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Message Publié : 26 Février 2014, 07:49 
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Inscription : 04 Février 2013, 18:06
Message(s) : 238
Pardonnez-moi d'utiliser l'anglais, mais les forums anglais m'a demandé de poster cette suggestion ici.

Il ya deux cartes que je voudrais voir changer:

Card #1: (Lv2)
Image
Modifications:
Change #1 - Printed Spirit and Printed Defense = 2 (instead of 1)
Change #2 - Becomes Warrior-Mage when transformed (instead of Warrior)
Change #3 - Printed Attack changes to 7/10 when he transforms (instead of just changing his Attack)
Change #4 - Additional Attack equals his new Printed Attack (instead of 5)
Change #5 - Order Bonus also increases Spirit and Defense by 1 per dead ally (instead of just Attack)
Change #6 - Additional Order Bonus. Odd Turns: A "" is created and played.

New Text:
Citer :
At the start of the turn if you have a dead hom'Chai or a dead Beast, "The Sachem" changes his appearance and becomes an Elfine-Beast Warrior-Mage with Printed Attack = 7/10 that deals an additional attack that equals his Printed Attack.
Odd Turns: A "Regeneration" is created and played.
Turns 3 and more: Spirit +1, Attack +1 and Defense +1 for each one of your dead characters.


Justification:
The Sachem requires alot of setup, is extremely frail and unreliable.
Also being Mage at start and Warrior later on makes it really hard to make a decent deck.
---

Card #2:
Modifications:
Change #1: Two additional effects after "Hom'Chai: Defense +3."
Elfine: Damage taken reduced by 2.
Beast: Chain.

New Text:
Citer :
Choose one of your other Warriors, he dies and your character has Attack +X where X equals the chosen character's Printed Min Attack.
Hom'Chai: Defense +3.
Elfine: Damage taken is reduced by 2.
Beast: Chain.


Justification:
This card was made for the gameplay initially created for The Sachem, and yet is best used by Hom'Chai.
It should have effects for Beasts and Elfine, in order to open some paths for decks with The Sachem that do not include Hom'Chai (Pilferess, etc).

_________________
Suggestions: Rank, Elite and Ranked Elite Stats | AoE vs Greater Stats | Fairplay Sollution | Overcards


Dernière édition par Nurvus le 27 Février 2014, 04:29, édité 1 fois.

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Message Publié : 26 Février 2014, 14:04 
Néophyte

Inscription : 05 Février 2013, 12:42
Message(s) : 3
Card to rework:
Modification suggestion:Permanent.Defense+2,your character copies the Races of the character in addition to his own.
Justification: look like ,and preparations can dress up the appearance of the mask.


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Message Publié : 27 Février 2014, 19:43 
Immortel
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Inscription : 04 Février 2013, 17:01
Message(s) : 6173
Localisation : da world
bump

Card to rework:
duration: 2 rounds. this card is attached to your opponent. attack -2. elfine: chain arrow. choose the character this card is attached to, he additionally has +2 to physical damage he suffers
justification: -4 to attack for 4 rounds is too much even for a rare card, but this is a common card, lol, also increase the damage

Card to rework:
Modification suggestion: add "removed from play after use" OR "unique" OR remove the "chain"
Justification: abusable card, physical attackers (and crows) have no chance against a deck which play this card every fight and can recycle it (you wouldn't dare is unique, brawl have a real drawback, against abara discard and with their high defenses is impossible to win), and have high defensive stats

Card to rework: or
Modification suggestion: mercy add "this card is removed from play after use" or celestial light "Choose a character, he gains 5 Health points. Temple Guardian or Nox Rune : all your celestial light from your Discard pile are placed in your Deck. Chain."
Justification: abusable card, infinite loops of heals with this 2 cards

Card to rework:
Modification suggestion: You deal a physical attack that equals your printed attack for each active sword attached to you, then they are discarded. each one of these attacks harms an opposing character at random and reduces his defense by 2 permanently
Justification: unbalanced card, 1 character is allowed to attack up to 4 times with high attack scores, bad card, fixed to be played by legendary iro, modified the text to only discard swords (of any guild)

Card to rework:
Modification suggestion: at the start of round 1, if the enemy is a mage or a priest -1 to spirit for each one of your noz allies, if your enemy is a warrior, defense -1 for each one of your stonelinker allies, if your enemy is marauder, attack -1 for each one of your sap allies
Justification: -2 spirit debuff is just too much for any non-mage character. noz mages have enough good spirit boosters

Card to rework: //////every card that boost aoe spells:
Modification suggestion: remove the "bonus damage for aoe spells"
Justification: abuse of aoe spammers

Card to rework:
Modification suggestion: Defense +3. Choose a character, he is untapped and his allies are tapped. chain item. Tracker: if a Spell or an Action is played after this card by the opposing character, heals 4 Health points and Attack +2.
Justification: too much for a single card

Card to rework:
Modification suggestion: Duration 2 turns. The Spirit Bonus of your opponent are canceled. Tracker: The Min Attack of both characters in battle are equal to their Spirit
Justification: abusive counter, works against everything, also trackers can raise 10 or more their own defense, making this card pointless

Card to rework: //
Modification suggestion: remove the effect of losing the caste
Justification: unfair effect, bored of not allowed of play nothing for 1 or 2 rounds against them, caste decks play caste strategy, and if they dont have caste their cards can be discarded too with protection of the king priest, serious?

Card to rework:
Modification suggestion: Duration 4 fights. +1 to Heal effects of another cards attached in your characters. Immortal: each time you are wounded, if you have 5 Health points or less, you win 1. Temple Guardian: -2 to damage suffered.
Justification: abusable heals, 1 copy played and you have 100% of healing effects of urakia and vizier, 2 played, double the effect of zehani, also gives a new healing effect, bad card, inmortal decks are builded only with heals (and abusive counters), so this card improves the whole deck in aoe effect

Card to rework:
Modification suggestion: add "when a character rise by the effect of this card, this card is removed from game"
Justification: abuse of resurrections and heals, playing 2 or more of this in 1 character isnt fair at all, last too long, can be spammed because of the necrosis effect, no drawbacks, if you kill the owner, they can play 1 or 2 of this again, and you are screwed

Card to rework:
Modification suggestion: 1 copy per character
Justification: ridiculous stat buff/debuff

Card to rework: sanctified hammer evo2
Modification suggestion: max hp healed = to your printed base min. attack
Justification: abuse of heals, this card was balanced in the old version: paladin's hammer, because of the limits of the priest (low attack score, activation at the next turn), impossible to beat without a battery of counters, almost a permanent double solaris

Card to rework:
Modification suggestion: add "cant chain if sol'ra eclipse is in play"
Justification: abuse of counters, easy requirements to use it, real counters are useful only in certain situations, against certain enemies, but this card works always (remembers me general fray)

Card to rework:
Modification suggestion: add "duration: 3 rounds" and remove "permanent" or "cant chain if another eclipse's curse is in play" and "maximum bonus attack 3"
Justification: abuse of counters, counter cards and buff the user of the card, and chain (remembers me general fray)

Card to rework:
Modification suggestion: Duration: 4 turns. Attack +2. Dual Wield. the next Lightning Spell played by your opponent is discarded. Pirate: Spirit +1 for each Lightning Spell in your Discard Pile (maximum +4). Chain.
Justification: abusive counter, no requirments for use it, up to 3 cards blocked with this, gives chain, is useful even against non-lightning deck, no drawbacks

Card to rework: (http://static.eredan.com/cards/web_mid/us/blNvKWi2.png)
Modification suggestion: Duration 3 turns. Spirit +3. Pirate: If there is another Lightning Spell in play, an opposing card in play is discarded. If there is more than 2 Lighting Spells in play, the next card played by the opposing character is ignored.
Justification: abusive counter

card to rework: (http://static.eredan.com/cards/web_big/us/5PNgsVYN.png)
modification suggestion: item armor. Duration 3 turns. Each time an opposing character deals you damage in battle a card attached to him is discarded.
justification: abusive counter

card to rework:
modification suggestion: item armor. your warriors have defense and spirit 2. This card is discarded if one of your warriors activate a Spell
justification: this card gives more bonuses than armors or shields, and could be stacked with them, making decks with retarded defense & spirit points

Card to rework:
Modification suggestion: Duration 4 turns. You change your appearance. Attack +2, Defense +2, and +1 to magic damage of Draconic, Fire and Lightening Spells (no aoe spells). Dragon Guemelite: As this card activates, the next Shadow or Nehantic Spell is discarded.
Justification: abusive counter, no requirments for use it, useful against non-shadow/nehantic spells decks

Card to rework:
Modification suggestion: Permanent. Dual Wield. Attack +2.
mage: As this card activates, the next Item played by the opposing character is ignored.
marauder: Chain Spell or action.
Justification: abusive counter

Card to rework: (http://static.eredan.com/cards/web_big/us/bEtYWIuM.png)
Modification suggestion: after having played the cards, the next Shadow Spell is discarded.
Justification: abusive counter

Card to rework:
Modification suggestion: The Attack bonuses of your next Item are doubled until the end of the round. Eclipse: At the end of the fight, Heals 4 to 6 Health points if your opponent has suffered more than 8 physical damage. Chain Item. OR add "unique"
Justification: this card is like having 3 extra and permanent time to die in your deck, and heal your own character at the same time

Card to rework:
Modification suggestion: add "this card is removed from the game"
Justification: when you buff the hand deny deck, i got sick of "playing games without actually playing any card" i think 3 rounds of no draws is enough, just make 1 more card like fatal countdown or fix this card, but not a card which doesnt allow you to do anything in the next round, not playing until round 6 or 7 isnt fun at all, or start to create more effects of moving extra cards to the hand

Card to rework:
Modification suggestion: add to the order bonus "the order bonus is only activable at rounds 1 & 5"
Justification: abuse of counters, this character can't be killed by mages if he plays skyward boots

Card to rework:
Modification suggestion: add to the order bonus "the order bonus is only activable at rounds 2 & 5", printed defense 2, printed spirit 2, printed attack = 8/11
Justification: abuse of counters, this character can abuse of her order bonus playing skyward boots, her stats are low, i think is because of her order bonus, so balancing the effect you have to improve the damage, also, she is amnezy, she deserves this bonus

Card to rework:
Modification suggestion: add to the order bonus "the order bonus is only activable at rounds 1 & 7"
Justification: similar to the spooker

Card to rework:
Modification suggestion: Action. Collector. Unique. Duration 2 turns. all magic damage done by spells are reduced to half (rounded up) until the end of the next round. You become a Nehantist instead of your other Guilds. When the holder hasn't this card attached to him anymore, the card is removed from the game. Warrior: Defense +3. Mage: Chain.
justification: the worst counter against mages ever made, please fix this card

Card to rework:
Modification suggestion: modify centorium action's free actions chain instead, make him chain for free runic actions. and the round 1 and 2 free chain for free runic cards chain OR modify every action which cant chain and add the effect "cannot be chainned" example: : the next opposing card is removed from the game. cannot be chainned.
Justification: unbalanced combos of cards that normally cant chain since the start of the game and with the centorium's chain. actions are the most diverse cards of the game, every deck have actions, legendary cards are actions in general, chainning 2 legendary cards is overpowered

Card to rework:
Modification suggestion: add "this card is attached to 1 of your unknow courtiers at the start of the game. Permanent", modify: everytime a note is activated, the enemy character suffer 2
Justification: improve the deck of musical notes, useless since released

card to rework:
Modification suggestion: new skill: reduce the damage reduction and healing effects of every enemy card or character to half. new order bonus: rounds 3 and more: heal your characters in 2 hp
justification: this character have no real impact in the only viable gameplay he has

Card to rework:
Modification suggestion: +1 base defense, +1 base spirit
Justification: please, card of act 9 with lower stats than the orignials of the same strategy from act 2

Card to rework:
Modification suggestion: At the start of the game, your Mercenaries gain Mage and Priest until the end of the game and have Attack -2 for each Class won that way. After having played your cards, a copy of a Spell or a Theurgy that can be played in the opposing Deck is played. Even turns: Chain.
Justification: supposed to be legendary, the gameplay is over when he is killed

Card to rework:
Modification suggestion: Duration 3 to 4 turns. your other "put-up job" in play are discarded. choose a character and attach this card to him, he is untapped. Your priests have Defense +3 and gain Chain if they play a Destiny Theurgy.
Justification: update the strategy with a non-abusive card, the only problem of this card is the lot of useful skills, the high defense stack and the chain deny was always useful, and n'taba recycle this card, so, if you had a chance to remove it, the enemy can play it again with ease

Card to rework:
Modification suggestion: Cannot be wounded by the effects of your cards.
After your cards have been played, select and play a Nehantic Spell from your Hand.
Turns 2, 4, and 6: one of the opposing characters who has the most Corruptions attached to him, suffers 4 magic damage points.
Justification: legendary character with a random skill, makes him worse

Card to rework: ///////////////////////////
Modification suggestion: printed base defense 3 minimum
Justification: they dont respect their warriors class stats (nomad, elfine and runic war guems works in a different way)

card to rework: /////
Modification suggestion: printed base spirit 2 minimum
Justification: to fit their mage/priest class stats

card to rework: //////
Modification suggestion: upgrade 1 or up to 2 points the attack damage
justification: to fit their marauder class stats

card to rework:
Modification suggestion: -2 to damage suffered. move 2 extra cards from your deck in the next round. chain
suggestion: counter against hand deny deck, make it a little bit useful

card to rework:
Modification suggestion: corruption. attaches to the opposing character. spirit -2. one desolation of heart is created and played.
justification: helps a lot to the corruption deck, almost everytime, you dont have both cards in your hand.

card to rework: warriors's chain
Modification suggestion: give to the warriors whom chain armor or shield, the chain for both
justification: since the distinction between shields and armors, some old (or even new) warriors cant fit in their own deck properly

card to rework:
Modification suggestion: at the activation of this card, the opponent draws 2 less cards in the next draw phase. attack +3 to +4, -1 for each card in the opposing player's hand (minimum attack +0).
add duration: 2 fights or chain action
justification: revive the old good hand deny strategy

card to rework:
Modification suggestion: deals X magic damage to the opposing character where X is equal to the current turn number +2. if the opposing character is alive at the end of the round, the round counter advances 2 rounds and this card is placed in your deck
justification: improve bad initial rounds, tempus deserves a buff more than anyone

card to rework:
Modification suggestion: attack +X where X equals the current turn number. if the opposing character is alive at the end of the round, the round counter advances 2 rounds and this card is placed in your deck
justification: improve bad initial rounds, tempus deserves a buff more than anyone

card to rework:
Modification suggestion: You become a Demon. Duration: 5 turns. At the start of your fights, Attack = X until the end of the turn where X equals the number of the current turn + you current attack. At the end your fights and if it is an odd turn, this card is discarded. tempus: this card is activated immediately
justification: this card gives nothing the turn you use it, at least for tempus is useless, with the new text this card cannot be affected by time to die or something else, tempus need another finisher or a way to recycle aging and celerity

card to rework:
Modification suggestion: your tempus gain chain if the play a time spell or a destiny theurgy. Your other Tempus characters gain Defense +1. Cannot play Divine Anger Theurgy. Turns 3, 7 and 10: Attack +1 and Defense +1.
justification: possible non pure mage tempus deck, this character chant chain tempus cards, making him, and the non pure tempus mages useless

card to rework: //
Modification suggestion: remove "crow: Your character deals magic Attacks instead of his physical Attacks" add "crow: at the activation of this card and at the start of the fight you can discard 1 card from your hand, if you do it, your character deals physical Attacks instead of his magic Attacks. otherwise, your character deals magic Attacks instead of his physical Attacks"
justification: sometimes the magic attacks of they are useless, they are better with the normal attack, and they can't equip their own weapons, forcing them to attack without weapons = to less damage

card to rework:
Modification suggestion: Attack +2. If you don't have a Weapon attached to you, you suffer 3 direct damage.
Choose an active Weapon playable by your character if there is one, if not, in a Discard pile. A copy of this Weapon is created and played.
Pirate: Chain.
justification: i know is a common card, but still, there is no reason for create a weapon, and the character cant use it :(

card to rework:
Attack +1 against Warriors and Spirit +1 against Mages.
Draw an additional card during your next draw phase if you play a Spell.
Your opponent has Defense -1 until the end of the game if you play a Marauder card.
Turns 1, 3 and 6: spirit & attack +1.
justification: marauder with no ofensive bonus :/

card to rework:
Modification suggestion: +1 to spells's buffs and magic damage non-aoe played by councilor ishaia, -3 to spells debuffs played by councilor ishaia. + 1 to effects of spells played by councilor ishaia (non-aoe)
justification: time to update her

card to rework:
Modification suggestion: -1 to physical damage points suffered by the character. permanent. if the owner of this card dies and this card is attached to him, this card is moved and attached to one of your living characters determined at random with 1 or more hp
justification: useless since the nerf

card to rework:
Modification suggestion: remove every other "port" attached to this character. at the start of the fight, the character suffers 1 direct damage point for each card attached to himself. if the character dies and this card is attached to him, this card is moved and attached to one of your living characters determined at random with 1 or more hp
justification: useless since the nerf

card to rework:
Modification suggestion: choose one of your characters, he obtains guilds, classes, races and castes from your character in battle isntead of his own until the end of the game. chain
justification: useless

_________________
My (outdated) decks

create a new post if you want to communicate with me, DONT SEND PMs!!!!

CURRENT STATUS: OFFLINE / NOT MODERATING


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Message Publié : 01 Mars 2014, 15:16 
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Inscription : 06 Février 2013, 04:18
Message(s) : 266
Localisation : Bangkok, Thailand
Card to rework:
Modification suggestion: Witchblade: He has an addition Defense -2 and suffers 4 physical damage points.
Justification: the old text is too weak, new cards such as are much stronger, so you need to make it much stronger.

Card to rework:
Modification suggestion: Permanent. Attack +2 and an addition attack +1 for each one of your in play.
Mage: Deals 5 magic damage points to your opponent. Marauder: Chain. (Not activate after the fight anymore.)
Justification: For a marauder deck, a weapon that activate after the fight is very bad. You need to remove that text.

Card to rework:
Modification suggestion: change "Defense +1" to "Defense +2. +1 to magic damage points dealt by your character."
Justification: A good card to combo with and . And even without blade of the witch to combo with, it will be a good chain card to chain with spells.


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Message Publié : 01 Avril 2014, 18:50 
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Inscription : 04 Février 2013, 18:09
Message(s) : 130
Nurvus a écrit :
Pardonnez-moi d'utiliser l'anglais, mais les forums anglais m'a demandé de poster cette suggestion ici.

Il ya deux cartes que je voudrais voir changer:

Card #1: (Lv2)
Image
Modifications:
Change #1 - Printed Spirit and Printed Defense = 2 (instead of 1)
Change #2 - Becomes Warrior-Mage when transformed (instead of Warrior)
Change #3 - Printed Attack changes to 7/10 when he transforms (instead of just changing his Attack)
Change #4 - Additional Attack equals his new Printed Attack (instead of 5)
Change #5 - Order Bonus also increases Spirit and Defense by 1 per dead ally (instead of just Attack)
Change #6 - Additional Order Bonus. Odd Turns: A "" is created and played.

New Text:
Citer :
At the start of the turn if you have a dead hom'Chai or a dead Beast, "The Sachem" changes his appearance and becomes an Elfine-Beast Warrior-Mage with Printed Attack = 7/10 that deals an additional attack that equals his Printed Attack.
Odd Turns: A "Regeneration" is created and played.
Turns 3 and more: Spirit +1, Attack +1 and Defense +1 for each one of your dead characters.


Justification:
The Sachem requires alot of setup, is extremely frail and unreliable.
Also being Mage at start and Warrior later on makes it really hard to make a decent deck.
---


This card is one of my favorite! Your recommendations are great and i hope this card will be reworked :)

_________________
http://consortium.forumsactifs.net/


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Message Publié : 02 Avril 2014, 00:28 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878
carte a modifier :
description : vos mercenaire on défense +1, vos alliés on attaque +1 si vous portez une , commence la partie avec une de votre deck.
1 point de vie suplémentaire.
raison : le up de l'épée est bon mais unique autant qu'elle soit automatiquement sur Aez pour avoir un prêtre avalonien suplémentaire.

_________________
Champion de l'empire
Général Mercenaire

Le Cap'tain
Record elo perma: 3087


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Message Publié : 02 Avril 2014, 00:33 
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Inscription : 10 Février 2013, 15:49
Message(s) : 252
Très bonne suggestion sur Aez je trouve :)


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Message Publié : 12 Avril 2014, 18:10 
Aventurier

Inscription : 30 Mars 2014, 15:53
Message(s) : 76
Modifier :

Motif : La carte est vraiment abusée. L'adverse peut arrivée a avoir attaque -8 sur le meme tour en plus d'avoir +4 aux dégats qu'il subit. les 4 Tours permettent aisaiment d'atteindre donc les -12 d'ATQ et les +6 de dégats. Avec les elfines qui attaquent généralement 2fois/tours c'est franchement abusé.

Proposition de modification : Soit:
-Réduire la durée à 2Tours
-Réduire le Malus à attaque -2 et à +1aux dégats subit pour le passif elfine


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Message Publié : 13 Avril 2014, 06:06 
Duelliste
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Inscription : 04 Février 2013, 19:35
Message(s) : 33
EDIT:

Carte actuelle à modifier:
Modification à apporter: Unique. En début de partie, s'il y a au moins trois races présentes parmi vos personnages, s'attache à l'un de vos combattant Coeur de Sève.
Justification: elle est lente à mettre en place.

_________________
L'Armée de Lumière


Dernière édition par Archilus le 28 Avril 2014, 14:53, édité 1 fois.

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Message Publié : 14 Avril 2014, 12:45 
Eminence
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Inscription : 25 Juillet 2013, 00:32
Message(s) : 1655
J'ai peut être déjà posté pour cette carte mais pas grave, elle le vaut bien :v

Nom de carte:

Proposition de modif: Votre adversaire peut défausser jusqu'à 3 cartes. S'il n'en défausse pas 2, choisissez une carte attachée à un personnage, elle est défaussée.

Motif: Effet trop brutal pour une commune. Sur un deck abara l'effet de la carte c'est juste "choisissez jusqu'à 2 cartes sur le terrain, elle sont défaussées". A côté la carte qui est une carte rare et mise à jour récemment fait bien rire.


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