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dramore

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Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg256863#msg256863
« on: January 25, 2011, 06:49:08 am »

Murphy | Evil God Murphy
NAME: Murphy
ELEMENT: Entropy
COST: 6 :entropy
TYPE: Creature
ATK|HP: 3 | 4
ABILITY: Creatures and permanents
have a 30% chance for active
skills/abilities to fail to activate
on each activation event.
NAME: Evil God Murphy
ELEMENT: Entropy
COST: 8 :entropy
TYPE: Creature
ATK|HP: 5 | 5
ABILITY: Creatures and permanents
have a 50% chance for active
skills/abilities to fail to activate
on each activation event.
ART: ***Insert artist name***
IDEA: Dramore
NOTES: Frist off for anyone who does not know what "Murphy's Law" is.
Murphy's Law    noun
 If it can go wrong it will go wrong. Also called (Brit) Sod's Law.
Meaning:[noncount] —used to refer to the humorous statement
that if it is possible for something to go wrong then it will go wrong
called also (Brit) Sod's Law
The ability of Murphy / Evil God Murphy

Murphy's Law
This skill is like a limited mass lobo. that also hits your permanents.
This means that there is a chance (non stackable) that each time an
active skill would either trigger or be triggered it may fail to happen.
Like when you click on a creature then cancel that act. The quanta is
already spent but nothing happens.(I.E. When you try to devour but their
is no target so you cancel. You do not get a refund of that quanta and the
skill is used until next turn.)
Note: This does not totaly cancel any skill. It only has a chance of said skill failing
to work. Or activate.  Also this has no effect on quanta production as that is
a passive skill(or at least to me it should be a passive skill). Tho there would
be a chance that pendulums would not switch over between the 2 types of quanta
they could produce.
I.E. Gravity mark, Fire pendulums.    Turn 1 :fire ,turn 2 :gravity . With this skill the switching
is the active part and may fail to happen at the end of the turn so you may get the same
type of quanta 2 or more turns in a row.

This affects every active skill/ability that any creature or permanent has.
I.E. Growth, Draw(permanent effect), Firewall(This means that on each
attack a creature does. The creature may not take any damage)
Scavenger(This means that when a creature dies a scavenger may not get
the +1|+1 that normaly happens.)

I'm thinking that Immortal creatures and Protected permanents would not be affected by this
ability but am not sure.
SERIES: ***Insert series name and link to series page (if any)***

Murphy | Evil God Murphy
NAME: Murphy
ELEMENT: Entropy
COST: 5 :entropy
TYPE: Creature
ATK|HP: 4 | 3
ABILITY: :entropy :entropy :entropy : Murphy's Law :
Change target creature or
permanent's active ability to
another random active ability.
NAME: Evil God Murphy
ELEMENT: Entropy
COST: 7 :entropy
TYPE: Creature
ATK|HP: 5 | 6
ABILITY: :entropy :entropy :entropy : Murphy's Law :
Change target creature or
permanent's active ability to
another random active ability.
ART: ***Insert artist name***
IDEA: Dramore
NOTES: Frist off for anyone who does not know what "Murphy's Law" is.
Murphy's Law    noun
 If it can go wrong it will go wrong. Also called (Brit) Sod's Law.
Meaning:[noncount] —used to refer to the humorous statement
that if it is possible for something to go wrong then it will go wrong
called also (Brit) Sod's Law
The ability of Murphy / Evil God Murphy

Murphy's Law may target any permanent or creature that has an
activated active ability/skill. (meaning if you can click on it)

This will switch it to a different random ability/skill with all cost
remaining the same.
If a creature is the target then the new skill will also be any
ability/skill that a creature could use.

If a permanent is the target then it will be any ability/skill that could
be used by the permanent.

This is a hidden change.Meaning that the name of the ability/skill
under the card does not appear different than what it was and the player
will not know what it is until they use it next.

I.E. No permanent could use "Growth" as it does not have attack
or Hp so it would not be able to aquire that ability/skill.

I.E. Murphy's Law is used on Maxwell's Demon it still reads Paradox
under the card but it may now be Draw a Card or Growth or Dive or
any other ability/skill that any creature could use.

I.E. Murphy's Law is used on Mindgate it still reads Duality under the
card but it may be Freeze or Poison or Sniper or Immortality or Tsunami
or any other ability/skill that any permanent could use.

After all it is "Murphy's Law" that it can and will go wrong or in this
case your plan just went wrong.
SERIES: ***Insert series name and link to series page (if any)***

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg257008#msg257008
« Reply #1 on: January 25, 2011, 04:21:51 pm »
I would like Ajit to take this and add the affect has in gem series. then we need to put it in a hand.
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Offline EmeraldTiger

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg257583#msg257583
« Reply #2 on: January 26, 2011, 04:52:10 am »
What i mean by a broken wand is... the concept of Murphy's Law anything that can go wrong will. Murphy bestows his curse with the broken wand.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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dramore

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg257609#msg257609
« Reply #3 on: January 26, 2011, 05:40:54 am »
oh cool and thanks. Hope eveyone like the idea.

Offline EmeraldTiger

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg257614#msg257614
« Reply #4 on: January 26, 2011, 05:54:04 am »
You may need to PM Ajit too add his touch to it.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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Kael Hate

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg267513#msg267513
« Reply #5 on: February 09, 2011, 04:03:02 am »

Personal Review

I don't like the skill, because it overlaps with mutation and has hidden information.

Lets examine the effect on permanents.

Available Targets:
Unstable Gas
Owl's Eye
Catapault
Pulveriser
Poseiden
Golden Hourglass
Eternity
Mindgate
Lobotomiser

Most of these are cancelable and the one that isn't that might not give a useable benefit is Unstable gas. In game value. Near nil.
A similar echo occurs with creatures. What ability with an activation are they going to get that really means a negative?


Idea using Murphy's law = Interesting
This implementation not so much

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg277462#msg277462
« Reply #6 on: February 24, 2011, 04:18:15 am »
This does step on mutation a lot.
I think some kind of customizing creature effect should be available and would be best if put as a repeatable skill.
However I must confess that is how I saw Fallen Elf|Fallen Druid

I do not see the differentiation of this card from mutation to be much of a blessing. The only good thing I see from it is the ability to mutate permanents. However that ability would be more useful if the game was more permanent centric. All in all I think that great minds think alike but Zanz beat you to the finished version with Fallen Elf|Fallen Druid that allows a creature to gain a skill from a select list of creature and permanent skills (where did you think destroy came from?)
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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg277471#msg277471
« Reply #7 on: February 24, 2011, 04:49:27 am »
I think instead of taking a version of the elf/druid, you should make it more extreme. As Murphy's law states, think of spontaneous combustion
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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg288495#msg288495
« Reply #8 on: March 12, 2011, 01:20:49 am »
Update please review and leave feedback.

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg288496#msg288496
« Reply #9 on: March 12, 2011, 01:26:48 am »
Since this card is a creature, I'm assuming that having multiples of these guys out would not cause the effect to stack then, correct?

In either case, I don't want to say that this card is broken, but the idea of possibly disabling shields could be a cause of frustration for many people, as this might be able to bypass cards like Wings or Gravity Shield (since the defensive 'active' ability of the shield is canceled). If it does stack, then Entropy would be the most effective element for both CC and PC, as the ability to basically waste quanta for an opponent's creature could be devastating (an Otyugh being unable to eat, or a Nymph losing its chance to use its alchemy ability).

Also, how does this affect pillar and pendulum stacks? Does the entire stack just fail completely in generating quanta? Or does it only affect 75% of the pillars/pendulums within the stack itself?

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg288499#msg288499
« Reply #10 on: March 12, 2011, 01:29:45 am »
Interesting concept. I quite like it. I assume it doesn't stack and has a chance to activate for each individual pillar/pendulum. Even with that, it would be too powerful quanta denial. Make sure it doesn't stop quanta and I'm fine with it.
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dramore

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Re: Murphy | Evil God Murphy https://elementscommunity.org/forum/index.php?topic=20232.msg288634#msg288634
« Reply #11 on: March 12, 2011, 06:42:12 am »
Since this card is a creature, I'm assuming that having multiples of these guys out would not cause the effect to stack then, correct?

In either case, I don't want to say that this card is broken, but the idea of possibly disabling shields could be a cause of frustration for many people, as this might be able to bypass cards like Wings or Gravity Shield (since the defensive 'active' ability of the shield is canceled). If it does stack, then Entropy would be the most effective element for both CC and PC, as the ability to basically waste quanta for an opponent's creature could be devastating (an Otyugh being unable to eat, or a Nymph losing its chance to use its alchemy ability).

Also, how does this affect pillar and pendulum stacks? Does the entire stack just fail completely in generating quanta? Or does it only affect 75% of the pillars/pendulums within the stack itself?
Ok first off this does not stack at all. I gave the Firewall example only because it deals damage. The other shield effects that trigger when a creature attacks would be affected, but any shield that is always on(like Wings) would not be affected. Also pillars/towers would not be affected at all. Pendulums would be affected as a stack tho only the switching effect from one quanta type to another. (which means that it's triggered at the end of the turn and would have a **% chance not to switch to the 2nd type of quanta.) This effect does not affect quanta production as in most cases it's a passive ability.(At least thats what I'm thinking from talks with Kael Hate over codeing for my(now old) Runes Seires.)

Interesting concept. I quite like it. I assume it doesn't stack and has a chance to activate for each individual pillar/pendulum. Even with that, it would be too powerful quanta denial. Make sure it doesn't stop quanta and I'm fine with it.
Your right it does not stop quanta production. Only the quanta type switching of the pends.

I'm also thinking that maybe the **% might be a little to high. Wondering if 40% / 60% would be better.

 

anything
blarg: