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Offline foxrain4Topic starter

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Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238605#msg1238605
« on: July 23, 2016, 10:41:47 am »
NAME:
Melusine
ELEMENT:
Water
COST:
3 :water
TYPE:
Creature
ATK|HP:
2 | 3
TEXT:
Drown: Deals 2 more damage for each Purify counters on opponent.
NAME:
Cursed Melusine
ELEMENT:
Water
COST:
4 :water
TYPE:
Creature
ATK|HP:
3 | 4
TEXT:
Drown: Deals 2 more damage for each Purify counters on opponent.

ART:
caffeinesystem https://pixabay.com/en/mermaid-purple-fish-tail-fantasy-1480175/ BarbaraALane https://pixabay.com/en/blue-water-liquid-soft-texture-1316874/
IDEA:

NOTES:
i like this card :p
Melusine is a spirit being cursed for trying to take revenge.

Combo Melusine with Purify to exchange Purify heal into damage instead.
The combo can be improved with more Purify and Melusine.
Comparison:
1 Purify + 1 Melusine = 2 heal + 4 drown + 2 atk = 4 damage per turn.
2 Poison = 4 damage per turn.
2 Purify + 2 Melusine = 4 heal + 16 drown + 4 atk = 16 damage per turn.
4 poison = 8 damage per turn.
3 Purify + 3 Melusine = 6 heal + 36 drown + 6 atk = 36 damage per turn
6 poison = 12 damage per turn.

This combo can be stronger than poison unless your opponent have creature removals, but poison still requires less quanta.

Purify and Poison:
Spoiler for Hidden:

SERIES:

old
Spoiler for Hidden:
NAME:
Melusine
ELEMENT:
Water
COST:
3 :water
TYPE:
Creature
ATK|HP:
2 | 3
TEXT:
Drown: Deals 2 more damage for each heal counter opponent have.
NAME:
Cursed Melusine
ELEMENT:
Water
COST:
4 :water
TYPE:
Creature
ATK|HP:
5 | 6
TEXT:
Drown: Deals 2 more damage for each heal counter opponent have.

ART:
caffeinesystem https://pixabay.com/en/mermaid-purple-fish-tail-fantasy-1480175/ BarbaraALane https://pixabay.com/en/blue-water-liquid-soft-texture-1316874/
IDEA:

NOTES:
i like this card :p
Melusine is a spirit being cursed for trying to take revenge.

Combo Melusine with Purify to exchange Purify heal into damage instead.
The combo can be improved with more Purify and Melusine.
Comparison:
1 Purify + 1 Melusine = 2 heal + 4 drown + 2 atk = 4 damage per turn.
2 Poison = 4 damage per turn.
2 Purify + 2 Melusine = 4 heal + 16 drown + 4 atk = 16 damage per turn.
4 poison = 8 damage per turn.
3 Purify + 3 Melusine = 6 heal + 36 drown + 6 atk = 36 damage per turn
6 poison = 12 damage per turn.

This combo can be stronger than poison unless your opponent have creature removals, but poison still requires less quanta.

Purify and Poison:
Spoiler for Hidden:

SERIES:

« Last Edit: July 24, 2016, 02:22:20 am by foxrain4 »

Offline Naii_the_Baf

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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238636#msg1238636
« Reply #1 on: July 23, 2016, 05:29:11 pm »
Basically, purify nullifier. OP if purify 2+ and several Melusines. Specially the upped, and the costs are way to cheap for it. Especially the upgraded.
Impossible to counter except with CC. Also, shouldn't POISON(Treated also as NEGATIVE purify counters) decrease the damage that the creature deals?

Also, I don't get your maths.
1 Purify + 1 Melusine = 2 heal + 4 drown + 2 atk = 4 damage per turn.
2 Poison = 4 damage per turn.
2 Purify + 2 Melusine = 4 heal + 16 drown + 4 atk = 16 damage per turn.
4 poison = 8 damage per turn.
3 Purify + 3 Melusine = 6 heal + 36 drown + 6 atk = 36 damage per turn
6 poison = 12 damage per turn.
Shouldn't it be(according to card mechanics and purify/poison counter mechanics):

1 Purify & 1 Melusine
1 Purify Cards= 2 purify = 2 drown
(2*1) + (2*1) = 4 damage per turn.

2 poison & 1 Melusine=
(2*(-2)) + (2*1)= -2 damage per turn.

2 Purify & 2 Melusines
2 Purify Cards= 4 purify = 4 drown
(4*2) + (2*2) = 12 damage per turn.

4 poison & 2 Melusines=
(4*(-2)) + (2*2) = -4 damage per turn.

3 Purify & 3 Melusines
3 Purify Cards= 6 purify = 6 drown
(6*3) + (2*3)= 24 damage per turn.

6 poison & 3 Melusines=
(6*(-2)) + (2*3) = -6 damage per turn.

As for a maximum, it would be:
12 Purify Counters & 6 Melusines = (6*2) + (6*3) = 30 :water.
12 Purify = 12 Drown
(12*6) + (2*6) = 84 damage PER TURN?!
HOLEY MOLEY HELL NO.

Becomes worse if upped:
12 Purify Counters & 6 C.Melusines = (6*1) + (6*4) = 30 :water. It's the same friggin' cost.
12 Purify = 12 Drown
(12*6) + (5*6) = 102 damage OTK.
WHAT THE FCUK?!

At the mere cost of 30 :water, you get an OTK?! That's not nice.

Note: Heal counters do not exist. Purify counters do.

Example OP deck(Nymphs are Melusines):
Spoiler for HOLEY MOLEY HELL NO:
Hover over cards for details, click for permalink
Deck import code : [Select]
5ia 5ia 5ia 5ia 5ia 5ia 5io 5io 5io 5io 5io 5io 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5l9 5rl 5rl 5rl 5ro 5ro 7gp 7gp 7gp 8ps

Becomes worse when upgraded:
Spoiler for WHAT THE FCUK?!:
Hover over cards for details, click for permalink
Deck import code : [Select]
5l9 7gp 7gp 7gp 7gq 7gq 7gq 7gq 7gq 7gq 7h8 7h8 7h8 7h8 7h8 7h8 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7q5 7q5 7q5 7q8 7q8 8ps

Please BALANCE!
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Offline Manuel

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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238640#msg1238640
« Reply #2 on: July 23, 2016, 05:53:10 pm »
even if the cards seems strong, it require a deck based on the strategy, similar to shard golem

@fabian your deck doesn't have a way to bypass shield and your only defense against rush decks is permafrost shield

why there is so much difference from the upped and unupped? with only 1 more quanta required why a creature should get +3/3?




Offline Naii_the_Baf

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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238641#msg1238641
« Reply #3 on: July 23, 2016, 06:03:44 pm »
why there is so much difference from the upped and unupped? with only 1 more quanta required why a creature should get +3/3?

Taking reference here:


5 :entropy is enough for a 5/5 vanilla creature.
4 :water for a 5/6 non-vanilla creature is unbalanced.

The micro abomination is upgraded and will have a cost advantage, but let's take another reference:


The cost difference is 1 :water and the stat difference is +1|+2.
+3|+3 is too much.
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Offline Ginyu

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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238642#msg1238642
« Reply #4 on: July 23, 2016, 06:05:07 pm »
Okay, first off: Yes, this card needs balancing. But not because it is OP, but rather UP. The decks you posted will get outrushed by pretty much everything.

You have to use your own cards and quanta to heal your opponent in order to get Melusine's into action. Note how this drops the damage, because your opponent is now healed. But not only this, your Melusines are frail and die to almost every CC out there. Upped are more resiliant, but also more expensive.

Saying this is OP because you can potentially OTK with 30 :water also doesn't really apply, because you have to get 12 cards into play first (successful OTKs need 7 or 8 ), and still need to find the space for enough stall in your deck. Your OTK further gets ruined by any shield that has just one damage reduction, and going around that with Chimera is not a thing as you need to keep the Melusine's abilities, not to mention the extra off-element cost. Oh, and the OTK only works fully upped, so decks are even faster.

The only way cards like these can become broken is by fractalling them (which gives Dim Shields as possible stall), but there are many better targets out there. Again, putting in 6 Purifies takes a lot of deck space, and you need to cast many of them.

My suggestion to make this card more useful is by letting it get boosted by any healing source your opponent has, in which case it turns into a nice stallbreaker. Maybe +2 attack for every health point your opponent regenerated on his last turn, which sets back after your attack phase not to turn it into a giant attacker too fast. Its fragility will still make it handable in some way, so its weakness to certain shields and Sundial, and it can always turn into a mostly dead card if your opponent did not pack healing.

EDIT: The upped might go well with -1 attack, if making it more different to Abyss Crawler is an issue.
« Last Edit: July 23, 2016, 06:09:28 pm by Ginyu »
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Offline foxrain4Topic starter

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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238698#msg1238698
« Reply #5 on: July 24, 2016, 02:03:19 am »
fabian previous post
Spoiler for Hidden:
Basically, purify nullifier. OP if purify 2+ and several Melusines. Specially the upped, and the costs are way to cheap for it. Especially the upgraded.
Impossible to counter except with CC. Also, shouldn't POISON(Treated also as NEGATIVE purify counters) decrease the damage that the creature deals?

Also, I don't get your maths.
1 Purify + 1 Melusine = 2 heal + 4 drown + 2 atk = 4 damage per turn.
2 Poison = 4 damage per turn.
2 Purify + 2 Melusine = 4 heal + 16 drown + 4 atk = 16 damage per turn.
4 poison = 8 damage per turn.
3 Purify + 3 Melusine = 6 heal + 36 drown + 6 atk = 36 damage per turn
6 poison = 12 damage per turn.
Shouldn't it be(according to card mechanics and purify/poison counter mechanics):

1 Purify & 1 Melusine
1 Purify Cards= 2 purify = 2 drown
(2*1) + (2*1) = 4 damage per turn.

2 poison & 1 Melusine=
(2*(-2)) + (2*1)= -2 damage per turn.

2 Purify & 2 Melusines
2 Purify Cards= 4 purify = 4 drown
(4*2) + (2*2) = 12 damage per turn.

4 poison & 2 Melusines=
(4*(-2)) + (2*2) = -4 damage per turn.

3 Purify & 3 Melusines
3 Purify Cards= 6 purify = 6 drown
(6*3) + (2*3)= 24 damage per turn.

6 poison & 3 Melusines=
(6*(-2)) + (2*3) = -6 damage per turn.

As for a maximum, it would be:
12 Purify Counters & 6 Melusines = (6*2) + (6*3) = 30 :water.
12 Purify = 12 Drown
(12*6) + (2*6) = 84 damage PER TURN?!
HOLEY MOLEY HELL NO.

Becomes worse if upped:
12 Purify Counters & 6 C.Melusines = (6*1) + (6*4) = 30 :water. It's the same friggin' cost.
12 Purify = 12 Drown
(12*6) + (5*6) = 102 damage OTK.
WHAT THE FCUK?!

At the mere cost of 30 :water, you get an OTK?! That's not nice.

Note: Heal counters do not exist. Purify counters do.

Example OP deck(Nymphs are Melusines):
Spoiler for HOLEY MOLEY HELL NO:
Hover over cards for details, click for permalink
Deck import code : [Select]
5ia 5ia 5ia 5ia 5ia 5ia 5io 5io 5io 5io 5io 5io 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5l9 5rl 5rl 5rl 5ro 5ro 7gp 7gp 7gp 8ps

Becomes worse when upgraded:
Spoiler for WHAT THE FCUK?!:
Hover over cards for details, click for permalink
Deck import code : [Select]
5l9 7gp 7gp 7gp 7gq 7gq 7gq 7gq 7gq 7gq 7h8 7h8 7h8 7h8 7h8 7h8 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7q5 7q5 7q5 7q8 7q8 8ps

Please BALANCE!
The power is determined by

,
granted its a vanilla creature, maybe thats why it gets more buffed,
i will be nerfing the stats of Melusine.

I am comparing the combo of Melusine + Purify versus Poison (Standalone card),
although it sounds like a great idea to implement Poison to trigger Melusine's boosted attack.

Heal counters are easier to understand, but im thinking now in order
to be more relevant, i will be using your suggested purify counters instead.

(3 Purify & 3 Melusines
3 Purify Cards= 6 purify = 6 drown
(6*3) + (2*3)= 24 damage per turn.

My calculations
3 Purify = 6 heal,
1 Melusine + 2 drown per heal = 1 Melusine + 12 drown for 6 heal,
3 Melusine  = 3 X 12  =36 drown
3 Melusine atk = 6 atk
3 Purify + 3 Melusine = 6 heal + 36 drown + 6 atk = 36 damage.)


Ginyu's previous post
Spoiler for Hidden:
Okay, first off: Yes, this card needs balancing. But not because it is OP, but rather UP. The decks you posted will get outrushed by pretty much everything.

You have to use your own cards and quanta to heal your opponent in order to get Melusine's into action. Note how this drops the damage, because your opponent is now healed. But not only this, your Melusines are frail and die to almost every CC out there. Upped are more resiliant, but also more expensive.

Saying this is OP because you can potentially OTK with 30 :water also doesn't really apply, because you have to get 12 cards into play first (successful OTKs need 7 or 8 ), and still need to find the space for enough stall in your deck. Your OTK further gets ruined by any shield that has just one damage reduction, and going around that with Chimera is not a thing as you need to keep the Melusine's abilities, not to mention the extra off-element cost. Oh, and the OTK only works fully upped, so decks are even faster.

The only way cards like these can become broken is by fractalling them (which gives Dim Shields as possible stall), but there are many better targets out there. Again, putting in 6 Purifies takes a lot of deck space, and you need to cast many of them.

My suggestion to make this card more useful is by letting it get boosted by any healing source your opponent has, in which case it turns into a nice stallbreaker. Maybe +2 attack for every health point your opponent regenerated on his last turn, which sets back after your attack phase not to turn it into a giant attacker too fast. Its fragility will still make it handable in some way, so its weakness to certain shields and Sundial, and it can always turn into a mostly dead card if your opponent did not pack healing.

EDIT: The upped might go well with -1 attack, if making it more different to Abyss Crawler is an issue.
Your suggestion is practical but im going with easy to understand.
« Last Edit: July 24, 2016, 02:30:57 am by foxrain4 »

Offline Hyroen

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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1238720#msg1238720
« Reply #6 on: July 24, 2016, 09:46:21 am »
Nice art and interesting mechanic.

Though I'm not a huge fan of attack increase in the element of :water Water, I really like the mechanic interaction with :water Purify.

The mechanic strength might even warrant the consideration of when :water Purify counters are on either player instead of only on the opponent. 
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Re: Melusine | Cursed Melusine https://elementscommunity.org/forum/index.php?topic=62493.msg1239110#msg1239110
« Reply #7 on: July 27, 2016, 06:32:55 pm »
Interesting. I like the potential for use in anti-SoSac decks.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
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