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Offline waterzxTopic starter

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Progress | Stay https://elementscommunity.org/forum/index.php?topic=37065.msg465043#msg465043
« on: February 27, 2012, 08:50:23 am »
NAME:
Progress
ELEMENT:
Time
COST:
4 :time
TYPE:
Permanent
ATK|HP:
0 | 3 when flying
TEXT:
Weapon : Deal 0 damage.
+1 damage whenever you draw a card from deck. Delay all creatures when destroyed.
NAME:
Stay
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:
9 | 3 when flying
TEXT:
Weapon : Deal 9 damage.
-1 damage when opponent's deck size reduces by 3.
:time :time  : Delay target creature
ART:
waterzx
IDEA:
waterzx
NOTES:
The latest version of Progress | Stay.

Progress is now the normal card while Stay is the upgraded card, given the consideration that Progress would be more easy to use in most decks.


Cost of Progress is raised so you can't play it too early and this limits the potential damage of Progress.

But in order not to make Progress too weak, new passive kill is added to discourage opponent from destroying it. Of course you can destroy your own Progress if you really want to delay opponent's creature as well as yours.



Stay has a higher initial damage but its damage will drop at a higher rate now. This adjustment makes this card more suitable for rush deck.(while Progress is better for Stall)

As a compensation, new active skill is provided, which in turns gives synergy with Turtle Shield as well as Earth element, which also features delay


SERIES:
NAME:
Stay
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:
5 | 3 when flying
TEXT:
Weapon : Deal 5 damage.
Add one damage for every 4 cards in opponent's deck.
NAME:
Progress
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:
0 | 3 when flying
TEXT:
Weapon : Deal 0 damage.
Add one damage whenever you draw a card from deck.
ART:
Waterzx
IDEA:
Waterzx
NOTES:
New version for History | Progress, and I believe the new version match its theme even better.

For Stay, all you need to do is to maintain the size of opponent's deck and enjoy the game

For Progress, play every sundial / hourglasses / precognition and you will get a super-weapon.

The low costs of these cards are to ensure you can play them as soon as possible to maximize the potentials.
SERIES:
NAME:
History
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:
X | 3 when flying
TEXT:
Weapon : Deal X/2 damage each turn.
X = Total number of cards drawn from both decks.
NAME:
Progress
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:
1+X | 6 when flying
TEXT:
Weapon : Deal 1 + X/2 damage each turn.
X = Total number of cards drawn from both decks.
ART:
Waterzx
IDEA:
Waterzx
NOTES:
Anyone thinks this card does not belong to  :time ?

Just like Arsenic, the damage dealt by this card increases exponentially as the game proceeds. Yet, this card may prove more dangerous than Arsenic if you got a hourglass or sundial.

The number of cards drawn is counted only after this card is played so it will not be a huge source of "surprise damage"


Possible change to this card : I may add 2 or more base damage to this card if this is considered underpower

SERIES:

Offline eaglgenes101

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Re: History | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465354#msg465354
« Reply #1 on: February 28, 2012, 02:48:42 am »
After the middle of the game, this gets 15 damage. Powerful much?
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
3. Remember to fill in the holes.

Offline Rutarete

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Re: History | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465356#msg465356
« Reply #2 on: February 28, 2012, 02:51:56 am »
After the middle of the game, this gets 15 damage. Powerful much?
Farenheit can do just as well, and can be more powerful.

I like this card
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Rutarete: Roo tah reh teh
[22:50] <Jyi> meaning gets lost in translation... even in the same language.
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Offline Naesala

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Re: History | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465360#msg465360
« Reply #3 on: February 28, 2012, 03:04:53 am »
I'd say this is the best of your weapon cards thus far. Thematic, cool, and not OP. Has counters like rush so it doesnt destro everything. Pretty good.
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Offline Cheesy111

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Re: History | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465372#msg465372
« Reply #4 on: February 28, 2012, 03:45:52 am »
Incredible synergy with, well, everything in time.  RT creatures so that you or your opponent draw more cards in total, draw faster with hourglass and keep drawing even at the end of the game with Eternity.  While defeated by rushes it seems slightly too powerful to me.  I love the idea, it's just that stats may need tweaking.

Offline waterzxTopic starter

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465406#msg465406
« Reply #5 on: February 28, 2012, 06:22:00 am »
New versions are made. Tell me which one is better.

I think Stay needs some nerf but I'm not very sure about it

Offline Rutarete

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465408#msg465408
« Reply #6 on: February 28, 2012, 06:41:27 am »
I like both versions, I don't know which one to choose!

As for Stay, considering the most common deck size of 30 cards (correct me if i'm wrong), it would gain 7 damage (12 total) and dwindle down by 1 every 4 turns, without help. Given that it decreases with time, I don't think it needs a nerf
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Rutarete: Roo tah reh teh
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Offline Naesala

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465409#msg465409
« Reply #7 on: February 28, 2012, 06:44:34 am »
I like both versions, I don't know which one to choose!
A hard choice for me as well!
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Offline Cheesy111

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465412#msg465412
« Reply #8 on: February 28, 2012, 07:16:42 am »
I love these new versions! They support RTing your opponents' creatures and drawing through your own deck fast, which is what time loves to do.  You've created a great stalling weapon and rushing weapon, great work! Stay might be a little too rush-able with Supernovas - perhaps raise its cost by 1  :time?

Offline waterzxTopic starter

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465413#msg465413
« Reply #9 on: February 28, 2012, 07:17:12 am »
I like both versions, I don't know which one to choose!

As for Stay, considering the most common deck size of 30 cards (correct me if i'm wrong), it would gain 7 damage (12 total) and dwindle down by 1 every 4 turns, without help. Given that it decreases with time, I don't think it needs a nerf
Well don't forget that you have already drawn 7 cards from the deck so the starting deck size is 23, which means the total attack of Stay would be 9 in stead 12

Offline waterzxTopic starter

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465414#msg465414
« Reply #10 on: February 28, 2012, 07:19:47 am »
I love these new versions! They support RTing your opponents' creatures and drawing through your own deck fast, which is what time loves to do.  You've created a great stalling weapon and rushing weapon, great work! Stay might be a little too rush-able with Supernovas - perhaps raise its cost by 1  :time?
I think so.

But anyone thinks that Stay depends too much on luck ?  given that it is only powerful at the beginning, a late Stay is quite useless


Out of curiosity : Which sword will you put into deck, Stay or Progress ?

Offline Cheesy111

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Re: Stay | Progress https://elementscommunity.org/forum/index.php?topic=37065.msg465418#msg465418
« Reply #11 on: February 28, 2012, 07:50:00 am »
It depends.  I'd use Progress more often, as it has more innate time synergy and is less luck-reliant than Stay.  Progress would be great with an upped (or unupped) Precog-GotP rush.  In a deck that used, say, flying eternities, I would go with Stay 100% of the time.

 

blarg: