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Offline CalambarTopic starter

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Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114880#msg1114880
« on: December 13, 2013, 02:15:14 am »
NAME:
Mud Cannon
ELEMENT:
Earth
COST:
3 :earth
TYPE:
Permanent
ATK|HP:

TEXT:
:water : Deal 5 damage to the  opponent. Delay opponent's weapon for 1 turn. Reload time: 1 turn.
NAME:
Great Mud Cannon
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Permanent
ATK|HP:

TEXT:
:water :water :Deal 10 damage to the  opponent. Delay opponent's weapon and shield for 1 turn. Reload time: 2 turns.


ART:
http://commons.wikimedia.org/wiki/File:Muddy_land_north_of_Simonsbath_-_geograph.org.uk_-_621876.jpg?uselang=pl / http://commons.wikimedia.org/wiki/File:Bandmuseet_vaktas_(9582852719).jpg
Merged (quite poorly) by Krzysiekxd in Sumopaint
IDEA:
Krzysiekxd
NOTES:
Imagine that huge mud ball is going toward you. It must hurt and immobilize you for a while.

It works the same as delay on a weapon, but lasts only one turn.
EDIT: I decided, as BrandenC6 suggested, that it should also delay itself for 1 turn to prevent continous dalaying which requires only little water quanta. It seemed to be OP. But I have suggested greater damage.

EDIT 2: It has been suggested that delaying both weapon and shield would be OP even with 1 turn reload time.

I have changed unupped card removing shield delay, reducing cost to 3 and increasing damage to 5.

When it comes to upped card I have decided to leave shield and weapon delay, but I increased reload time to 2 turns.
That means:
-your turn-->cannon fires
-opponent's turn
-your turn-->reload time
-opponent's turn
-your turn-->reload time
-opponent's turn
-your turn--> cannon may fire again

In addition, the cost has been also dropped to 4 and damage increased to 10.

And yes, as I already wrote, the effect stack in the same way as Warden's delay. Reason:
Now with delaying itself, I think effect can stack. Well, more mud on yourself means more time to get rid of it. Also replacing weapon or shield should not remove the effect as you are still under the huge mass of mud :P

This is my original idea:
Spoiler for Original idea:
This was my second idea:
Spoiler for Second idea:

What about bone wall? We know it is a special shield, so it disables (removes) only one counter.

Feedback greatly appreciated :)
SERIES:

« Last Edit: December 13, 2013, 09:49:52 pm by Krzysiekxd »
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Offline Joseph7

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114882#msg1114882
« Reply #1 on: December 13, 2013, 02:31:09 am »
It seems quite overpriced to me; after all, any other already existing spell already deals much more damage than this does. Take, for example, poison. For 1 :death you can deal 2 damage to the opponent every single turn, and that damage can only be removed by 1 card (purify). This card forces a duo and is very costly to deal the opponent damage every single turn, even though it also disables their weapon and shield. I think that because it forces a duo, it can be priced at just 3 :earth or so and still not be ridiculously priced. I also think that the ability should not cost more than 2 :water.

Offline CalambarTopic starter

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114883#msg1114883
« Reply #2 on: December 13, 2013, 02:34:40 am »
It seems quite overpriced to me; after all, any other already existing spell already deals much more damage than this does. Take, for example, poison. For 1 :death you can deal 2 damage to the opponent every single turn, and that damage can only be removed by 1 card (purify). This card forces a duo and is very costly to deal the opponent damage every single turn, even though it also disables their weapon and shield. I think that because it forces a duo, it can be priced at just 3 :earth or so and still not be ridiculously priced. I also think that the ability should not cost more than 2 :water.

I consider an ability to disable weapon and shield every turn as very powerful skill, thus I don't feel like reducing any cost.

When it comes to damage, poison can be removed by purify, this cannot be stopped (ok, only by destroying it or messing with quanta).
« Last Edit: December 13, 2013, 02:38:26 am by Krzysiekxd »
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Offline rob77dp

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114884#msg1114884
« Reply #3 on: December 13, 2013, 02:35:10 am »
Along the lines of Joseph7's thinking, it could even turn to:

6 :earth|4 :earth to summon
1 :water|2 :water to "fire" (activate ability)
Ability:  2 damage|4 damage plus pausing the shield and weapon slot for 1 turn.

Reasoning:  The card names would indicate the upgraded version fires more mud which would require more water to 'create'.  Larger cannon shoots larger mud-ball-thing which deals more damage.  Less cost to summon as 'technology' of building (summoning) the larger cannon is much more efficient viewing 'upgraded' for this card as technological advancement.
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Offline CrockettRocket

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114885#msg1114885
« Reply #4 on: December 13, 2013, 02:42:52 am »
Should be 3 earth, 2 unupped. Deals 2 damage (unstoppable isn't really required to be stated in this. Or we would have poison say "Put 3 unstoppable poison counters...") And for 2 water both upped and unupped delays shield and weapon for 1 turn. This permanent is delayed for 1 full turn. The delay should be part of the ability that requires water quanta. Its just too spamable. You can pretty much infinitely make a counter to any shield without the delay thing, and then would only require 3 of these for inifinite stall. Which isnt too bad now. (Use ability. Stalled. Hit space. Opponent hits space. Your permanent is still guarded, and when you press space it un-stalls.)
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Offline Scars

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114887#msg1114887
« Reply #5 on: December 13, 2013, 02:45:55 am »
Why not create mud ball counters? Would be funny haha.
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114890#msg1114890
« Reply #6 on: December 13, 2013, 03:14:36 am »
You probably don't need the "unstopable" part in there. Its a similar enough theme to catapult that people should get the idea I think.

Disabling the opponent's shield and weapon is pretty powerful....Will the effect stack (i.e. add extra turns) if more than 1 cannon gets used in a turn?
Also, if the opponent replaces their shield or weapon, will the new one function or will the effect linger?
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114891#msg1114891
« Reply #7 on: December 13, 2013, 03:21:14 am »
Raise the cost, because freezing the shield and weapon is very powerful. Will it freeze immaterial ones?

Offline CalambarTopic starter

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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114894#msg1114894
« Reply #8 on: December 13, 2013, 03:26:43 am »
I have edited my card. Thic change actually applies to all previous comments. Please read EDIT in NOTES.

So how does it look like now?

Waiting for more feedback :)

Will the effect stack (i.e. add extra turns) if more than 1 cannon gets used in a turn?
Also, if the opponent replaces their shield or weapon, will the new one function or will the effect linger?

Now with delaying itself, I think effect can stack. Well, more mud on yourself means more time to get rid of it. Also replacing weapon or shield should not remove the effect as you are still under the huge mass of mud :P
« Last Edit: December 13, 2013, 03:32:05 am by Krzysiekxd »
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114896#msg1114896
« Reply #9 on: December 13, 2013, 03:35:55 am »
Good. With unupped play in pvp1 3 damage is good. With upped play in pvp2 6 damage is required. But drop price back down to 5
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114900#msg1114900
« Reply #10 on: December 13, 2013, 04:25:28 am »
Krzysiekxd, are you making a mud series? XD

I like it. Its much more splash-able than a Trident and yet both could be in a deck together. Enough of these with some permafrost and PAs could make a viable creature less deck. I still think the cost is too expensive. 1 :chroma can get me 6 damage a turn with a long sword, for another 1 :chroma i can fly that to play more. I would definitely drop the upped cost by at least 1 :earth .

Does shields with counters still lose counters when delayed? I guess so but just checking.

What do you mean "opponent's weapon, shield and itself for 1 turn" Does itself refer to the cannon? Is delaying itself necessary when you wouldn't be able to use the ability till the next turn anyway?
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Re: Mud Cannon | Great Mud Cannon https://elementscommunity.org/forum/index.php?topic=52838.msg1114941#msg1114941
« Reply #11 on: December 13, 2013, 11:06:41 am »
Krzysiekxd, are you making a mud series? XD

I like it. Its much more splash-able than a Trident and yet both could be in a deck together. Enough of these with some permafrost and PAs could make a viable creature less deck. I still think the cost is too expensive. 1 :chroma can get me 6 damage a turn with a long sword, for another 1 :chroma i can fly that to play more. I would definitely drop the upped cost by at least 1 :earth .

Does shields with counters still lose counters when delayed? I guess so but just checking.

What do you mean "opponent's weapon, shield and itself for 1 turn" Does itself refer to the cannon? Is delaying itself necessary when you wouldn't be able to use the ability till the next turn anyway?
Cannons ability (now its delayed) hit space, 6 damage. Enemy hits space. Your canon will still be delayed until you hit space this turn and do 6 damage. Enemy hits space. Canons ability. This way it takes 3 canons to immobilize every enemy weapon. If it didnt then it would be OP.
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anything
blarg: