add:That wouldn't fit with :time at all.
6. Hatch into a superior mutant
I'm not adding mutations to the poll, but I don't know how to add more than the defualt amount of options. Brought to you by the B&N Nook(http://imageplay.net/img/m7Gbd77725/options.jpg) (http://imageplay.net/)
"Fate Egg to be removed from Hatch list"I think the Hatch List is just the list of creature cards and is automatic. That's why you see it hatch into cards that have just came out in the trainer. I assume it would require a lot more coding to take out Fate Egg from the list. But it is a good idea if it could be implemented fairly easily. That PLUS one or two of the other buffs in the poll.
I would most deffinately like to see Fate Egg REMOVED from the hatch list, technically it isn't a creature as it doesn't move/attack (although I'm sure people will disagree), I mean, you don't see ASH hatching out do you?!!! <--- please add this to poll (as well as revote option) "Fate Egg to be removed from Hatch list"I don't mind gettina a fate egg, that's part of the flavor of this card, however it needs to be cheaper and/or more survivable to really be effective.
Basically, when new creatures are added the relative power of Fate egg changes, and I think this latest patch nerfed fate egg pretty thoroughly.Exactly, i think the 2 cost would completely make up for it though.
I agree a bunch of 0 attack critters does a big nerf to the fate egg. Also the more new critters, the less nymphs and ruby dragons you will get.Basically, when new creatures are added the relative power of Fate egg changes, and I think this latest patch nerfed fate egg pretty thoroughly.Exactly, i think the 2 cost would completely make up for it though.
How about if a creature is hatched from the fate egg's ability, it gains the "Hatched" Status.That would be really complicated, and zanz would probably make the game more simple than that
Creatures targeted with reverse time when they have the Hatched status will turn back into a fate egg.
Assuming they didn't already use an ability, this means that it can rehatch again on the same turn (No summoning sickness.)
So with an eternity, you can keep reversing and rehatching the fate egg each turn until you get a creature that you like.
It's not actually that complicated. When you mutate creatures, they gain the mutant status. If you TU or hatch a mutant, it generates another mutant that is slightly stronger, instead of a normal monster.How about if a creature is hatched from the fate egg's ability, it gains the "Hatched" Status.That would be really complicated, and zanz would probably make the game more simple than that
Creatures targeted with reverse time when they have the Hatched status will turn back into a fate egg.
Assuming they didn't already use an ability, this means that it can rehatch again on the same turn (No summoning sickness.)
So with an eternity, you can keep reversing and rehatching the fate egg each turn until you get a creature that you like.
Well are you sure such a long description could fit on the card?It's not actually that complicated. When you mutate creatures, they gain the mutant status. If you TU or hatch a mutant, it generates another mutant that is slightly stronger, instead of a normal monster.How about if a creature is hatched from the fate egg's ability, it gains the "Hatched" Status.That would be really complicated, and zanz would probably make the game more simple than that
Creatures targeted with reverse time when they have the Hatched status will turn back into a fate egg.
Assuming they didn't already use an ability, this means that it can rehatch again on the same turn (No summoning sickness.)
So with an eternity, you can keep reversing and rehatching the fate egg each turn until you get a creature that you like.
This is just a similar suggestion with the egg.
It would just be similar to reverse timing a mummy, so if you reverse a hatched creature, it turns into a fate egg.
How about:Then you have to waste a spell as well :(
When targeted with a spell, becomes a random creature of that element?
no, because then you can make a FE and Pand deck!How about:Then you have to waste a spell as well :(
When targeted with a spell, becomes a random creature of that element?
Even without the Fate Egg would I not trade a spell for a random creature of the same element.
How about:This would also mean that your opponent couldn't cc your fate eggs with spells.
When targeted with a spell, becomes a random creature of that element?
the problem is that it's only 0|1, a single hit of any kind will kill it, and lobotomize will render it unable to hatch. I vote for it to be IMMORTAL. ok?Immortality would be passed to the creature?
What if you made it burrowed instead and it worked like graboids do?the problem is that it's only 0|1, a single hit of any kind will kill it, and lobotomize will render it unable to hatch. I vote for it to be IMMORTAL. ok?Immortality would be passed to the creature?
How about this?I don't see a reason for that large of a change. 4 health and 2 :time to summon would be a good starting point. If an additional buff is needed 'hatch' could be made innate and the egg would hatch automatically after 1 turn.
So keep everything the same. Then, if hatched creature has no skill or an attack power of less than X (maybe 5 or something?) then a random skill is added to the creature. The skill costs :time :time
I don't see a reason for that large of a change. 4 health and 2 :time to summon would be a good starting point. If an additional buff is needed 'hatch' could be made innate and the egg would hatch automatically after 1 turn.i like that idea :P
We could assign probabilities to cards that fate egg could hatch into.That would turn fate egg into a sort of entropy creature, and I don't like the idea of the 300|300 creature, even for a 1%
a simple example:
40% Mid range beatstick (stone golem, graviton merc, etc)
25% weak beatstick (ash eater, dragonfly, etc)
20% Dragon or strong beatstick
5% non-Time creature with activated ability
5% Time creature with activated ability
1% animated weapon
1% Chimera
1% fate egg (lol)
1% upgraded fate egg(for unupped version), or instant win 300/300 creature or something (for upgraded version)
1% as above, but opponent gains control
As stated before, this is best remediated by adding in a card that spawns Fate Eggs. Time Hatch Rushes FTW!^This.
Maybe see this (http://elementscommunity.org/forum/index.php/topic,7667.36.html) :P
Fate chicken would be a great buff for the Fate egg
300/300 creature...That'd make me famous. The only person to create a deck that will potentialy OTK gods on turn 2 in the future. ;D
watch out, everyone in PvP2, "Can Haz Moar Eggs" will be the next best deck ever!!!
I would be fine with Fate Egg if the average value of the creatures created were slightly greater than 4 :time|5.5 :time respectively.You aren't accounting for the 1 turn delay incurred when you use fate eggs to get creatures, and for the upped version you aren't taking into account that you're using up an upgraded card to get an upgraded card, so there shouldn't be a 1.5x multiplier there.
Average value for a card unupped is equal to its cost [4.95->~5 :time]
Average value for a card upgraded is equal to its cost +1.5(1-2) [5.27->~7 :time]
I think Fate Egg is fine since its spawn is worth 5 :time|7 :time but is uncontrolled which decreases the value of fate egg back down to 3 :time|5 :time
However the theory I use to derive the above opinion (located in my sig) would not care if Fate Egg's hp were changed as long as it remained between 1 and 5 inclusive.
On average Fate Egg is useful. No significant buff needed.
The one turn delay is why it should on average produce a creature more valuable than the 4|4+1.5 quanta mark which is the cost of Fate Egg.I would be fine with Fate Egg if the average value of the creatures created were slightly greater than 4 :time|5.5 :time respectively.You aren't accounting for the 1 turn delay incurred when you use fate eggs to get creatures, and for the upped version you aren't taking into account that you're using up an upgraded card to get an upgraded card, so there shouldn't be a 1.5x multiplier there.
Average value for a card unupped is equal to its cost [4.95->~5 :time]
Average value for a card upgraded is equal to its cost +1.5(1-2) [5.27->~7 :time]
I think Fate Egg is fine since its spawn is worth 5 :time|7 :time but is uncontrolled which decreases the value of fate egg back down to 3 :time|5 :time
However the theory I use to derive the above opinion (located in my sig) would not care if Fate Egg's hp were changed as long as it remained between 1 and 5 inclusive.
On average Fate Egg is useful. No significant buff needed.
The one turn delay is why it should on average produce a creature more valuable than the 4|4+1.5 quanta mark which is the cost of Fate Egg.A single quanta is nowhere near worth a full turn delay. With grabiod a full turn delay is valued at 4 quanta, and the graboid itself is a worthwhile creature (2/3 untargetable for 3 -> much better damage/cost ratio than immortal, and it absolutely CANNOT be cc'd before it evolves).
In this case you Data suggests that the average creature summoned is valued at the 4.95|5.27+1.5 quanta mark which is greater than the quanta cost of Fate Egg by about 1quanta.
Now the question is how much of a cost reduction from the average value does 1 turn delay and the randomness deserve? (I think they net a -1 quanta decrease but you may disagree. If you disagree then the above valuations would still be useful to your argument. The polls above seem to value the debuff at -2 quanta.)
As for the competitive deck argument and the example of Fallen Elf:1) NO. Firstly, it is my understanding that in the competition the mutation spell was used, not Elf/Druid. The reason the spell was used is that it could be played as soon as the egg was, bypassing the 1 turn delay. Second, mutation and hatch are NOT equivalent. When not upgraded a mutation fairly reliably gives a 5/5 abomination, when upgraded (or on the odd chance unupped makes a mutant), it is the equivalent to hatch+chaos power and then randomizing the ability (including such possibilities as steal, destroy and deja vu). Yet fallen druid is not breaking the game right now.
1) Fallen Elf is Fate Egg on a stick. Sticks are used more than 1time effects and are less prone to initial bad luck.
2) The current metagame influences which decks are competitive. The metagame is largely comprised of non balance preferences like fast games, ease of use and predictability.
this card could be good in combination with mitosis however...I went over this a post or two before yours, I really think mitosis with fate egg is worse than mitosis with pretty much anything else.
i meant good in a fun sense...this card could be good in combination with mitosis however...I went over this a post or two before yours, I really think mitosis with fate egg is worse than mitosis with pretty much anything else.
Try it in the trainer. If you can get a workable deck with this let me know. I can't.
please, add an option 'no buff needed'"Fine as is"
It could enter as immaterial, but then again, that kind of is the same as BurrowedExactly the same, and less fitting (eggs are often buried).
what if it hatched mutants?I like. I shall add to the poll.
what if it hatched mutants?Meh, then it'd overshadow mutation and would probably require a duo ability cost and a cost increase.
Actually, I'm pretty sure that dragons and nymphs have the highest chance of hatching, so no buff.Even with that, its average damage per hatch is around 4.
(http://i48.servimg.com/u/f48/10/08/58/46/fate_e10.png) (http://elementscommunity.org/forum/index.php/topic,30235.0.html) | (http://i48.servimg.com/u/f48/10/08/58/46/fate_s10.png) (http://elementscommunity.org/forum/index.php/topic,30235.0.html) | (http://i.picasion.com/pic43/bc4a9346df1e69f8f4aefa6f690e20c6.gif) (http://elementscommunity.org/forum/index.php/topic,30235.0.html) |
Why does mutation gives fun deck and efficient deck whereas Fate egg give crap?Half the time it produces an Abomination, which isn't a very strong creature: 5 attack and no ability.
First, the creatures and ability produced by mutation are better.
Second, mutation is an entropy card and entropy also as access to SN and Nova.A Fate Egg deck can easily be used with SN and Nova, even if they are in a different Element. There's no rule in Elements that says mono decks must always be used.
Third, mutation exist as an ability and as a spell. All this allows you to make decks centred on mutation and/or to integrate some mutation on a classical entropy deck.Fate Eggs can be the center of a deck just as easily as Mutation. Spells aren't any easier to add into a deck just because they are spells. Mutation is actually harder to add into a deck, because you need fodder for it. Fate Egg can stand alone.
Fourth in combo with Maxwell it is an efficient CC.It's not efficient at all: you're using two cards just to handle one enemy creature. Using Mutation on your opponent's creature is almost always a bad idea if your only CC is Maxwell's Demon. Mutation just isn't as good of a CC cards as other options.
The problem of fate egg is that it is (a) slower, (b) give less good abilities than mutation (c) is not combinable to give CC and (d) requires random quanta.a) Fate Egg is only 1 card. Mutation is 2: the actual spell, and fodder. Fate Egg has a one turn delay, but it doesn't require a two-card combo to pull off.
It's true that the Fate Egg is a card of below-average strength, but I don't think it should be buffed.
Does anyone really want Elements to involve even more RNG? A buff to Fate Egg encourages it to be used more, and that just means the RNG plays a bigger role. I want Fate Egg to stay as a fun card instead of a serious, competitive card.
Actually, I'm pretty sure that dragons and nymphs have the highest chance of hatching, so no buff.Untrue. All creatures on the hatch list have an even chance of hatching. I've tested it.
Fate Egg is just as powerful as Mutation is, which makes sense because they both rely on roughly the same amount of luck.NO.
It's true that the Fate Egg is a card of below-average strength, but I don't think it should be buffed.So . . . your argument is that anything that involves the RNG should be severely UP by default? ???
Does anyone really want Elements to involve even more RNG? A buff to Fate Egg encourages it to be used more, and that just means the RNG plays a bigger role. I want Fate Egg to stay as a fun card instead of a serious, competitive card.
Recent thoughts are saying this: Drop casting cost to 1 :time and skill cost should be changed to 1 :entropy.But why would the skill 'hatch' cost :entropy? An egg requires time to hatch, therefore thematically :time is a better choice.
Fourth in combo with Maxwell it is an efficient CC.
It's not efficient at all: you're using two cards just to handle one enemy creature. Using Mutation on your opponent's creature is almost always a bad idea if your only CC is Maxwell's Demon. Mutation just isn't as good of a CC cards as other options.FYI, This deck is an excellent deck. It uses Maxwell as a main CC. The druid is here to convert any creature non-killable by Maxwell into one.
500 500 6ts 6ts 6ts 6ts 6tt 6tt 6tt 6tt 6u6 6u6 6u6 6u6 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7ai 7ai 7ak 7al 7an 7an 7an 7an 7an
This is just the illustration of a twisted use of mutation. The more of these side use a card has the more versatile it is and the better it is. Fate egg does not have that.First, the creatures and ability produced by mutation are better.
Half the time it produces an Abomination, which isn't a very strong creature: 5 attack and no ability.First, you forgot improve mutation which gives 100% mutant and then, you also forgot that mutation can give creatures with steal, with high HP and devour or with high atk and guard etc ... These impossile creature might save you the game. The greatest effect of mutation is simply unachievable with eggs. That is why in my idea above, I tried to put some mutation possibilities (in small proportion and in a more controlled way because it is a card time) .
40% of the time it produces a mutant, which has, on average, only slightly better stats than the average creature. Its ability is often a lot worse than some of the creatures a Mutation can produce. 10% of the time it kills the creature, which just wastes the mutation, fodder, and quanta.
A Fate Egg deck can easily be used with SN and Nova, even if they are in a different Element. There's no rule in Elements that says mono decks must always be used.This is true but you know well that most of the SN deck have either a entropy mark or entropy pendulum. Moreover, using an entropy strategy into a rainbow makes sense thematically but tthis doesn't apply to time. What I wanted to say here is that Fate Egg is bad in general but it's even worse in a mono deck.
Fate Eggs can be the center of a deck just as easily as Mutation. Spells aren't any easier to add into a deck just because they are spells. Mutation is actually harder to add into a deck, because you need fodder for it. Fate Egg can stand alone.I am very interested. Please show me an example where the use of the fate egg worth it.
NO.There are some decks that use Fallen Elf, but I haven't seen a good deck that uses the individual card Mutation, which is more RNG-dependant than Fallen Elf because Mutation can only be used once.
-There are NO competitive PvP decks out there that use fate egg
-There are NO effective grinding decks that use fate egg
-There are NO effective anti-FG decks that use fate egg
-There are all of these things using mutation/fallen elf
So . . . your argument is that anything that involves the RNG should be severely UP by default? ???Only if it completely depends on the RNG. There shouldn't be incentive to make the RNG a huge factor in Elements. Fate Egg should stay as a non-serious card.
FYI, This deck is an excellent deck. It uses Maxwell as a main CC. The druid is here to convert any creature non-killable by Maxwell into one.That deck uses Fallen Druid. Did you ever mention Fallen Druid in your original post in this thread? No.Code: [Select]500 500 6ts 6ts 6ts 6ts 6tt 6tt 6tt 6tt 6u6 6u6 6u6 6u6 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7ai 7ai 7ak 7al 7an 7an 7an 7an 7an
This is just the illustration of a twisted use of mutation. The more of these side use a card has the more versatile it is and the better it is. Fate egg does not have that.
First, you forgot improve mutation which gives 100% mutant and then, you also forgot that mutation can give creatures with steal, with high HP and devour or with high atk and guard etc ... These impossile creature might save you the game. The greatest effect of mutation is simply unachievable with eggs. That is why in my idea above, I tried to put some mutation possibilities (in small proportion and in a more controlled way because it is a card time) .Sure, and it can also produce a 1-attack creature with Burrow.
This is true but you know well that most of the SN deck have either a entropy mark or entropy pendulum. Moreover, using an entropy strategy into a rainbow makes sense thematically but tthis doesn't apply to time. What I wanted to say here is that Fate Egg is bad in general but it's even worse in a mono deck.Being worse in a mono deck is irrelevant to card balance with the current deckbuilding ruleset.
I never said Fate Egg could be worth adding into a deck that wants to be used in a competitive environment without relying on RNG. I said that it can be the center of a deck just as easily as Mutation, which I don't think a deck can be based around.Fate Eggs can be the center of a deck just as easily as Mutation. Spells aren't any easier to add into a deck just because they are spells. Mutation is actually harder to add into a deck, because you need fodder for it. Fate Egg can stand alone.I am very interested. Please show me an example where the use of the fate egg worth it.
I was arguing that the actual card Mutation is just as weak as Fate Egg.I disagree strongly:
There are some decks that use Fallen Elf, but I haven't seen a good deck that uses the individual card Mutation, which is more RNG-dependant than Fallen Elf because Mutation can only be used once.Here again you never tried it. If you had you would know that improved mutation is also a fun card: example of nice fun deck - Twin Mutant (http://elementscommunity.org/forum/index.php/topic,14013.0.html).
This is true but you know well that most of the SN deck have either a entropy mark or entropy pendulum. Moreover, using an entropy strategy into a rainbow makes sense thematically but tthis doesn't apply to time. What I wanted to say here is that Fate Egg is bad in general but it's even worse in a mono deck.
Being worse in a mono deck is irrelevant to card balance with the current deckbuilding ruleset.Twin mutant above is a duo as well as the Adrenatropy :life/ :entropy deck. I have never seen something similar half as good with fate egg.
Fate Egg can also fit into a SN rainbow easily.
To summarize:I think I have shown that Fate Egg is way weaker than Mutation|Improved Mutation|Fallen Elf|Fallen Druid. I don't think that the solution is to make it stronger. A change in the stats would not make the card more playable. The problem lies in the whole mechanic IMO.
Fate Egg and Mutation are both supposed to be weaker than the average cards because they rely heavily on the RNG. Making them stronger would caused the RNG to have a bigger role in Elements. Fallen Elf can be a useful card, but that is because it does not rely on RNG as much as Mutation, since Fallen Elf can mutate many creatures for a lower cost; it creates a larger sample. With a larger sample, the RNG has a smaller effect. If there was something that could spawn Fate Eggs, but for a high price, then it could be a usable card without increasing the RNG's importance more than necessary.
If the Fate Egg is so involved with Fate how about this. When the Fate Egg is played from the hand the skill turns intoIt's a good idea, and the coding infrastructure is already there as well. Although then it's hardly fate ...
:time : "Creature Name"
The RNG selects the creature that it will turn into and includes the name as the skill, thus being "Creature Name". This allows for more synergy with Eternity and Reverse Time. Don't like what you're going to get? Just return it and play it again!!
I think though that in this case play cost should be reduced to 2 :time.
I disagree strongly:The average mutant is stronger than the average hatched creature. But that's fair, because Fate Egg uses up only 1 card slot, while mutation requires fodder. The one-turn delay, extra quanta cost, and average weaker creature is a fair price to pay for the doubled card slot efficiency.
- Mutation|Improved Mutation cost 2 :entropy|3 :entropy, 2 cards on 1 turn - the fodder is not in a weakness state before it becomes the new creature or delay the mutation and overcome the summoning sickness.
Fate Egg|Improved Fate Egg cost 4 :time|4 :time, 1 card on 2 turns - the egg goes always through a weakness (1|1) state.- Mutation|Improved Mutation can be combined with Fallen Elf|Druid for repeatable mutation and better/more consistent decks.
Fate Egg|Improved Fate Egg can not.- Both Mutation|Improved Mutation and Fate Egg|Improved Fate Egg generate random creature among the complete list of creatures in element. However, only those made by Mutation|Improved Mutation are buffed (up to +4|+4 I think). Note that the bonus increase with PU|TU.
- Mutation|Improved Mutation exist as a spell (no counter) and as an ability (repeatable). Mutation has a different behaviour than Improved Mutation. Mutation risks the death and is therefore a possible CC and costs less. All in all the scope of possibilities is a lot larger with Mutation|Improved Mutation than with Fate Egg|Improved Fate Egg.
- Mutation|Improved Mutation can generate creatures with steal or destroy. Fate Egg|Improved Fate Egg can not.
Here again you never tried it. If you had you would know that improved mutation is also a fun card: example of nice fun deck - Twin Mutant (http://elementscommunity.org/forum/index.php/topic,14013.0.html).I'm aware of Twin Mutants. That combo just isn't as fast as other upgraded rushes, which can be very fast.
With the Fallen deck I gave above, this is the second efficient and fun deck using improved mutation either in spell or in ability form. These two example demonstrate well the versatility and the fun side of mutation.
You say that Fate Egg is as good as this. I kindly request an example ...
Twin mutant above is a duo as well as the Adrenatropy :life/ :entropy deck. I have never seen something similar half as good with fate egg.Fate PSN can match your Twin Mutant, even if it isn't a duo.
I think I have shown that Fate Egg is way weaker than Mutation|Improved Mutation|Fallen Elf|Fallen Druid.Fallen Elf is stronger than Fate Egg, but I think Fate Egg can match Mutation and Improved Mutation based on the Fate PSN I posted.
Here's a Fate Egg PSN. This can get a lot of damage out in the first few turns.Good catch. Obviously, if RNG is on your side this deck kicks ass. However, the high instability of the PSN structure combined with the luck based hatch mechanic make this deck highly unreliable. Here one can spot the crux. Fate Egg and mutation are both RNG based. However, mutants have a bonus which makes them worth it whereas fate egg doesn't.
If the Fate Egg is so involved with Fate how about this. When the Fate Egg is played from the hand the skill turns intoThis is a good idea - I think it would worth it if the opponent could not foresee the coming creature. If he could he could choose wisely which egg to blow and then the advantage would turn to a drawback.
:time : "Creature Name"
The RNG selects the creature that it will turn into and includes the name as the skill, thus being "Creature Name". This allows for more synergy with Eternity and Reverse Time. Don't like what you're going to get? Just return it and play it again!!
I think though that in this case play cost should be reduced to 2 :time.I agree. In addition, a little cost reduction wouldn't hurt.
How about giving it a Passive skill called Incubation: the longer it incubates the better chance for a more powerful creature. Incubation could also make it untargetable.that actually sounds really fun
If the Fate Egg is so involved with Fate how about this. When the Fate Egg is played from the hand the skill turns intoAdded to the poll; feel free to change your vote.
:time : "Creature Name"
The RNG selects the creature that it will turn into and includes the name as the skill, thus being "Creature Name". This allows for more synergy with Eternity and Reverse Time. Don't like what you're going to get? Just return it and play it again!!
Fate Egg 1 :time 0|1It would be extra powerfull with 1.29 SoR. Love the idea.
3 :time: Hatch
This would make a small change to quanta costs, but improves the mechanics a lot!
If the Egg dies or is countered before to hatch, you have saved 3 :time.
The egg can be reproduced more easily trough mitosis, but total cost of summoning a random creature is the same!
You can play more egg at once, so if one dies because reapeatable CC, you have more mana to hatch survivors.
Fate Egg 1 :time 0|1I agree with this.
3 :time: Hatch
This would make a small change to quanta costs, but improves the mechanics a lot!
If the Egg dies or is countered before to hatch, you have saved 3 :time.
The egg can be reproduced more easily trough mitosis, but total cost of summoning a random creature is the same!
You can play more egg at once, so if one dies because reapeatable CC, you have more mana to hatch survivors.
Spend 3 quantum to save 3 quantum but waste another deckslot? That is unless adrenaline stays with whatever creature comes out of the egg.Fate Egg 1 :time 0|1It would be extra powerfull with 1.29 SoR. Love the idea.
3 :time: Hatch
This would make a small change to quanta costs, but improves the mechanics a lot!
If the Egg dies or is countered before to hatch, you have saved 3 :time.
The egg can be reproduced more easily trough mitosis, but total cost of summoning a random creature is the same!
You can play more egg at once, so if one dies because reapeatable CC, you have more mana to hatch survivors.
Yes, if you Adrenaline an egg, the hatched creature has adrenaline (and poison counters, etc.)Spend 3 quantum to save 3 quantum but waste another deckslot? That is unless adrenaline stays with whatever creature comes out of the egg.Fate Egg 1 :time 0|1It would be extra powerfull with 1.29 SoR. Love the idea.
3 :time: Hatch
This would make a small change to quanta costs, but improves the mechanics a lot!
If the Egg dies or is countered before to hatch, you have saved 3 :time.
The egg can be reproduced more easily trough mitosis, but total cost of summoning a random creature is the same!
You can play more egg at once, so if one dies because reapeatable CC, you have more mana to hatch survivors.
Live Britney alone.(http://www.vodkronikals.com/wp-content/uploads/2011/09/jackie-chan-meme.png)
Don't buff, it's ok as it is.
Anyways, comparation should be graboid i think. (graboid=OP)
Live Britney alone.kind of a fail ?
Don't buff, it's ok as it is.
Anyways, comparation should be graboid i think. (graboid=OP)
Enter burrowedAbsolutely. Fits the theme well too.
Voted for a decrease in cost. Making it enter burrowed will kill the fractal or SoR combo. A 4 attack creature for 3 quanta is balanced IMO, and the vulnerability of the resulting creature to nightmare or reverse time should balance the slight advantage. But if this buff is too strong, maybe just increase the HP a bit. :))(http://elementscommunity.org/images/Cards/GiantFrog.png)
Well, 4 attack creature for 3 quanta with abilities. :PVoted for a decrease in cost. Making it enter burrowed will kill the fractal or SoR combo. A 4 attack creature for 3 quanta is balanced IMO, and the vulnerability of the resulting creature to nightmare or reverse time should balance the slight advantage. But if this buff is too strong, maybe just increase the HP a bit. :))(http://elementscommunity.org/images/Cards/GiantFrog.png)
Say hello, Giant Frog.
Fate Egg 1 :time 0|1Good idea !
3 :time: Hatch
this doesnt make any sense, if you take an egg, and a chicken comes out of it, does that egg usually shoot back up the chicken that laid it and pop out again? lolFate Egg 1 :time 0|1Good idea !
3 :time: Hatch
Another option :
When you hatch it, the Fate egg rewinds. So the time theme is OK, and you've got :time (infinite ;) ) Fate eggs...
:darkness please do nothing to this egg, it would ruin my 'scrambled eggs', deck. i think its just fine the way it is.We're planning on buffing it.
i think its just fine the way it is, doesnt need a buff. buffing it would iether shut off its already powerful utility, or make it cheaper than it really needs to be causeing my scrambled eggs deck to become unbalanced and even more way too powerfull. i mean am i not gonna be up set when it cost 2 or 1 to play, not really, since i will have first turn 6 possible dragons. but it costing 3 is what keeps it fair for my opponents, it means at best usuall hand i may have 2-4 dragons first turn. but if it cost 2 or 1 i could easily obtain 4-6 dragons by second turn.( iknow it pops with low crap. but for me this is only about 35% of the time. rest of time i get retarded awesome). and if you add those other ideas to it, it would loose the benifit of SoR. like burrowed for example. and i dont think it should pop with mutants thats :entropy's domain.so you want it to remain a joke card? because at the moment, thats all it is.
:darkness :water
well no i dont want any card to be a joke card. but i dont want any card to become overpowered or broken. i think it has what it needs to do at what price in should be compared to what it can be combo'd with, and also its advantages over some shields, and if it changes it will then make certain other cards even more useless. plus with the forge trying to make cards that lay eggs, and make eggs, its going to become extra broken. i just feal it is already a balanced card; from price to ability. especially in the over-all possible future of this game. and besides i thought when they upped the SoR- that was all the upgrade fate egg needed. like i said if it gets cheaper great my deck becomes even more overpowered than it already is, if it gets 0/+2 stat boost wont make a single difference, if it is burrowed becomes a useless card for time shard, and mutate is :entropy's domain. however the reverse time thing is kinda interesting but is it worth the work to add that much code to track cards that were once eggs, not to mention egg +SoR, rewind one-and SoR that one-Tada !!!! broken like deja vu rewind stall...A two card combo is easy to beat, also, immo rushes still would get damage out faster, giving it a buff would do nothing to hurt the game.
:darkness
after many more games with my platnum egg farmer deck, i was going to come back here and change my vote(doesnt seem to allow that though). and although i still firmly believe it should not pop with mutations not even a little. but i was going to recast my vote for cost reduction to 2 :time . my reasons are because time is actually a very quantum costly element. there are alot of abilities that require constant re-use costs. actually, not going to go into my reasons. just wanted to change my vote.Platinum egg farmer? I want to see that deck, please!
i dont really think eggs are that UP, when you mix them with SoR and some improved mutations, you can make a seriously fast rush deck... if you get a bit lucky of course. i would still agree on a cost decrease if it were to be buffed
i dont really think eggs are that UP, when you mix them with SoR and some improved mutations, you can make a seriously fast rush deck... if you get a bit lucky of course. i would still agree on a cost decrease if it were to be buffed
Something like this.
But I think it deserves a buff. Even in false god decks sucks a bit. SoSe its a better option and cost less.
It would require a little extra coding, but it would be cool if hatched creatures had special interaction with the spell "Reverse Time". Instead of going into their owner's hand, they revert back to egg form. Come on, you have to admit it'd be cute. It'd be a nice small little buff, very thematic, and fun synergy with RT to re-roll the egg if you get a poor creature the first time.
It would require a little extra coding, but it would be cool if hatched creatures had special interaction with the spell "Reverse Time". Instead of going into their owner's hand, they revert back to egg form. Come on, you have to admit it'd be cute. It'd be a nice small little buff, very thematic, and fun synergy with RT to re-roll the egg if you get a poor creature the first time.
A wild idea appeared!
Just a simple change to 1 summon cost and 3 skill cost (or 2 and 2) would be sufficient IMO. If it has a problem being vulnerable, why not make it cost less when summoning so that you don't lose a lot when it gets killed?
Slightly relevant: I hate Shard of Readiness.
Just a simple change to 1 summon cost and 3 skill cost (or 2 and 2) would be sufficient IMO. If it has a problem being vulnerable, why not make it cost less when summoning so that you don't lose a lot when it gets killed?Makes sense. +1
Just a simple change to 1 summon cost and 3 skill cost (or 2 and 2) would be sufficient IMO. If it has a problem being vulnerable, why not make it cost less when summoning so that you don't lose a lot when it gets killed?Makes sense. +1
6 eggs are enough, no need to mix mitosis. simply make a :time :entropy duo using pends, Snovas and improved mutations
6 eggs are enough, no need to mix mitosis. simply make a :time :entropy duo using pends, Snovas and improved mutations
And some RoL or another free creatures? No? A 6 random creature rush sounds pretty weak.
I agree of making the cost 1+3 instead of 3+1 would be good.
EDIT: However, it would buff the SoR synergy a bit. Maybe too much?
it buffs not only the SOR synergy, but also allows for fractal synergy to work better.
A poll with the mentiones options would be really good.There was one a while ago. Where was it? Was it on the old forums?
not a majority though, merely a plurality. it was an apparently highly disputed topic, with many ideas. i personally like a cost decrease, but only if its compensated by and ability cost increase.
not 6 creatures, 12 :P. if you use SoR on a fate egg, it creates 2 copies of random creature. plus, the Snovas can be used to create singularities and those can be turned into something useful using improved mutation, so you get way more than 6 creatures most of the times
not 6 creatures, 12 :P. if you use SoR on a fate egg, it creates 2 copies of random creature. plus, the Snovas can be used to create singularities and those can be turned into something useful using improved mutation, so you get way more than 6 creatures most of the times
I didnt know that. Even with that i have tried this:
And sucks. It´s not only the hatch, its that you get a lot of dead cards in hand.
This card is about luck; you're just as likely to get a 9/10 Dragon with growth as you are to get a 0/3 Pest with Vampire. This makes it a heavily unreliable card that's only good for False Gods, Half-Bloods, and fun play. Buff it, remove it, I don't know. I've got other things to worry about.Actually, the percentage of you getting a dragon with growth is 800% higher than the chance of getting a pest with Vampire. 0% and 0%.
Like convincing everyone that Skeleton is overpowered. :P (JK)
This card is about luck; you're just as likely to get a 9/10 Dragon with growth as you are to get a 0/3 Pest with Vampire. This makes it a heavily unreliable card that's only good for False Gods, Half-Bloods, and fun play. Buff it, remove it, I don't know. I've got other things to worry about.
Like convincing everyone that Skeleton is overpowered. :P (JK)
This card is about luck; you're just as likely to get a 9/10 Dragon with growth as you are to get a 0/3 Pest with Vampire. This makes it a heavily unreliable card that's only good for False Gods, Half-Bloods, and fun play. Buff it, remove it, I don't know. I've got other things to worry about.
Like convincing everyone that Skeleton is overpowered. :P (JK)
Actually, way back in the day we tested Fate Egg. Every creature has an equal chance of hatching, save for a few that never hatch at all (chimera etc)Nope. SoFo cannot hatch out of a fate egg.
The Average stats were about 4 attack 5 hp. Since the total cost is 4 :time (3 to summon, 1 to hatch) and there's the 1 turn delay period it come's out being a substantially worse creature than Graviton Merc (who isn't exactly a powerhouse either). Compared to other "1 turn delay" creatures like Graboid or Lycanthrope Fate Egg is absolutely pathetic.
To answer a couple things that keep coming up:
Fate Egg Nymphs: Yes, you can get nymphs from a fate egg, but really most nymphs are only useful in a deck designed to use them. When you randomly shove nymphs into a deck they often end up working against you, or at the least you won't get much out of them.
You didn't get lucky: The fact that fate egg is luck based tendsto disguise just how bad the stats are. The fact that you can get a 10/10 dragon for 4 :time does not change the fact that you usually won't. Blaming losing with fate egg on bad luck is roughly the same as a man who goes broke after wasting all his money at a casino blaming his financial troubles on luck.
Now, if someone would be kind enough to fill me in (I've been gone for a while), do the new shard creatures ever hatch from a fate egg?
Actually, way back in the day we tested Fate Egg. Every creature has an equal chance of hatching, save for a few that never hatch at all (chimera etc)Thank you for that data.
The Average stats were about 4 attack 5 hp. Since the total cost is 4 :time (3 to summon, 1 to hatch) and there's the 1 turn delay period it come's out being a substantially worse creature than Graviton Merc (who isn't exactly a powerhouse either). Compared to other "1 turn delay" creatures like Graboid or Lycanthrope Fate Egg is absolutely pathetic.
What about SoR interaction?Forced combo are bad. We need to give fate egg a buff without buffing SoR usage. I suggest reduced activation cost and higher HP.
3 :time + 5 :rainbow + 2 cards + 0 turns for an average of 8 damage and 5hp?
Random variation is as important as the average. Chaos power is cheaper than improved blessing, which is more consistent but has the same average effect.Still, many people agree CP is better. You see CP wyrms, not blessing wyrms. The only time I'd say blessing is better is if you really needed consistency, like in an OTK. Otherwise, CP is better on average.
What about SoR interaction?
3 :time + 5 :rainbow + 2 cards + 0 turns for an average of 8 damage and 5hp?
The interesting this card is the surprise factorSome players like surprise.
We don't give buff. Zanz does.What about SoR interaction?Forced combo are bad. We need to give fate egg a buff without buffing SoR usage. I suggest reduced activation cost and higher HP.
3 :time + 5 :rainbow + 2 cards + 0 turns for an average of 8 damage and 5hp?
A 14|18? I think you are confusing this with mutation. Mutation only turns into basic creatures (like a Golden Dragon)We don't give buff. Zanz does.What about SoR interaction?Forced combo are bad. We need to give fate egg a buff without buffing SoR usage. I suggest reduced activation cost and higher HP.
3 :time + 5 :rainbow + 2 cards + 0 turns for an average of 8 damage and 5hp?
Reducing summoning cost + higher HP is kinda silly. This means 2 buffs. If you want higher HP,spend some electrum and there you are! But i still think this does not need a buff. Specially,you can summon 14/18 with only 4 :time . So,buffing not needed here.
Yes. I do. The extremes (Photon vs Sky Dragon) do not matter. Only the average matters.
Working in a SoR+fate egg combo, for the highest damage and as fast as possible,
3 towers+1 nova+egg+SoR//or//2 novas+1 tower+egg+SoR//or//3 nova+mutation+egg+SoR=
so far, 2 12/6 black dragons 1st turn,
2 sky dragons first turn, 2 jade dragons 1st turn.
and still you want a buff.(http://i.imgur.com/pfv15.jpg):P
probably you are right about the fact that RoL, genomes, Leaf D, spark and stuff like that are annoying, maybe the buff, can be the probability I dunno if someone already said this: lets buff the chance?Buffing the chance could be done however all possible creatures have an equal chance right now.
very weak creature: 10% chance (RoL)
weak creature: 10% (graviton mercenary)
normal creature: 35% (steel golem)
above the average: 30% (archangel)
powerful: 10% (golden dragon)
super mutant 5%: (armagio+devour) got one of those hahaha :P
what do you think?
Umm.
it was from a singularity hahaha :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.
:D
^Umm.
it was from a singularity hahaha :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.
:D
You do realize that Mutation and Hatch are different AND Fate Egg uses Hatch right?
That is unrelated to Fate Egg.^Umm.
it was from a singularity hahaha :o, my deck contains 2 improved mutant+6 supernovas, which I find very, very effective for rush and stuff.
cheers.
:D
You do realize that Mutation and Hatch are different AND Fate Egg uses Hatch right?
But,there are mutants with hatch ability,though. I remember a thing like that. (I might be wrong.)
Assuming you know,deja vu effects on mutants are unstable. Shouldn't it be copying the same mutant ? Why another,unstable,mutant there ?
May you explain ?
Working in a SoR+fate egg combo, for the highest damage and as fast as possible,
3 towers+1 nova+egg+SoR//or//2 novas+1 tower+egg+SoR//or//3 nova+mutation+egg+SoR=
so far, 2 12/6 black dragons 1st turn,
2 sky dragons first turn, 2 jade dragons 1st turn.
and still you want a buff.(http://i.imgur.com/pfv15.jpg):P
Me and doctor CaptainScibra have discussed in chat about the fate egg question, this are the things we have found out:
The average cost of a non-upgraded creature is about 5.5.
The cost of fate egg is 3+1+1turn(to just not be a 0/3 stick).
We could say that 3+1+1 turn is in fact about 5.5 since 1 turn is worth more then 1 quanta on a rough estimate.
So we can say that fate egg is kinda balanced but the problem itself is that is not well distribuited:
We thought that a good solution might be to make it 2(summoning)2 ability+1 turn ofc.
This might help to don't overpay for a 0/3 stick and so to have a better quanta/turns/result ratio, plus almost evryone who plays fate eggs also plays a monotime and this might help to be able to put it in some non-time decks.
EDIT:After having consulted Zblader we found that the a comparison with graboid(due to the hatch mechanic) should have to be done and so we have:
The main problem is (regarding the fact that graboid uses a second element to hatch) that fate egg doesn't worth its price on summoning while it's okay after 1 turn, but giving the fact that an egg(wich is what it lacks of for being counted as worthy of its price), with an atk value is not fitting thematics, we thought that a good solution may be making it costs 2+2 but with skills ready to use(see fenghuang for clarifications).
Sorry for necroing this thread, but i thought: wouldn't be cool if creatures hatched from Fate Egg inherit a passive ability "Hatched" that causes them to revert back into a Fate Egg if rewinded?
This would be a simple buff for two reasons:
the "partial" immunity to rewind would give the creature spawned a plus among other creatures.
the possibility to retry another hatch without wasting an egg (but you're wasting a turn and a rewind).
Soffy if this has been proposed before! But the thread was 11 pages long and i didn't want to search through them!
A basic formula or at least a rough standard setting for the values is needed and that's because it's the base where to build a game structure on, or one could make a 15|6 dragon that costs 6 water quanta and that's why a rough calculation was made before of talking about changes;
and as you've saw we have arrived to the concusion that the costs for fate egg are fine with 4 quanta.
But we haven't made a discourse merely based on the correct cost based on the formula to apply at fate egg, we also saw a confrontation problem, wich as you know, is one of the main factor that defines if a card is UP or OP, this because if another card in the game have a similar mechanic but is better then the one compared with, then a change is required.
In the point one you say that the formula is needed but to discuss about it in minor details it's ridicoulous(that makes no sense because one simply doesn't improve things a bit, he does until he can), while instead i think that ridicolous is the fact that you're spamming this section with off topic notes just to proove you're the absolute right, wich, pardon me. but it's plain stupid.
"The existing creatures widely vary from the costs the formula would give - because they are related to the strenghts and uses of cards."
Quotes from you*
First of all, it makes no sense because the strenght and the uses(wich is terribly generic and can means ability, atk/hp stats, or simply if it is a weapon or a creature if not a permanent), of a card, is directly linked with its cost(E.G Do you find stronger a 10/10 creature that costs 12 light or a 6/1 creature that costs 2 quanta?...) and that's why there is a rough formula to determine what the cost of a specific card should be and + you may want to know that there are some confirmed bonus that elements gets in comparison with others.
IMPORTANT NOTE: This game is no exact science and that's why from time to time people find themselves discussing about it or instead we could take the game as it is and say:_Yeah, there are no rules or idealistic values at all so it's ok to have any kind of costs in the new patch because it is right._
The second point makes clear that you know very little of what you're talking about, or at least you express yourself in a very confusional way.
Third point. Some quotes from you " You can't just count the avg stats of a creature hatched by the egg or something to come to a conclusion." Yes i can that's logic, you can make a rough estimate of how much the egg should worth. E.G.: fate egg will spawn just dragons. Would that be a clear signal that a 3+1 cost is no right? Think about it... "Nor compare it to a creature with a similar mechanic - because there isn't really any imo and it would not necessarily give any useful information."Now i couldn't link to you because i don't find it, but it's in the friggin' forum tips and guide lines of etgcommunity that the comparation with similar cards is one of the base to define if a card is UP or OP. That's about being logic after all E.G. understandable by anyone: I don't live alone and so i can't define how much imbalanced or balanced i am until i don't compare myself with the most similar being i found and gradually go over it. Simple enough i think.
I you have anything more to say to me contact me in a PM please, even if i don't know if i will evr respond to those messages.
I take things seriously when is about things i do trying to be helpful. Selfish reasonings are not in my being.
The average cost of a non-upgraded creature is about 5.5.The average cost is a good rough estimate of the average value but both are usually determined by the normal usage. A dragon is worth the same in the normal deck as it is in the fate egg deck. However many other creatures are valued under the premise they are supported by additional copies (pest) or by certain other cards (scorpions and attack buffs). So a way to refine this step would be to calculate the average value the new creature provides in a Fate Egg deck.
The cost-formula is crock to a certain degree and nobody seems to realize it or care. Let's see:You might want to understand what you critique before critiquing.
Upped Abyss Crawler. 6|6. No ability. That's the cost of...8 or 9, right?
Armagio. 1|25. Ability. That's the cost of...12, right?
Horned Frog. 3|3. No ability. That's the cost of...4, right?
How about giving it a Passive skill called Incubation: the longer it incubates the better chance for a more powerful creature. Incubation could also make it untargetable.
The double hatch behavior seems a bug more than anything. If Fate Eggs didn't double hatch, SoR would still be balanced with Fate Egg
Fate egg isn't a competitive card, but more a fun card to use in pvp or low stress grinding.This is a reason to deal with other changes first. Not a reason to ignore this thread.
Anyway i'd like it to have a pseudo immortality ability, like being rewinded on dieing or somewhat cursing the opponent.
It could have 5 hp and voodoo. Same cost, but much harder to deal with, and combos with pandemonium thenWith absolutely no thematic reasoning
So there are different options from what I see:I agree. Would make it easier to add into un upped rainbows and easier to make combos with bonds and fractal and still wouldn't be op.
1) Cost reduction.
2) Hatching into mutants.
3) Some CC resistance.
I'd just say reduce the cost to 2 :time
This would help eggtal, mitoegg and decks like this.
So there are different options from what I see:I agree. Would make it easier to add into un upped rainbows and easier to make combos with bonds and fractal and still wouldn't be op.
1) Cost reduction.
2) Hatching into mutants.
3) Some CC resistance.
I'd just say reduce the cost to 2 :time
This would help eggtal, mitoegg and decks like this.
So there are different options from what I see:I agree. Would make it easier to add into un upped rainbows and easier to make combos with bonds and fractal and still wouldn't be op.
1) Cost reduction.
2) Hatching into mutants.
3) Some CC resistance.
I'd just say reduce the cost to 2 :time
This would help eggtal, mitoegg and decks like this.
Same here. Cost to 2 :time and it rox :)
Cost 1 :time and ability 3 :time
Pssst.... you didn't put a "do not change" option
Pssst.... you didn't put a "do not change" option
Option 3 is no change: "cost 3 quanta as it was before, and 1 quanta for the ability. Why are we having this question?"
What ian suggested is the buff we did in oEtG. You still don't see SoR eggs everywhere, but the tempo for the quanta is better for playing an early egg.Making it cost :time and make usage :time :time :time is good with sor but otherwise no big difference.
What ian suggested is the buff we did in oEtG. You still don't see SoR eggs everywhere, but the tempo for the quanta is better for playing an early egg.
1. Pick a card that you think is weak and needs buffing (you can only pick ones that haven't been already picked)
What about if the fate egg hatched into a stronger creature the longer it waited un-hatched? or I like the idea of it being burrowed.
how about the fate egg hatches instantly when killed.
Incorrect, such a Fate Egg can still be removed.how about the fate egg hatches instantly when killed.
That would result in the other player having absolutley no chance of removing Fate Egg from play (preventing it from hatching), which would hardly be balanced
Incorrect, such a Fate Egg can still be removed.how about the fate egg hatches instantly when killed.
That would result in the other player having absolutley no chance of removing Fate Egg from play (preventing it from hatching), which would hardly be balanced
It would mean it takes 2 CC to remove it before hatching (1 to hatch it the other to remove the hatched creature) or they can just patiently wait until it hatches(after all it is harmless until hatched).
No comment on whether it would or would not be balanced at the current cost. However such an effect would easily have a cost that would be balanced.
I currently use this deck:The problem with fate eggs is the one turn down time for a random creature that is likely not going to be above 6 attack. So not only do you have the fragility the first turn, you also have the delay while rushes are beating you down, on top of that weakness to control decks. Lightning will kill roughly 7/10 creatures it can transform into if not killing the egg itself.I'm able to play my fate eggs very fast, and have not had an issue with creature control on them (nothing consistent at least). I could see a problem if you can't generate time quanta fast enough, but otherwise I see no problem with this card.
You could run with SoR instead of SoSe, thus removing the 1 turn delay and get double creatures. Of course this would require a completely different deck...