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Offline ratcharmerTopic starter

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Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg109569#msg109569
« on: July 07, 2010, 05:00:56 am »
Poison Trap | Death Trap

NAME:
Poison Trap
ELEMENT:
Death
COST:
1 :death
TYPE:
Permanent
ATK|HP:
ABILITY:
Each attacking creature has a 10% chance to take 1 damage and 2 poison counters. Must be reset.
NAME:
Death Trap
ELEMENT:
Death
COST:
1 :death
TYPE:
Permanent
ATK|HP:
ABILITY:
Each attacking creature has a 10% chance to take 1 damage and 3 poison counters. Must be reset.
ART:
ratcharmer
IDEA:
ratcharmer
NOTES:
"Must be reset between going off" means that the card loses all other abilities after being triggered and gains the active ability "0: reset" which returns the trap to its active state.
Note that this means only 1 creature can be affected by each trap each round.
Creatures are evaluated in the order they attack, thus it is possible to protect an important creature if you can get it to attack last.
Although this permanent is not a shield, it is treated as one with regards to immortality, momentum etc.
SERIES:
It's another trap. Here's images of what it looks like after it goes off:
(http://imageplay.net/view/m7Gbd72925/Poison_Trap_upped_sprung) (http://imageplay.net/view/m7Gbd72926/Poison_Trap_sprung)

Using the ability returns it to the form in the table above.

*UPDATE 8/18: I've buffed it a little (it now does 1 damage when it goes off in addition to giving poison counters). I've changed the wording in an attempt to be clearer and changed the image to one I did myself.
Let me know what you think of the changes.

actionjack

  • Guest
Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg109619#msg109619
« Reply #1 on: July 07, 2010, 06:28:44 am »
Like the snare, I like it

Interesting trap mechanic... (and I was thinking of the same mechanic as I was reading it, before I read the note)

Hope to see version of it in game.   

Arondight

  • Guest
Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg109626#msg109626
« Reply #2 on: July 07, 2010, 06:37:11 am »
Like stated above, interesting mechanic, but not much is brought into the game with that. There's always Spine Carapace, which does the job and then some.

But if this card also stopped the attack of the creature affected when not reset, I would say this is great.

twinsbuster

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg109636#msg109636
« Reply #3 on: July 07, 2010, 07:06:02 am »
It's UP. Spine Carapace, Fire Buckler and Eagles' Eye are doing similar job but much better than that.

and the text should not be "deal 2 poison damage" since poison damage is dealt at end of turn

Offline ratcharmerTopic starter

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg109794#msg109794
« Reply #4 on: July 07, 2010, 03:59:49 pm »
The traps I've proposed have some pro's and some cons compared to existing creature control mechanics.

Compared to harmful shields they're cheaper and don't occupy the shield slot, but generally less effective. However, I think they could be potent in conjunction with some shields to: 6 of these and a thorn carapace could be devastating creature control.

Compared to more traditional creature control they're, again, much cheaper and they can hit immortals like shields do but you can't control which creatures they hit or when, and they're vulnerable to momentum.

@twinsbuster: how should I phrase it? I wasn't sure.

Kael Hate

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg112286#msg112286
« Reply #5 on: July 11, 2010, 12:35:20 pm »
CURATOR COMMENT

To get to the Crucible:

- Fill the element in the table in words ie "Death"
- Match the text in the table to exactly that of the card image.



Offline ratcharmerTopic starter

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg140210#msg140210
« Reply #6 on: August 16, 2010, 11:55:21 pm »
In general the opinion seems to be that this card is slightly UP.

What if it did 1 damage when it went off? Would that be better?

guolin

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg140214#msg140214
« Reply #7 on: August 16, 2010, 11:59:10 pm »
I like this card idea in general. Death really needs something poison-y, especially after all those non-death poisoneers were released in v1.25. Doing one damage when it goes off could work, yes.

Offline ratcharmerTopic starter

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg141519#msg141519
« Reply #8 on: August 18, 2010, 08:53:29 pm »
I changed the card to also deal 1 damage in addition to poison and reset the poll.

Let me know what you think of the new artwork & the changes. Hopefully I didn't mess anything up in the table when I changed the card . . . I frequently do.

*Edit*

Let me explain some of the reasons why I think this card, or one's like it, would be good for the game:

- Right now :death has no renewable creature control, yet many :death cards rely on being able to kill things.
- Synergy with bonewall/vulture
- There are very few ways to deal with quinted/immortal creatures. Have you ever actually seen a phase dragon killed by a :fire shield? I haven't. Let's not forget quinted oty, or any quinted growth creature.
- Currently :death has no effective way to take care of a big creature. If my opponent plays a golden dragon and I immediately use aflatoxin on it (the best option for killing it quickly) I will take 60 damage before the golden dragon dies. Sure, I can hit it multiple times, but I'm still going to take a heck of a lot of pain before the dragon goes away.

Use of this card is hopefully better than current options for what I've listed above, without being too OP.

the Sage

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg146759#msg146759
« Reply #9 on: August 26, 2010, 11:44:41 am »
I like the idea of a trap mechanic.
I would rather see it deal less poison, but with a higher % chance.
Also, you could consider adding delay (maybe instead of the 1 damage?)
(like these other trap ideas http://elementscommunity.org/forum/index.php/topic,11110.0.html and http://elementscommunity.org/forum/index.php/topic,11837.0.html)

Offline ratcharmerTopic starter

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Re: Poison Trap | Death Trap https://elementscommunity.org/forum/index.php?topic=9296.msg146786#msg146786
« Reply #10 on: August 26, 2010, 01:28:20 pm »
I thought that less poison with a higher % chance would be too close to spine carapace, and it would still leave :death no way to remove a large creature. Although looking back on it 10% does seem a bit low . . .

As far as a delay goes, one of my other trap ideas does exactly that: http://elementscommunity.org/forum/index.php/topic,9298.0.html

I didn't put delay on this one, because I figured one of it's main uses would be synergy with bone wall, so stopping an attack wouldn't be all that useful compared to killing the creature sooner, and I felt more damage fit better theme-wise.

 

anything
blarg: