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Could the Creature be something other than a Priest and a Human?Who say that Priests have to be human? And I try to get some non or less humanshaped artwork but it isn't easy.
Human as creatures really ruin the theme of Elements.
As for the card... it's very interesting. There are a pretty decent number of creatures with 4 HP that can survive a RoF, but this could help remedy that issue. I could see dropping the cost to 1, this card absolutely pales in comparison to something like an Oty. Even infection can stack, although it may not have the added attack bonus.I wanted to go the save way and set the cost at 2 :fire, but it seems that I was a little bit too cautious. Would be the cost of 1 :fire still ok when I change the stat gain change to +1|+1?
make him look a little bit like a balrog and give him some name wich is like thisMy priority is to find art for the other cards of the series.
I'll be honest - this card may be balanced, but I just don't like the "deal 1 damage and upon a creature death via this damage gain +1/+1" mechanic. Flame whip is a cool ability still, but I just don't like the idea of having some priest (cultist) just randomly jump into the Elements world and start whipping abyss crawlers and dragons into shape.
That may be your opinion because you can't see a mere Cultist fight against a Dragon. But in Elements the creatures doesn't fight directly against eachother and even a little Bloodsucker can kill a Dragon.
I think the major issue is that :fire just gets another 'deal damage to an enemy creature' type of card, except it's like a very weak version of fire lance on a stick.
Fire has 3 cards that provides creature control (yes, Rage Potion can kill creatures, but you can use it differently) and that is the same number of cards as Air has (I'm not counting Unstable Gas because it's a synergy between this two elements). And the ability is more similar to the Eagle's Eyes ability as to the Fire Lance.
I think that Fire should be the element with the strongest and most creature control cards but right now, it lacks a different, permanent form of creature control. My idea reduce the gab.
What would be interesting is if the stat boost was only triggered by killing 'certain' creatures though. Otherwise, I'm a little sad this got in before the other :fire's alternatives in regards to permanents.
And which 'certain' creatures should give the boost? The ability has a restriction so that you can't gain the boost in a easy way. When the opponent doesn't stop playing 1HP creatures, he has to pay for it in the same way as he has to pay when he doesn't stop to play oty food.
And yes, there are some nice permanent fire cards in the Crucible.
i think that you either should decrease the cost of the card or that falme whip deals 2 damage.That is one of the changes that I want to suggest. :)
i would increase the ability to 2 damage.i think that you either should decrease the cost of the card or that falme whip deals 2 damage.That is one of the changes that I want to suggest. :)
@midg3333: The ability was thought as hybrid of growth(devour) and creature damage. I don't want to change the growing part as it is fine as it is.
That's why I would do following changes:
* increase the ability damage from 1 to 2
* increase the stats from 2|1 to 3|2 for the Cultist and to 4|4 for the Priest
Objections or other suggestions what I could change?