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Geldon

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Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171438#msg171438
« on: October 05, 2010, 09:39:07 pm »
NAME:
Necronomicon
ELEMENT:
Darkness
COST:
7 :darkness
TYPE:
Permanent
ATK|HP:
TEXT:
:darkness :darkness :darkness Resurrect the last
killed creature as a skeleton
with half of it's original attack
and defense.
NAME:
Death Note
ELEMENT:
Darkness
COST:
2 :darkness and 50% of the maximum life
TYPE:
Permanent
ATK|HP:
TEXT:
Dark pact: Consumes half of your
maximum life when played.
:darkness :darkness Infect one creature with
5 poison.
Can not be destroyed or stolen.
ART:
IDEA:
Geldon
NOTES:
A death note cannot target immaterial or burried creatures.
Also dead creatures like skelettons cannot be killed, because they are already dead.
Same thing applies for the Necronomicon: Skelettons and other dead creatures cannot be resurrected.
Resurrected creatures are not immaterial, even if the killed creature was.

Edit:

Card mechanics:
* Changed Death Note from unupgraded to upgraded et vice versa
* Death Note infects a creature with 5 poison instead of instant killing it
* although I proposed something else before, Death Note still consumes 50% of the maximum life and not 40 HP

Curator comments:
* The element is now darkness instead of :darkness
* I added :darkness to the cost-section
* I'm not quite sure if I will really add the card ideas in the competition section. It was some fun to create Death Note and Necronomicon but I'm still not satisfied with the other two card ideas.

Other stuff:
* Created two polls


COMPETITION:
Phase shift|Dimension shift (http://elementscommunity.org/forum/index.php/topic,13614.new.html#new)
Peace dove|Herald of peace (http://elementscommunity.org/forum/index.php/topic,13616.new.html#new)

Offline EvaRia

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171448#msg171448
« Reply #1 on: October 05, 2010, 09:54:39 pm »
Consume half of your actually AND maximum life?
That automatically kills you.
And no instant kills with no regard for a creature's HP.

Geldon

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171459#msg171459
« Reply #2 on: October 05, 2010, 10:12:50 pm »
Consume half of your actually AND maximum life?
That automatically kills you.
What I mean is: If you have 60/100 HP left then you have 30/50 after playing the card.

And no instant kills with no regard for a creature's HP.
Maybe there can be a delay of creatures HP/5 rounds but I thought losing 50% of the maximum HP might be a suitable price for an instant kill per round.

Offline Seiya

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171491#msg171491
« Reply #3 on: October 05, 2010, 11:12:07 pm »
It is definitely a suitable price, but I don't think anyone would want to pay it.

QuantumT

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171497#msg171497
« Reply #4 on: October 05, 2010, 11:22:32 pm »
It is definitely a suitable price, but I don't think anyone would want to pay it.
Are you kidding? For the ability of killing any creature you choose every turn?

Right now it seems a bit OP. You drop this turn one, and you should be able to stop any rush dead in its tracks, you'll also kill the more midrange decks that bring bigger creatures out a bit later. Basically the only deck types this card wouldn't destroy by itself are the ones based on immaterial creatures (ie mono aether) and creatureless decks.

Repeatable instant kill seems like a bad idea.

Offline AnonymousRevival

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171542#msg171542
« Reply #5 on: October 06, 2010, 12:15:00 am »
Geldon, you cannot kill a creature instantly, you have to state the damage dealt, zanz doesn't like kill immediatly effects.
Ignotum venit retro vivere. :aether :light

Geldon

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171747#msg171747
« Reply #6 on: October 06, 2010, 09:15:22 am »
Geldon, you cannot kill a creature instantly, you have to state the damage dealt, zanz doesn't like kill immediatly effects.
OK, no instant kill then. What about just trading 20% of the maximum life for the ability to infect a creature with 5 poison per round?

Offline EvaRia

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171834#msg171834
« Reply #7 on: October 06, 2010, 03:37:46 pm »
Why not just make it the downgraded version of necronomicon?
That would make sense.
ATM Death Note>Necronomicon, which doesn't make sense.

Geldon

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171850#msg171850
« Reply #8 on: October 06, 2010, 04:53:35 pm »
Or I just make Death Note the upgraded card and Necronomicon the non upgraded.

Offline EvaRia

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg171935#msg171935
« Reply #9 on: October 06, 2010, 08:04:53 pm »
But that still doesn't fix the fact that Death Note is OP ><

Geldon

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg172267#msg172267
« Reply #10 on: October 07, 2010, 07:37:18 am »
But that still doesn't fix the fact that Death Note is OP ><
Do not forget that you give your maximum HP in exchange for this OP ability. I just need to find a good balance between how much HP you have to sacrifice and many infection counters you add per round.
 

QuantumT

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Re: Death Note|Necronomicon https://elementscommunity.org/forum/index.php?topic=13613.msg172274#msg172274
« Reply #11 on: October 07, 2010, 07:53:54 am »
Even the switch from instant-kill to infection counters was a good start towards balancing the card. That way, any creature played will get at least 2 attacks, the one the turn it comes into play and the one the infection kills it.

I haven't thought this too much, but it seems like half HP for 5 infection counter ability wouldn't be too OP.

One thing to remember during card creation is that it's always better to err towards cards being underpowered. A card is weak, it doesn't get used, not too big a deal. A card is too strong, it changes the entire game, almost forcing people to use it (see 2-turn sundial).

 

blarg: