Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Topic started by: kaempfer13 on January 08, 2017, 03:21:12 am

Title: Critical Mass|Critical Mass
Post by: kaempfer13 on January 08, 2017, 03:21:12 am
(http://i.imgur.com/73GPVeN.png)
(http://i.imgur.com/SpfwhA1.png)
NAME:
Critical Mass
ELEMENT:
Time
COST:
3 :time
TYPE:
Creature
ATK|HP:
-8 | 25
TEXT:
This cards hp change equal to dmg it deals to the opponent.
If HP>42 set attack equal to HP.
NAME:
Critical Mass
ELEMENT:
Time
COST:
2 :time
TYPE:
Creature
ATK|HP:
-8 | 25
TEXT:
This cards hp change equal to dmg it deals to the opponent.
If HP>42 set attack equal to HP.

ART:
blog.nuclearsecrecy.com
IDEA:
kaempfer13
NOTES:
It's critmass :time!
This was a nightmare to word and balance. Basically it gains hp whenever it attacks if that attack heals your opponent and loses hp if its attack somehow becomes positive and hits. So when left alone it heals your opponent for 8 for 3 turns and then (boom!) attacks for 49 dmg And then dies... horribly
Synergizes with antimatter, catapult, chimera, somewhat with overdrive, bb, maybe I can adjust the wording so that it survives if it gets armored after reaching 47 hp.
Note that the opponent needs to be injured in order for this card to grow. For the most part its 25 physical dmg(20 direct when pulted), which would seem like an insult to UG or Voodoodoll/Armaggio, but has several drawbacks.


When used normally you need another source of dmg that actually hurts the opponent more than he can heal/block (or gets its turn before critmass) and then wait 3 more turns. It's dmg is physical (can be blocked with several shields) and it gets hard countered by rt,mutation and antimatter and countered by freeze/delay. When used with bb it needs 7 turns to effectively deal 45 dmg (This is assuming you already got 6 dmg in before using the combo). About the catapult situation: neither deck is actually competitive and this card has poorer synergy with GP. Atm its a bit mean to DR shields and I think I cant allow mitosis or overdrive overwrite the deal dmg to self effect (meaning its a passive).
A hilarious way to use it is with instosis and chimera and antimatter.
I posted this for Brawl#6 joke round 0, but figured it might be worth posting for real if I balance it better.
Title: Re: Critical Mass|Critical Mass
Post by: OdinVanguard on January 09, 2017, 07:25:51 pm
what happens if this gets lobotomized?
Title: Re: Critical Mass|Critical Mass
Post by: kaempfer13 on January 09, 2017, 07:37:51 pm
same thing like when you cast overdrive or mitosis on voodoo doll; its a passive and cant be erased without the creature being remove/ transformed altogether; I did that to prevent it from being able to deal 47+ dmg repeatably, but it's also too punishing to pay 1 quanta to turn your opponents card into a dificult to remove -8 attack creature with no upside.
Title: Re: Critical Mass|Critical Mass
Post by: OdinVanguard on January 09, 2017, 07:40:15 pm
How does this interact with SoSac?
Title: Re: Critical Mass|Critical Mass
Post by: kaempfer13 on January 09, 2017, 07:52:09 pm
Oh, hehe thats an interesting question. I overlooked it before, as I quickly drew the conlusion that this card is usually terrible vs SoSac, as you keep them alive early game and the tons of dmg that follow later are turned into healing; the question is whether we should account for the dmg/healing this card attempted to do or what actually happened to the opponent. I suppose a normal player would initially expect it to grow as long as the opponent is missing health and its attack is negative, however when they read SoSac's effect and see the opponents health dropping they should expect its health to decline (however it's not directly clear from the wording). I think I'll go with the option that more ppl find intuitive.
Title: Re: Critical Mass|Critical Mass
Post by: OdinVanguard on January 09, 2017, 08:09:50 pm
Its more of a detail atm anyway, but I think this card might have some interesting potential versus SoSac decks.
Title: Re: Critical Mass|Critical Mass
Post by: Naii_the_Baf on February 03, 2017, 09:50:13 pm
A little OP combo here. So, we have :entropy Antimatter, right? We charge up until we hit 46+ HP, then play :entropy Antimatter, and let it charge up again.
It deals -8 dmg, and has starting HP of 25, so in Turn 1, we play it, deals -8 dmg and stats are now -8|33. Turn 2, -8 dmg and -8|41. Turn 3, -8 dmg and 49|49. Turn 4, there's the catch. Play :entropy Antimatter on this, -49 dmg and 98|98. Turn 5, :entropy Antimatter on this, -98 dmg and 196|196. We could do another turn and Antimatter and BOOM, OTK for FGs at the cost of 3-2 :time and 24-18 :entropy. To add insult to injury, we could use a :entropy Purple Nymph and have our cost reduced to 21 :entropy and also have CC ready for countering the opponent's creatures. So, eek. Or does the attack/health change happen BEFORE attacking?
Title: Re: Critical Mass|Critical Mass
Post by: kaempfer13 on February 03, 2017, 10:16:55 pm
Well you necessarily need to have that much dmg dealt to the opponent first, so you gain nothing from doing that; upon negating 49 attack you heal the opponent to presumably full and gain health equal to healing done this way and then set the dmg accordingly. Even if it worked like you expected it too it has most of the weaknesses of vdb, requires a decent amount of quanta and at least 5 turns to work.
Title: Re: Critical Mass|Critical Mass
Post by: Ides Usher on February 04, 2017, 02:34:37 pm
Beyond the pun at the beginning of the notes, I fail to see why this is  :time and not  :gravity. What am I missing?
Title: Re: Critical Mass|Critical Mass
Post by: kaempfer13 on February 04, 2017, 02:58:20 pm
its a timebomb that is very difficult to detonate immediately, :gravity would also make it inelement with catapult.
Title: Re: Critical Mass|Critical Mass
Post by: Ides Usher on February 07, 2017, 01:54:01 pm
A time bomb, yes I see that now. Yet mass, in my mind, equates with gravity. Would it be so terrible if Critical Mass joined the Massive Dragon and the Armagio? Perhaps it would and I am still missing something.
Title: Re: Critical Mass|Critical Mass
Post by: OdinVanguard on February 07, 2017, 07:33:25 pm
Well you necessarily need to have that much dmg dealt to the opponent first, so you gain nothing from doing that; upon negating 49 attack you heal the opponent to presumably full and gain health equal to healing done this way and then set the dmg accordingly. Even if it worked like you expected it too it has most of the weaknesses of vdb, requires a decent amount of quanta and at least 5 turns to work.
So this will only gain HP if the opponent's HP actually increase, correct?

This is a little off from the nearest similar mechanic, AM vampires, which would still inflict damage on the vamp owner, even if the opponent is at full HP... (although I may be remembering wrong, so someone might want to test this out)

Not a big issue, but should probably be noted in the OP here for reference since it differs.

Title: Re: Critical Mass|Critical Mass
Post by: kaempfer13 on February 08, 2017, 03:23:53 am
I mentioned on 2-3 occasions in the op that the opponent needs to be damaged for it to work, though I didnt specify that it gains the exact amount it actually heals. The wording being inconsistent with existing cards is a concern and obviously I didn't make it clear enough in the OP either when multiple ppl had to ask.

@Ides thematically it makes at least as much sense in  :gravity, but would skew the balance in a way that the catapult synergy is more desirable than anything else you could do with the card (it would basically be a much better in-element voddoodoll, making armaggio very sad and its timebomb-usage and antimatter would be mostly ignored (chimera antimatter may still happen))
blarg: