Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Topic started by: OdinVanguard on January 05, 2017, 09:38:23 pm

Title: Graviton Protector | Graviton Sentinel
Post by: OdinVanguard on January 05, 2017, 09:38:23 pm
(http://i.imgur.com/oN3ddlO.png)
(http://i.imgur.com/debAx2V.png)
NAME:
Graviton Protector
ELEMENT:
Gravity
COST:
4 :gravity
TYPE:
Creature
ATK|HP:
3 | 4N+12
TEXT:
:gravity : Gain voodoo and gravity pull. Return to deck next turn.
Reverb: n = number of reverb cards played before this one.
NAME:
Graviton Sentinel
ELEMENT:
Gravity
COST:
5 :gravity
TYPE:
Creature
ATK|HP:
4 | 5N+15
TEXT:
:gravity : Gain voodoo and gravity pull. Return to deck next turn.
Reverb: n = number of reverb cards played before this one.

ART:
OdinVanguard, created using Hexagon and Bryce7
IDEA:
OdinVanguard
NOTES:
"Today everything just seems to fall into place"

"Remember, the best offense is often a good defense. Use it!"


Think, 'its a trap' reverb style.

The main trick is making sure the first few survive for at least 1 turn.

Cost and stats may need some tweaking. One feature I would like to keep, however, is to have the unupgraded be less expensive but scale up slower due to reverb while the upgraded version is more expensive but scales up more quickly... some help with cost theory would be useful here.

Part of a growing series centered around the 'Reverb' mechanic concept. Will post a series once I have enough cards finished.
SERIES:


(http://i.imgur.com/CSSE2Vx.png)
(http://i.imgur.com/FvigB6I.png)
NAME:
Graviton Protector
ELEMENT:
Gravity
COST:
4 :gravity
TYPE:
Creature
ATK|HP:
3 | 4N+4
TEXT:
:gravity : Gain voodoo and gravity pull. Return to deck next turn.
Reverb: n = number of reverb cards played before this one.
NAME:
Graviton Sentinel
ELEMENT:
Gravity
COST:
5 :gravity
TYPE:
Creature
ATK|HP:
3 | 5N+5
TEXT:
:gravity : Gain voodoo and gravity pull. Return to deck next turn.
Reverb: n = number of reverb cards played before this one.

ART:
OdinVanguard, created using Hexagon and Bryce7
IDEA:
OdinVanguard
NOTES:
"Today everything just seems to fall into place"

"Remember, the best offense is often a good defense. Use it!"


Think, 'its a trap' reverb style.

The main trick is making sure the first few survive for at least 1 turn.

Cost and stats may need some tweaking. One feature I would like to keep, however, is to have the unupgraded be less expensive but scale up slower due to reverb while the upgraded version is more expensive but scales up more quickly... some help with cost theory would be useful here.

Part of a growing series centered around the 'Reverb' mechanic concept. Will post a series once I have enough cards finished.
SERIES:

Title: Re: Graviton Protector | Graviton Sentinel
Post by: kaempfer13 on January 06, 2017, 03:23:12 am
needs about 3 activations until its worth the cost, I'd wager thats too much. Suggested buff would be to increase base hp by at least 3.

Things to consider:
The card will rarely return to your deck (unless its useless in the fist place outside catapult and deckout shenanigans against a creatureless deck), especially the first few copies just dont have enough hp. later on the shuffle to deck might be a drawback, as the pull effect never works longer than a turn per activation (thats fair I think).
Voodoo is a lot weaker on lowish hp creatures, as you 'loose' the last instance of dmg.
Title: Re: Graviton Protector | Graviton Sentinel
Post by: dragtom on January 06, 2017, 11:55:29 am
don't forget you can play other reverb cards.
Title: Re: Graviton Protector | Graviton Sentinel
Post by: OdinVanguard on January 06, 2017, 08:44:03 pm
needs about 3 activations until its worth the cost, I'd wager thats too much. Suggested buff would be to increase base hp by at least 3.

Things to consider:
The card will rarely return to your deck (unless its useless in the fist place outside catapult and deckout shenanigans against a creatureless deck), especially the first few copies just dont have enough hp. later on the shuffle to deck might be a drawback, as the pull effect never works longer than a turn per activation (thats fair I think).
Voodoo is a lot weaker on lowish hp creatures, as you 'loose' the last instance of dmg.
don't forget you can play other reverb cards.
This is my dilema.

I will go with raising the base HP though, since it really does need to have some early use survival chance.

Since you estimated it needs about 3 activations to be useful, I raised its base stats by the equivalent of 2 activations. This is based on assuming that it is reasonable to see about 3 in the course of a game naturally, with a decent chance of getting 2 in the time it would take to cast both.
blarg: