Post by TopCat on Feb 12, 2008 17:22:43 GMT -5
I hope to highlight some of the logic defining the cards and categories of Culdcept Saga.
Hopefully it's a somewhat interesting read for some people. I think seeing how intricately things in the game are woven together and how well thought out the world is brings a greater appreciation to the game.
The general card supertypes are Storm and Magma. As we know from several items Storm is composed of blue (Water) and yellow (Wind). Magma is composed of red (Fire) and green (Earth). The four elements form the normal creature types present in the game but also including the neutral (Godless) creatures (this godless structure is reinforced in Saga by the moving of Cleric over to blue (renamed Saint)).
Blue and red form one side of the polar opposites. Red is offensive, generally involving a more brute force aggressiveness (higher ST, etc.). Likewise, blue is defensive and includes more of the ability heavy defensive creatures. Again, these are generalities.
Green and yellow form the other pair of polar opposites. They each have a more gimmicked approach to offense/defense. Green has many immediates and Support creatures while yellow has the majority of the First Attackers.
What we notice here is that red and yellow are the offensive cousins as blue and green are the analogous defensive cousins. We'll get back to this in a moment.
Each color has a Lord and a dragon (except neutral, which has no Lord). The Lords have stats that add up to 130. Red and Yellow, being offensive, have the higher stat value as ST, which ends up being ST 70 and HP 60. Vice versa for blue and green. Each Lord has a boost effect for their supertype, storm or magma, and boosts their category type by 10. For instance, the red lord boosts ST by 10 all magma type creatures. Also, each Lord has a different ability otherwise and is so "potent and tied to the attribute" that they require two lands of the element as well as a sacrifice. Lords can't be placed on lands of the same category type. Hell Pyron can't be placed on yellow lands, for example.
As for the dragons, each dragon has stats which add to 110. Again, red and yellow have higher ST and thus have ST 60 and HP 50, and vice versa for blue and green. The neutral dragon, Armored Dragon, is the exception and has both of his stats at 60. The Dragon Lord, being a Lord, is one of the single most potent creatures and stat wise excels over the other Lords and dragons with stats of 70 each. Each dragon has first attack, neutralizes their own color, and each pair have a shared ability. Red and blue have scroll attacks if they use no item. The green dragon, being defensive, has a 30 damage blast to offensive (red and yellow) creatures as a TA and vice versa for the yellow dragon. Dragons also can't be placed on polar opposite lands; Volcanic dragon can't be placed on blue lands.
The duals are all storm and magma with exception to two, Warlock and Gogma, who embody the polar pairs.
A card like Migoal criticals the defensive colors and neutralizes the offensive colors.
The defensive colors each have a creature who can change the color of their user's lands. They can't be placed on the offensive lands of their polar pair.
You'll notice in the land limits of most creatures that land limits are restricted to the opposite color of the polar pair or the opposite color in the category type. No red creature is forbidden from being played on green lands, for instance.
Hopefully it's a somewhat interesting read for some people. I think seeing how intricately things in the game are woven together and how well thought out the world is brings a greater appreciation to the game.
The general card supertypes are Storm and Magma. As we know from several items Storm is composed of blue (Water) and yellow (Wind). Magma is composed of red (Fire) and green (Earth). The four elements form the normal creature types present in the game but also including the neutral (Godless) creatures (this godless structure is reinforced in Saga by the moving of Cleric over to blue (renamed Saint)).
Blue and red form one side of the polar opposites. Red is offensive, generally involving a more brute force aggressiveness (higher ST, etc.). Likewise, blue is defensive and includes more of the ability heavy defensive creatures. Again, these are generalities.
Green and yellow form the other pair of polar opposites. They each have a more gimmicked approach to offense/defense. Green has many immediates and Support creatures while yellow has the majority of the First Attackers.
What we notice here is that red and yellow are the offensive cousins as blue and green are the analogous defensive cousins. We'll get back to this in a moment.
Each color has a Lord and a dragon (except neutral, which has no Lord). The Lords have stats that add up to 130. Red and Yellow, being offensive, have the higher stat value as ST, which ends up being ST 70 and HP 60. Vice versa for blue and green. Each Lord has a boost effect for their supertype, storm or magma, and boosts their category type by 10. For instance, the red lord boosts ST by 10 all magma type creatures. Also, each Lord has a different ability otherwise and is so "potent and tied to the attribute" that they require two lands of the element as well as a sacrifice. Lords can't be placed on lands of the same category type. Hell Pyron can't be placed on yellow lands, for example.
As for the dragons, each dragon has stats which add to 110. Again, red and yellow have higher ST and thus have ST 60 and HP 50, and vice versa for blue and green. The neutral dragon, Armored Dragon, is the exception and has both of his stats at 60. The Dragon Lord, being a Lord, is one of the single most potent creatures and stat wise excels over the other Lords and dragons with stats of 70 each. Each dragon has first attack, neutralizes their own color, and each pair have a shared ability. Red and blue have scroll attacks if they use no item. The green dragon, being defensive, has a 30 damage blast to offensive (red and yellow) creatures as a TA and vice versa for the yellow dragon. Dragons also can't be placed on polar opposite lands; Volcanic dragon can't be placed on blue lands.
The duals are all storm and magma with exception to two, Warlock and Gogma, who embody the polar pairs.
A card like Migoal criticals the defensive colors and neutralizes the offensive colors.
The defensive colors each have a creature who can change the color of their user's lands. They can't be placed on the offensive lands of their polar pair.
You'll notice in the land limits of most creatures that land limits are restricted to the opposite color of the polar pair or the opposite color in the category type. No red creature is forbidden from being played on green lands, for instance.