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Offline ZephyrPhantomTopic starter

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Mending Pocketwatch | Mending Pocketwatch [Legacy - Crucible] https://elementscommunity.org/forum/index.php?topic=41873.msg519606#msg519606
« on: July 09, 2012, 03:42:20 pm »
NAME:
Mending Pocketwatch
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Gains a stack whenever a card is drawn.
:time :time : Sacrifice this card and heal 2 HP for every stack.
NAME:
Mending Pocketwatch
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Gains a counter whenever a card is drawn.
:time :time : Sacrifice this card and heal 3 HP for every stack.

ART:
Isabelle Grosjean
IDEA:
Zblader
NOTES:
Healing for time that take advantage of Time's near-monopoly of drawing cards.

Stacks function in a similar way to Bonewall/Pillars - only the top card of the stack is destroyed/stolen if targeted by PC.

When sacirficed, the entire stack is destroyed. Separately played Pocketwatches will not stack on top of each other.
SERIES:


Spoiler for Hidden:
NAME:
Mending Pocketwatch
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Gains a stack whenever a card is drawn.
:time :time : Sacrifice this card and heal 2 HP for every stack.
NAME:
Mending Pocketwatch
ELEMENT:
Time
COST:
2 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Gains a counter whenever a card is drawn.
:time :time : Sacrifice this card and heal 2 HP for every stack.

ART:
Isabelle Grosjean
IDEA:
Zblader
NOTES:
Healing for time that take advantage of Time's near-monopoly of drawing cards.

Stacks function in a similar way to Bonewall/Pillars - only the top card of the stack is destroyed/stolen if targeted by PC.

When sacirficed, the entire stack is destroyed. Separately played Pocketwatches will not stack on top of each other.
SERIES:


NAME:
Blood Pocketwatch
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Drains 5 HP from you each turn.
0 : Sacrifice this card and gain all drained HP + 20 HP.
NAME:
Soulbound Pocketwatch
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Drains 5 HP from you each turn.
0 : Sacrifice this card and gain all drained HP + 20 HP.

ART:
Tamorlan of Wikimedia Commons
IDEA:
Zblader
NOTES:
You only live once.

A healing card for darkness that functions by itself as a generic heal, but if supported with other cards can become an 'HP battery' that acts similar to Miracle.

The amount of HP stored is indicated by a # showing the current HP drained above Pocketwatch.
SERIES:

« Last Edit: December 24, 2015, 06:47:41 am by Hyroen »

Offline Rutarete

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519608#msg519608
« Reply #1 on: July 09, 2012, 03:46:27 pm »
This looks familiar... was it on CIP? It looks good to me!
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Offline Absol

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519624#msg519624
« Reply #2 on: July 09, 2012, 04:21:10 pm »
Hmm. So it nets you a 20 HP if not fueled by any other healing cards. (most notably Miracle)
Why would i use this over Heal? The net HP gain is just the same, and this is way more risky.
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Offline ZephyrPhantomTopic starter

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519629#msg519629
« Reply #3 on: July 09, 2012, 04:36:23 pm »
Hmm. So it nets you a 20 HP if not fueled by any other healing cards. (most notably Miracle)
Why would i use this over Heal? The net HP gain is just the same, and this is way more risky.
I was mainly thinking that you would use this as a 'second Miracle/Stoneskin' in a healstall deck to buffer your HP (and as a generic Heal if nothing else), but reviewing the card the risk does seem to outweigh the healing. I think I'll be raising the amount healed but am not sure how much I will be raising it by, so I've added a poll.

Offline bobknows

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519634#msg519634
« Reply #4 on: July 09, 2012, 04:55:03 pm »
IMO this card should heal not only when sacraficed, but also when destroyed by the enemy.
Nice synergy with sosac though, just very vulnerable to pc.

One idea i have is making it increase max like sod, instead of just healing you.

Offline furballdn

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519660#msg519660
« Reply #5 on: July 09, 2012, 06:15:53 pm »
Hmm. So it nets you a 20 HP if not fueled by any other healing cards. (most notably Miracle)
Why would i use this over Heal? The net HP gain is just the same, and this is way more risky.
This. It needs to heal slightly more than SoD or heal to make the risk of someone deflagging or stealing it worth it.

Offline hell7fire1

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519664#msg519664
« Reply #6 on: July 09, 2012, 06:32:00 pm »
wait, a questions,
this is a perm so if it gets stolen, do my opponents get healed for all my drained hp?
and what do you guys mean by "second miracle?"
miracle will heal you and then this will drain you/be sacrificed to restore all drained hp if you want it to just heal almost fully you have to go really close to death....

Offline jacker

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519683#msg519683
« Reply #7 on: July 09, 2012, 07:06:44 pm »
I like the idea, but not the implemtentation as is now. i'd suggest draining more and more each turn, but giving you more healing when sacrificied.

Offline Drake_XIV

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg519736#msg519736
« Reply #8 on: July 09, 2012, 09:17:48 pm »
wait, a questions,
this is a perm so if it gets stolen, do my opponents get healed for all my drained hp?
and what do you guys mean by "second miracle?"
miracle will heal you and then this will drain you/be sacrificed to restore all drained hp if you want it to just heal almost fully you have to go really close to death....

I'm guessing if it gets stolen, the opponent just takes it and the effect starts up as if it were just played.  You, the original owner, will just get nothing.

By second Miracle, he's referring to a burst of HP to save you from the brink.

I like the concept of the card.  Can't find too much to fault with it except for potential SoSac abuse.

Offline ZephyrPhantomTopic starter

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg520158#msg520158
« Reply #9 on: July 10, 2012, 04:17:44 pm »
Regarding SoSac - to be fair, you need to play Pocketwatch before SoSac, which means that they either must come out on the same turn. Once SoSac is deployed, Pocketwatch will damage you instead of healing you so it becomes useless on the field for a few turns which means your opponent can PC it in that time unless you run Protect Artifact.

I like the idea, but not the implemtentation as is now. i'd suggest draining more and more each turn, but giving you more healing when sacrificied.
The current issue with the card is that risk outweighs the reward. Additional draining would only increase the risk further than the healing could compensate for unless it healed a very large amount.

IMO this card should heal not only when sacraficed, but also when destroyed by the enemy.
Nice synergy with sosac though, just very vulnerable to pc.

One idea i have is making it increase max like sod, instead of just healing you.
IMHO, the PC becomes an important balancing factor so the card, since you can't simply abuse with it SoSac without having your opponent steal/remove it (and by extension all the HP you stored in it)

The SoD seems like a good idea, but for some reason I don't think it is the right way to go with this card (it seems like it will make the healing harder to balance against the drain, when I can just increase the healing instead for more equal/slight beneficial tradeoff)


Also, I see people have been voting that this card heal less than 20 HP, even when it is weaker than Heal. I understand that :darkness does have a lot of healing (the most out of all the elements, in fact), but that isn't as much of an issue seeing how I could change the card to fit a different element. Is this card really too powerful in it's current form?

Offline bobknows

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg520167#msg520167
« Reply #10 on: July 10, 2012, 04:39:20 pm »
As for another element, I normally would suggest death, but that already has sosac. Maybe time? Or maybe time with a dark or death activation cost.

Offline mildlyfrightenedboy

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Re: Blood Pocketwatch | Soulbound Pocketwatch https://elementscommunity.org/forum/index.php?topic=41873.msg520200#msg520200
« Reply #11 on: July 10, 2012, 05:48:26 pm »
Here's my idea:

Every turn, Pocketwatch drains 5 health from the owner and gains one stack.
When you sacrifice it, you are healed 7 (probably 8 for upgraded) health per stack, plus 20.
This thing seemed dead inside. It seemed like an automaton, trying to act like as if it was alive. The effect was unsettling.
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