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Offline OldTreesTopic starter

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Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183868#msg183868
« on: October 24, 2010, 09:37:04 pm »
NAME:
Overgrowth
ELEMENT:
Life
COST:
7 :life
TYPE:
Permanent
ATK|HP:
TEXT:
Cumulative Absorb  :life
Create 2 Trees at the end of your turn.
NAME:
Jungle
ELEMENT:
Life
COST:
5 :life
TYPE:
Permanent
ATK|HP:
TEXT:
Cumulative Absorb  :life
Create 2 Elite Trees at the end of your turn.
NAME:
Tree
ELEMENT:
Life
COST:
1 :life
TYPE:
Creature
ATK|HP:
0|2
TEXT:
Gain +1|+1 at the end of the turn if
the Overgrowth that created it is on the field.

NAME:
Elite Tree
ELEMENT:
Life
COST:
1 :life
TYPE:
Creature
ATK|HP:
0|4
TEXT:
Gain +1|+1 at the end of the turn if
the Jungle that created it is on the field.
ART:
Emerald Tiger
IDEA:
OldTrees
NOTES:
This is the introduction of cumulative absorb costs as a means of creating a finite duration.
The card absorbs  :life the first turn. This is increased to  :life :life the 2nd turn and increases by + :life per turn thereafter.
The Tree|Elite Tree is created after the Overgrowth|Jungle absorbs the quanta. If there is not enough quanta then a tree is not created.
Trees|Elite Trees do not gain +1|+1 on the turn they are created.
Trees|Elite Trees gain +1|+1 before Overgrowth|Jungle absorbs quanta.
The Trees|Elite Trees growth is an active ability but not an activated ability
Trees do not grow if frozen or delayed. Nor does Adrenaline accelerate the growth.
Trees grow after they would attack.
If Overgrowth|Jungle is stolen the Cumulative Absorb resets at  :life
Trees|Elite Trees only grow while the Overgrowth|Jungle that created them exists.
SERIES:

Here is my new version's calculations
Data Table
Casting Cost [X] = 12
Cumulative Absorb [A] =1
Number of Trees|Elite Trees produced per turn [N] = 2
Amount Trees grow per turn [G] = +1|+1
Turn [T]
TurnTotal Quanta cost before battleQuanta Absorbed at end of this turnNumber of Trees at end of this turnDamage this turnTotal Damage
TX+A(T)(T-1)/2ATNTNG(T-1)(T-2)/2NG(T)(T-1)(T-2)/6
1121200
2132400
3153622
4184868
5225101220
6276122040
7337143070
84081642112

Comparison to a Single Behemoth
Casting Cost [X] = 12
Cumulative Absorb [A] =1
Total Quanta cost before battle [Q] = X+A(T)(T-1)/2 = 12+(T)(T-1)/2
Amount Trees grow per turn [G] = +1|+1
Number of Trees|Elite Trees produced per turn [N] = 2
Damage this turn [d] = NG(T-1)(T-2)/2 = (T-1)(T-2)
Turn [T]
TurnQdCreature inefficencyNumber of Trees at start of turnCost of Card Advantage
TQdQ-dN(T-1)(Q-d)/n
1120120n/a
21301326.50
31521343.75
41861263.00
522121082.75
627207102.70
733303122.75
840400202.00
I do not know how much card advantage should be worth but I think 2 quanta each is in the ball park.
What is your opinion?
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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Offline TheonlyrealBeef

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183877#msg183877
« Reply #1 on: October 24, 2010, 09:46:10 pm »
Sounds UP indeed, what about letting the permanent just create trees, the trees after rewinding being playable again, and that it's the trees that take 1 life per turn or die? +1|+1 for quantum equal to casting cost sounds fair enough.

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183900#msg183900
« Reply #2 on: October 24, 2010, 10:15:23 pm »
How about making it so the trees don't die when the jungle is destroyed.  That would create trees that grow +1 +1 every turn.  you could also make the trees lose the ability to gain strength when the jungle is destroyed.  Would work well with emphatic bond?  I also like the card because it would be fun to add it to decks. 

Offline OldTreesTopic starter

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183913#msg183913
« Reply #3 on: October 24, 2010, 10:29:31 pm »
Sounds UP indeed, what about letting the permanent just create trees, the trees after rewinding being playable again, and that it's the trees that take 1 life per turn or die? +1|+1 for quantum equal to casting cost sounds fair enough.
How about making it so the trees don't die when the jungle is destroyed.  That would create trees that grow +1 +1 every turn.  you could also make the trees lose the ability to gain strength when the jungle is destroyed.  Would work well with emphatic bond?  I also like the card because it would be fun to add it to decks.
The core idea is the cumulative absorb. That must stay.
Having the Tree|Elite Trees survive independent of the Overgrowth|Jungle is a good idea.
I am going to update to include that suggestion.

:life gains greater advantage per creature on the field, therefore life should not get a cheap and fast creature spawner. Current just Empathetic Bond|Feral Bond gives a return per creature but I do not want to hinder future :life cards by creating a cheap and fast creature spawner. So which would the community prefer a cheaper creature spawner, a faster creature spawner or a stronger creature spawner?
Cheaper: No initial cost just the cumulative absorb.
Faster: 2 Trees per turn
Stronger: Trees have better starting stats
Other: please state the idea
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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183918#msg183918
« Reply #4 on: October 24, 2010, 10:33:57 pm »
I'm not sure if I'm just missing it, but what is the difference between the elite and standard versions?

Offline OldTreesTopic starter

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183922#msg183922
« Reply #5 on: October 24, 2010, 10:38:01 pm »
I'm not sure if I'm just missing it, but what is the difference between the elite and standard versions?
There wasn't a difference (there is now). I wanted then named differently to facilitate people making suggestions about one and not the other.
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Offline AnonymousRevival

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg183994#msg183994
« Reply #6 on: October 25, 2010, 12:04:33 am »
Is it cumulative?
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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg184001#msg184001
« Reply #7 on: October 25, 2010, 12:14:00 am »
I would like to see a slow return to base stat when a jungle card is not in play.  Also, as a side question - what happens if your opponent plays a jungle card?  Do all trees on the field get the advantage?

Offline OldTreesTopic starter

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg184168#msg184168
« Reply #8 on: October 25, 2010, 03:42:36 am »
Is it cumulative?
Yes the +1|+1 is cumulative.

I would like to see a slow return to base stat when a jungle card is not in play.  Also, as a side question - what happens if your opponent plays a jungle card?  Do all trees on the field get the advantage?
Why would you like to see a slow return? The buildup is expensive already. It costs 5+T^2 :life to get T^2 damage per turn

If your opponent plays a Overgrowth|Jungle card then all Trees|Elite Trees take advantage of it.
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Offline AnonymousRevival

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg184209#msg184209
« Reply #9 on: October 25, 2010, 04:42:55 am »
I can't see the card art, or is there?
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Offline OldTreesTopic starter

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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg184248#msg184248
« Reply #10 on: October 25, 2010, 05:54:50 am »
The cards do not have art yet.
If anyone wishes to donate art I would appreciate it.
However it is the card and not the art that is up for discussion.
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Re: Overgrowth | Jungle https://elementscommunity.org/forum/index.php?topic=14489.msg188074#msg188074
« Reply #11 on: October 30, 2010, 01:18:21 am »
CURATOR COMMENT
-Leave the ATK|HP section of the table blank if the card is not a creature (For Overgrowth | Jungle). "N/A" is inappropriate, as the letters can technically denote stats (See 'Scarab')




Personally, I think that the initial cost should be cheaper, and the CUMULATIVE absorption should be dramatically increased to 3 :life per turn. This way, it sort of follows the concept of Flooding in that it requires a notable amount of :life quanta to work right, but when it does, it produces a lot of flora that can devastate the opponent.

The Trees' passive growth effect is cute, but I'm assuming that they start out weak because of this, correct? If that's the case, you should probably make their HP higher while giving them 0 attack - this way, they're more resistant towards CC effects, but are poor damage dealers unless they're left untouched over time.

Just my suggestions, of course. ^^;

 

anything
blarg: