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Offline mildlyfrightenedboyTopic starter

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Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410608#msg410608
« on: October 15, 2011, 11:03:27 pm »
NAME:
Demonic Pact
ELEMENT:
Darkness
COST:
0
TYPE:
Spell
ATK|HP:
TEXT:
Lose 7 HP and gain one Obsidian Pillar.  This card is now on the bottom of your deck.
NAME:
Demonic Covenant
ELEMENT:
Darkness
COST:
0
TYPE:
Spell
ATK|HP:
TEXT:
Lose 6 HP and gain one Obsidian Tower.  This card is now on the bottom of your deck.
ART:
http://www.sxc.hu/photo/1163994
IDEA:
MildlyFrightenedBoy
NOTES:
This is a rework of one of the first cards that I made.  I had put it in Level 0, and never went back to it later.
Essentially, you pay HP each turn so that you do not deck out and gain extra quanta.  It's like a "last stand" mechanic; once you run out of cards, you gain a ridiculous amount of quanta to use skills to your heart's content.  please take into consideration that you can't really abuse the pillar/tower gain because, once you can play it repeatedly, you are out of cards to spend quanta on.  It's just for skills and any cards left in your hand.
Thematic Explanation:
You make a deal with the devil (the Bazaar is obviously the devil; look at the sell price rate) who promises to keep you alive (unable to deck out) and give you all the money (quanta) in the world (which is up to 50 as of the new update, I think), but you must pay him with your soul (HP).
SERIES:
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline OldTrees

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410614#msg410614
« Reply #1 on: October 15, 2011, 11:07:20 pm »
Perhaps increase the cost a bit. Anti-deckout should cost more than a mere 5hp per turn IMO.
Upgraded gets 2 quanta generators and since they are Towers it will also gain 2 :darkness. A 3hp increase was not enough.

Solid core idea though!
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Offline mildlyfrightenedboyTopic starter

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410622#msg410622
« Reply #2 on: October 15, 2011, 11:13:51 pm »
Perhaps increase the cost a bit. Anti-deckout should cost more than a mere 5hp per turn IMO.
Upgraded gets 2 quanta generators and since they are Towers it will also gain 2 :darkness. A 3hp increase was not enough.

Solid core idea though!
I will raise the HP cost of the unupgraded card by 2 (to 7) and the unupgraded card by 3 (to 11).
However, is the extra quanta really worth that much if it can't be spammed until you are out of cards in your deck?  Until you are out of cards, then it just costs X HP more than a pillar or two towers (although the latter is only one card).
After rechecking this against my original idea, I noticed that, in my original idea, the card dealt poison damage to the owner instead.  Would that be better in any way, so that you can't use this and a few SoG's to stay alive for eternity.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline OldTrees

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410655#msg410655
« Reply #3 on: October 16, 2011, 12:22:42 am »
Perhaps increase the cost a bit. Anti-deckout should cost more than a mere 5hp per turn IMO.
Upgraded gets 2 quanta generators and since they are Towers it will also gain 2 :darkness. A 3hp increase was not enough.

Solid core idea though!
I will raise the HP cost of the unupgraded card by 2 (to 7) and the unupgraded card by 3 (to 11).
However, is the extra quanta really worth that much if it can't be spammed until you are out of cards in your deck?  Until you are out of cards, then it just costs X HP more than a pillar or two towers (although the latter is only one card).
After rechecking this against my original idea, I noticed that, in my original idea, the card dealt poison damage to the owner instead.  Would that be better in any way, so that you can't use this and a few SoG's to stay alive for eternity.
I like regular damage rather than poison.

Unupped it is a 7hp/turn antideckout with the side effect of being a pillar.
Upgraded it becomes a double Tower for 11 hp with the side effect of antideckout in the end game.

Double pillars are nice because they are worth 2 pillars. Double Towers are nice because they are worth 2 towers. 2 Towers are worth ~= 0 quanta + 2 cards + 2 upgrades ~= 2 quanta + 1 card + 1 upgrade ~= 10hp + 1 card + 1 upgrade.
So while 11hp is still a bit low IMO it is Very close.
"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."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline Captain Scibra

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410693#msg410693
« Reply #4 on: October 16, 2011, 01:35:32 am »
I do like this idea, but it does need some balancing.  A cost is definitely a must imo.  Even 1 :darkness | 2 :darkness will do.  The problem is is that is basically is a pillar with an effect added on to it, and reusable, which is very powerful.  Ultimately the issue is the free cost allows for use in any deck, and you can completely disregard gaining the pillar/tower.  Also, unlike OT, I think the idea of poison being added onto yourself along with some direct damage, particularly such that any healing mechanics (especially those out of reach of destruction by the opponent) available may put this as a broken card. 
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Offline mildlyfrightenedboyTopic starter

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410708#msg410708
« Reply #5 on: October 16, 2011, 02:09:43 am »
I do like this idea, but it does need some balancing.  A cost is definitely a must imo.  Even 1 :darkness | 2 :darkness will do.  The problem is is that is basically is a pillar with an effect added on to it, and reusable, which is very powerful.  Ultimately the issue is the free cost allows for use in any deck, and you can completely disregard gaining the pillar/tower.  Also, unlike OT, I think the idea of poison being added onto yourself along with some direct damage, particularly such that any healing mechanics (especially those out of reach of destruction by the opponent) available may put this as a broken card.
I really want it to be free so that it won't be slaughtered by decks like Pestal or Black Hole spam and the like.  I think I will raise the HP cost and submit it to the Crucible, but, if there is any other reason that the card shouldn't be free that would make it ridiculously overpowered in some type of deck, then please tell me.

Also, when I said that it poisoned you, I meant that it only poisons you; there is no direct damage.  The upgraded version deals direct damage (so it can be used for longer).  They were ridiculously broken in that I underestimated the power of being unable to deck out.  Here's the cards from before:

For some reason, I put zeroes for the card cost.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline Captain Scibra

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410753#msg410753
« Reply #6 on: October 16, 2011, 03:21:04 am »
I think that it still needs to be significantly different than a pillar with an effect.  Either remove the adding a pillar with just adding some quanta (upgraded adds more, or costs less health) like the old version, or add a cost.
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Offline mildlyfrightenedboyTopic starter

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410758#msg410758
« Reply #7 on: October 16, 2011, 03:29:03 am »
Perhaps increase the cost a bit. Anti-deckout should cost more than a mere 5hp per turn IMO.
Upgraded gets 2 quanta generators and since they are Towers it will also gain 2 :darkness. A 3hp increase was not enough.

Solid core idea though!
I will raise the HP cost of the unupgraded card by 2 (to 7) and the unupgraded card by 3 (to 11).
However, is the extra quanta really worth that much if it can't be spammed until you are out of cards in your deck?  Until you are out of cards, then it just costs X HP more than a pillar or two towers (although the latter is only one card).
After rechecking this against my original idea, I noticed that, in my original idea, the card dealt poison damage to the owner instead.  Would that be better in any way, so that you can't use this and a few SoG's to stay alive for eternity.
I like regular damage rather than poison.

Unupped it is a 7hp/turn antideckout with the side effect of being a pillar.
Upgraded it becomes a double Tower for 11 hp with the side effect of antideckout in the end game.

Double pillars are nice because they are worth 2 pillars. Double Towers are nice because they are worth 2 towers. 2 Towers are worth ~= 0 quanta + 2 cards + 2 upgrades ~= 2 quanta + 1 card + 1 upgrade ~= 10hp + 1 card + 1 upgrade.
So while 11hp is still a bit low IMO it is Very close.
I just realized a problem with the upgraded card costing more HP that I am rather surprised that I didn't notice before:
The point of the card is to stay alive.  With the card, you cannot deck out, so the only way that you can die is to run out of HP.  If the upgraded card costs more HP, then you die faster.  However, if the unupgraded and upgraded card both produced one tower/pillar, would it be balanced to make the unupgraded version cost 7 HP and the upgraded version only cost 6?
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline OldTrees

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410810#msg410810
« Reply #8 on: October 16, 2011, 05:01:28 am »
Perhaps increase the cost a bit. Anti-deckout should cost more than a mere 5hp per turn IMO.
Upgraded gets 2 quanta generators and since they are Towers it will also gain 2 :darkness. A 3hp increase was not enough.

Solid core idea though!
I will raise the HP cost of the unupgraded card by 2 (to 7) and the unupgraded card by 3 (to 11).
However, is the extra quanta really worth that much if it can't be spammed until you are out of cards in your deck?  Until you are out of cards, then it just costs X HP more than a pillar or two towers (although the latter is only one card).
After rechecking this against my original idea, I noticed that, in my original idea, the card dealt poison damage to the owner instead.  Would that be better in any way, so that you can't use this and a few SoG's to stay alive for eternity.
I like regular damage rather than poison.

Unupped it is a 7hp/turn antideckout with the side effect of being a pillar.
Upgraded it becomes a double Tower for 11 hp with the side effect of antideckout in the end game.

Double pillars are nice because they are worth 2 pillars. Double Towers are nice because they are worth 2 towers. 2 Towers are worth ~= 0 quanta + 2 cards + 2 upgrades ~= 2 quanta + 1 card + 1 upgrade ~= 10hp + 1 card + 1 upgrade.
So while 11hp is still a bit low IMO it is Very close.
I just realized a problem with the upgraded card costing more HP that I am rather surprised that I didn't notice before:
The point of the card is to stay alive.  With the card, you cannot deck out, so the only way that you can die is to run out of HP.  If the upgraded card costs more HP, then you die faster.  However, if the unupgraded and upgraded card both produced one tower/pillar, would it be balanced to make the unupgraded version cost 7 HP and the upgraded version only cost 6?
Probably or at least it would be closer.
"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 furballdn

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410832#msg410832
« Reply #9 on: October 16, 2011, 05:32:45 am »
Mmm...nice anti-deck out. Best of all, it is elementless and free! I could definitely see one of these in a sanctuary stall deck. Obviously that's problematic, so maybe change the 5 and 8 damage to gaining 5 and 8 poison counters.

Offline mildlyfrightenedboyTopic starter

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410848#msg410848
« Reply #10 on: October 16, 2011, 06:01:45 am »
Mmm...nice anti-deck out. Best of all, it is elementless and free! I could definitely see one of these in a sanctuary stall deck. Obviously that's problematic, so maybe change the 5 and 8 damage to gaining 5 and 8 poison counters.
Ouch, losing 8 HP per turn per play?  After only 3 turns of anti-deckout, you would have lost a total of 40 HP.  Killing yourself instead of letting the deckout do it for you isn't really what I was going for.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
Orianna made a sound that supposed to a girl's squeal of glee and hugged The Ball. While it might have been touching, it was unfortunately only horrifying.

Offline furballdn

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Re: Demonic Pact | Demonic Covenant https://elementscommunity.org/forum/index.php?topic=32513.msg410850#msg410850
« Reply #11 on: October 16, 2011, 06:06:51 am »
Mmm...nice anti-deck out. Best of all, it is elementless and free! I could definitely see one of these in a sanctuary stall deck. Obviously that's problematic, so maybe change the 5 and 8 damage to gaining 5 and 8 poison counters.
Ouch, losing 8 HP per turn per play?  After only 3 turns of anti-deckout, you would have lost a total of 40 HP.  Killing yourself instead of letting the deckout do it for you isn't really what I was going for.
Oh my bad, I forgot that poison keeps going XD

Maybe make it so that you take 5|8 permanent damage. That way, it can't be healed back without a SoD. It can also prevent annoying sanctuary healing combos with this.

 

anything
blarg: