This card must be a cursed item.

_________________
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Por mi se va a la ciudad doliente, por mi se ingresa al dolor eterno, por mi se pierde toda esperanza.


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Message Publié : 25 Juillet 2014, 22:27 
Eminence
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Ey, la plupart des dagues prennent la poussière, et on le sent bien dans certains decks comme en standard (zil marau D:) faut upper tout ca :v


Modification:
Attaque +2. Ambidextrie. Permanent.
Maraudeur: Attaque +1 supplémentaire.
Combattant: Défense +1.
A l'activation et au début de vos combats, attaque +1 supplémentaire si un personnage adverse est incliné ou mort.

Motif: Beaucoup trop faible actuellement, je trouve ça bien dommage D:.


Permanent. Attaque +2.
Maraudeur: Attaque +1 supplémentaire.
Attaque +1 supplémentaire si votre personnage porte une dague ou joue une dague après cette carte.
Enchaînement dague.

Motif: Comme la dague du dessus en fait.


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Message Publié : 21 Août 2014, 10:11 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878
carte:
modification: revoir la durée a la baisse, 5 a 6 tours ou bien 2 combats.
justification: en tant qu'utilisateur je trouve qu'elle ralenti énormément le jeu, en tant qu'adversaire elle pourri le jeu en ayant plus qu'a attendre qu'elle parte d'elle même (7/8 tours generalement)

carte:
modification: revoir la durée a la baisse, du moins pour les immos 2 combats vu qu'ils on un effet de groupe.

_________________
Champion de l'empire
Général Mercenaire

Le Cap'tain
Record elo perma: 3087


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