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Offline OdinVanguardTopic starter

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War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199068#msg1199068
« on: July 30, 2015, 12:40:29 AM »
NAME:
War Golem
ELEMENT:
Gravity
COST:
6 :gravity
TYPE:
Creature
ATK|HP:
2 | 12
TEXT:
Gains +2|-1 per turn. Ranged.
:time : Gain -1|+2. Shed up to 2 turns of delay / freeze status. Requires delay / freeze status.
NAME:
Micro War Golem
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Creature
ATK|HP:
1 | 8
TEXT:
Gains +3|-1 per turn. Ranged.
:time : Gain -1|+3. Shed up to 2 turns of delay / freeze status. Requires delay / freeze status.

ART:
OdinVanguard
IDEA:
OdinVanguard
NOTES:
"Today, everything just seems to fall into place."

"But you can't take all the credit, you had an army of War Golems to back you up."


Gravity currently has a creature that starts with momentum and two that use gravity pull, but not one that starts with accelerate / overdrive. This creature should add a little symmetry.
To make it a little more interesting, I also added a soft anti-CC ability.
The ability can only be used if the golem gets frozen or delayed and effectively lets the golem convert up to 2 turns of freeze / delay duration into bonus stats.

The acceleration / overdrive per turn will continue to occur even while the creature is frozen or delayed.

If lobotomized, both abilities are removed.

SERIES:

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Offline Monox D. I-Fly

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199126#msg1199126
« Reply #1 on: July 30, 2015, 05:15:28 PM »
Does Lobotomize also remove its Ranged effect?
My idealized elements cycle:
Water -> Fire -> Air -> Earth -> Lightning -> Metal -> Light -> Darkness -> Wood -> Water

Offline OdinVanguardTopic starter

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199128#msg1199128
« Reply #2 on: July 30, 2015, 05:28:38 PM »
I don't know... I don't think it removes ranged from flown Bow or Owl's Eye. If that's the case than it won't remove it here either.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline andretimpa

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199130#msg1199130
« Reply #3 on: July 30, 2015, 05:39:11 PM »
'ranged' is a passive, so it remains after lobo. The only thing OE losses is 'sniper' and the bow loses the mark bonus.
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Offline Monox D. I-Fly

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199181#msg1199181
« Reply #4 on: July 30, 2015, 11:38:24 PM »
'ranged' is a passive, so it remains after lobo. The only thing OE losses is 'sniper' and the bow loses the mark bonus.

This is what I am confused about Lobotomize. If a creature has the same passive skill as its main ability (Mummy, Skeleton, Voodoo Doll), do they lose their passive skill when getting lobotomized?
My idealized elements cycle:
Water -> Fire -> Air -> Earth -> Lightning -> Metal -> Light -> Darkness -> Wood -> Water

Offline AD TienzuStorm

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199182#msg1199182
« Reply #5 on: July 30, 2015, 11:41:11 PM »
This is what I am confused about Lobotomize. If a creature has the same passive skill as its main ability (Mummy, Skeleton, Voodoo Doll), do they lose their passive skill when getting lobotomized?

Mummy, Skeleton, and Voodoo Doll don't have active abilities. If you test in the game, when they're in play, nothing is underneath the creature where active abilities usually are.
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Offline Monox D. I-Fly

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199224#msg1199224
« Reply #6 on: July 31, 2015, 11:17:08 AM »
This is what I am confused about Lobotomize. If a creature has the same passive skill as its main ability (Mummy, Skeleton, Voodoo Doll), do they lose their passive skill when getting lobotomized?

Mummy, Skeleton, and Voodoo Doll don't have active abilities. If you test in the game, when they're in play, nothing is underneath the creature where active abilities usually are.

I thought they are active abilities because they are written in the card text.
My idealized elements cycle:
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Offline AD TienzuStorm

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199228#msg1199228
« Reply #7 on: July 31, 2015, 11:25:46 AM »
I thought they are active abilities because they are written in the card text.

If passives were never written on the cards, how do you think players would figure out that the passives exist? You'd have to at least alert players that those cards have certain passives.

The general rule is to check in game: if it shows up under the creature, it's active or innate (active requires clicking while innate doesn't, think like Vampire or Momentum). If it doesn't, it's passive.
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Offline Ginyu

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Re: War Golem | Micro War Golem http://elementscommunity.org/forum/index.php?topic=59051.msg1199230#msg1199230
« Reply #8 on: July 31, 2015, 11:33:47 AM »
About the card:

I like the concept a lot and the unupped looks very balanced. The upped, however, seems too strong. It gains +3 atk before it's first attack, so it equals the Guard's attack immediately, for just +1 cost, auto-overdrive and soft counter-CC. I support a cost of 5 or 6 for the upgraded; maybe with a little health boost when 6.
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