Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Level 4 - Reliquary => Topic started by: Tiko on August 31, 2011, 02:44:19 pm

Title: Desiccation | Desiccation
Post by: Tiko on August 31, 2011, 02:44:19 pm
(http://elementscommunity.org/images/Reliquary/Desiccation.png)
(http://elementscommunity.org/images/Reliquary/DesiccationUpgraded.png)
NAME:
Desiccation
ELEMENT:
Water
COST:
2 :water
TYPE:
Spell
ATK|HP:
-
TEXT:
Deals 1 damage to every creature on the field.
Gain :water for every point of damage dealt.
NAME:
Desiccation
ELEMENT:
Water
COST:
4 :water
TYPE:
Spell
ATK|HP:
-
TEXT:
Deals 2 damage to every enemy creature.
Gain :water for every point of damage dealt.
ART:
Art by vrt!
IDEA:
Tiko
NOTES:
"Desiccation is the state of extreme dryness, or the process of extreme drying.
In biology and ecology, desiccation refers to the drying out of a living organism"
/Wiki/

Works as a mass-control card and a form of alternate quanta-generation for Water.
Idea, mechanic and balance based on already existing cards.

No freeze effect.
SERIES:
-

(http://img196.imageshack.us/img196/3584/desiccation2un.png)
(http://img845.imageshack.us/img845/4105/desiccation2up.png)
Title: Re: Desiccation | Desiccation
Post by: NikaZaslavsky on August 31, 2011, 03:01:37 pm
I think it's a good idea and a balanced card, but how does dryness result in gaining :water?
Title: Re: Desiccation | Desiccation
Post by: Tiko on August 31, 2011, 03:21:52 pm
how does dryness result in gaining :water?
Well, the Water Elemental accumulates the water drained from the critters.

"The matter is not lost, it only transforms."
Title: Re: Desiccation | Desiccation
Post by: NikaZaslavsky on August 31, 2011, 03:23:02 pm
Ok, I get it now
Title: Re: Desiccation | Desiccation
Post by: Hyroen on August 31, 2011, 09:01:38 pm
Desiccation (unupgraded) seems... --much-- stronger than :air Thunderstorm. Maybe Thunderstorm should be changed into Asphyxiation with the "Gain :air for each point of damage dealt." clause.
Title: Re: Desiccation | Desiccation
Post by: Tiko on August 31, 2011, 09:40:26 pm
In my opinion, Thunderstorm should be rather changed like this (http://elementscommunity.org/forum/index.php/topic,23667.msg323344#msg323344).

The reasoning for the 2 :water cost is the following (compared with similar mass-CC cards):

3 :entropy Pandemonium - Deals random damage to both sides on the field, but the damage is most often than not is more severe (average 3,2 I believe).
7 :fire Rain of Fire - 3 damage to enemy creatures. Expensive, but Fire has easy quanta generation and many other cheap ways to deal with the weakened survivors.
2 :air Thunderstorm - Deals 1 damage to enemy creatures.

Though Desiccation costs and deals the same amount of damage as Thunderstorm, it also wounds creatures on your side. And while it can still serve as a mass CC unupped, it's better off as a quanta boost around mid game, I believe.

The main problem with Thunderstorm that it needs dedicated (counter?) deckbuilding to find its use, but besides that, it's just weak in every way.. XYTWO's idea would be an awesome remedy for that, but that's for another thread.
Title: Re: Desiccation | Desiccation
Post by: Tiko on September 01, 2011, 12:50:12 pm
Had an hour with lucky connection, and updated with shiny new art, so no more help needed with that.

Comments and such are more than welcome. Also, I've became a little rusty in cardmaking, tell me if it's ready or not for Crucible, or if there's anything wrong.

And sorry for the doublepost.
Title: Re: Desiccation | Desiccation
Post by: Pineapple on September 01, 2011, 12:58:00 pm
I personally have something against giving water hard cc, so I wish you went with lowering attack or not making creature health go under one (more water+air synergy?), but it's a fine idea overall.
Title: Re: Desiccation | Desiccation
Post by: Jappert on September 01, 2011, 01:09:25 pm
It looks great. Seems a little OP at first, but you have to remember it relies on the opponent alot. If the opponent has no (or immortal) creatures, your entire setup fails. When you look at it this way, it seems about balanced.

Still a very strong card, will prob need some fine-tuning if it ever get's released. An awesome idea nonetheless. (awesome art btw!)
Title: Re: Desiccation | Desiccation
Post by: Bonestorm on September 01, 2011, 02:56:51 pm
I really like this card, and I agree that this would be a great idea to buff Thunderstorm - it has such limited use at the moment.

Desiccation (unupgraded) seems... --much-- stronger than :air Thunderstorm. Maybe Thunderstorm should be changed into Asphyxiation with the "Gain :air for each point of damage dealt." clause.
The new art looks awesome.

Title: Re: Desiccation | Desiccation
Post by: Tiko on September 01, 2011, 03:29:20 pm
Desiccation (unupgraded) seems... --much-- stronger than :air Thunderstorm. Maybe Thunderstorm should be changed into Asphyxiation with the "Gain :air for each point of damage dealt." clause.
My only counter-reasoning for that kinda change for Thunderstorm would be that Air already has a mean of alternate quanta generation, which is even free to play upgraded and furthermore, it deals 1-2 damage to the opponent itself. But this is probably for another topic.

And thanks for the feedback so far.

Also:

I personally have something against giving water hard cc [...]
How so?
Title: Re: Desiccation | Desiccation
Post by: atomiton on September 01, 2011, 03:34:57 pm
I like where this is going. Something needs to be done to make water more of a contender.
Title: Re: Desiccation | Desiccation
Post by: Pineapple on September 01, 2011, 04:59:28 pm
Desiccation (unupgraded) seems... --much-- stronger than :air Thunderstorm. Maybe Thunderstorm should be changed into Asphyxiation with the "Gain :air for each point of damage dealt." clause.
My only counter-reasoning for that kinda change for Thunderstorm would be that Air already has an alternate quanta generating mean, which is even free to play upgraded and furthermore, it deals 1-2 damage to the opponent itself. But this is probably for another topic.

And thanks for the feedback so far.

Also:

I personally have something against giving water hard cc [...]
How so?
Well, water currently has Freeze, Ice Bolt, Arctic Squid, and Ice Shield, bolt and flooding being the only water cards that can kill an opponent with only :water. I'm fine with something like "Deal 1 damage to each enemy creature unless their HPs are 1, up to 3 times. Gain :water equal to damage dealt." Because that has synergy with plague, fire shield, thunderstorm, etc, works as quanta generation for water, and can be as cheap as 3 :water / 2 :water.
This card, however, broadens mono-water outside of its thematic niche and has basically no synergy: it's just a firestorm/thunderstorm with a higher/lower cost determined by whether the opponent is swarming or not. Of course, Desiccation works better with freeze effects than if you outright kill the creature before using it because you're negating the damage but generating more quanta since the opponent has more creatures, but meh.

Again, these are my personal beliefs, and from an objective view the card is already complete as is.
Title: Re: Desiccation | Desiccation
Post by: Tiko on September 01, 2011, 07:42:00 pm
Well, it was intended to strengthen Water itself - it already has so many synergies, it became more of a weakness than an advantage. The cards you listed while working awesomely, are easy to get around, mostly based on the same mechanic, and can only delay opposing creatures; a well rounded deck nowadays can easily bypass the defenses Water can provide, especially when expected. Also, Ice bolt is a great card, but very, very hard to kill with, and Flooding.. well, powerful in theory, but close to useless in practice.
You're more often than not forced to use one (or more) off elements not just to complement the deficiencies the element has, but to use many of its creatures to their full potential.

Also, if you think about it, the 1 | 2 damage Desiccation deals is hardly enough to kill anything (especially unupped, where it also severely wounds many of your own creatures also), with the exception of various 1 costed ones (like Skeletons, Déja Vus and such) and many of Fire's creatures - which is again intended; as a form of counter-action (which would come naturally from Water against Fire, at least in my opinion).
I see nothing wrong with broadening the theme Water holds in Elements, it should be the most mutable element after all.

"Water elementals have a good balance between offensive and defensive skills." - we need more offense.
Title: Re: Desiccation | Desiccation
Post by: dracomageat on September 05, 2011, 07:00:02 pm
I would suggest 2 things:
1) add ~2 to both costs as you will get 2+ back most of the time so the unupped effectively costs nothing as is.
2) reword the quanta gain ability so that the upped still only produces 1 per creature as 2 per creature could end up a lot of quanta gain for little cost on your part (1 card and a bit of waiting).
Title: Re: Desiccation | Desiccation
Post by: Tiko on September 05, 2011, 07:45:56 pm
Thanks for your suggestion, draco; but:

1) Though it may seem that unupgraded it will "cost you nothing", as you'll very likely to gain back the quanta cost, but your own creatures will also pay for it with their health. And don't forget that even this minor scratch will bring down even the most durable Water creatures to be an easy prey to CC, not to mention the key ones, like Squids. The same reasoning why Pandemonium has such a cheap cost.

2) Yes, it could end up with an awesome quanta boost (with the maximum of 46 :water = 10 dmg boosted bolt), but that solely depends on your opponent. It's (almost) the same thing with Flooding: at first it seems extreme to kill 2 rows of creatures instantly for 3/2 :water (+upkeep), but then you realize that very few players fill up even the middle.. I guess you can be happy to accumulate around 10 :water this way, and even then it's not likely.
Title: Re: Desiccation | Desiccation
Post by: dracomageat on September 06, 2011, 05:02:00 pm
If it hits your board aswell, the quanta gain is even greater than I expected but that does also prevent it from being a solely positive effect. Balance would need to be tested as I don't think we can accurately judge it from theory if it hits both sides.
Title: Re: Desiccation | Desiccation
Post by: Tarmaza on September 07, 2011, 05:09:41 pm
i really like the idea.
Title: Re: Desiccation | Desiccation
Post by: Mithcairion on September 07, 2011, 05:13:22 pm
I think that this is a good enough card to be used situationally, but not be so OP that it gets abused.  Obviously, it fails hard against creatureless decks, but against any sort of "swarm" creature decks it has a great deal of synergy with Ice Bolt.  I do like that it gives Water more in-element synergy, as well.  That being said, I do think that this is a little bit redundant with Flooding, as both are considered 'mass CC', but with the massive failing of Flooding being useful, I would rather have this card replace it.  Or, better yet, have the effect of Flooding be this, instead.
Title: Re: Desiccation | Desiccation
Post by: TribalTrouble on September 09, 2011, 02:41:49 am
I think that this is a good enough card to be used situationally, but not be so OP that it gets abused.  Obviously, it fails hard against creatureless decks, but against any sort of "swarm" creature decks it has a great deal of synergy with Ice Bolt.  I do like that it gives Water more in-element synergy, as well.  That being said, I do think that this is a little bit redundant with Flooding, as both are considered 'mass CC', but with the massive failing of Flooding being useful, I would rather have this card replace it.  Or, better yet, have the effect of Flooding be this, instead.
Yes. This would work a lot better as Flooding's effect. I also think that one of the first decks this should be tested in is a variation of the 30 creatures -because I can deck. Together with that and a few modifications you could get some pretty high-priced water creatures with little to no pillars in your deck out on the field. Imagine this + luciferin/hope together in a no-skill mass creature deck. This+Boneyard works well too.
Title: Re: Desiccation | Desiccation
Post by: RavingRabbid on September 14, 2011, 07:48:35 pm
I might used the unupped more than the upped, if this gets in game.

I liek this.


Zanz put in game pl0x.
Title: Re: Desiccation | Desiccation
Post by: Tiko on September 17, 2011, 07:49:07 pm
I think that this is a good enough card to be used situationally, but not be so OP that it gets abused.  Obviously, it fails hard against creatureless decks, but against any sort of "swarm" creature decks it has a great deal of synergy with Ice Bolt.  I do like that it gives Water more in-element synergy, as well.  That being said, I do think that this is a little bit redundant with Flooding, as both are considered 'mass CC', but with the massive failing of Flooding being useful, I would rather have this card replace it.  Or, better yet, have the effect of Flooding be this, instead.
Would be a shame for the wonderful FX Flooding has :] I wouldn't want that to happen. I'm still a firm believer of that someday Flooding will be a very useful and fearsome card, just like it was when introduced.
But until then..

Thanks for your feedback so far.
Title: Re: Desiccation | Desiccation
Post by: Jaymanfu on September 17, 2011, 10:53:27 pm
I like this card, though the picture is a little wierd
Title: Re: Desiccation | Desiccation
Post by: furballdn on September 18, 2011, 03:23:17 am
This card looks perfect for an icebolt stall deck. Damages all opponent creatures? And gain water quanta? The cheap cost of it and the gain in water quanta makes me feel the card is a bit too strong. Maybe if it cost 5 :water or so?
Title: Re: Desiccation | Desiccation
Post by: Chapuz on September 18, 2011, 04:37:19 am
As we have Plague, Pandemonium, Thunder storm and Rain of fire as mass CC, this is not an unique card idea.
Title: Re: Desiccation | Desiccation
Post by: Jaymanfu on September 18, 2011, 07:39:33 am
Isnt that kinda like saying this creature isn't a unique idea because there are already creatures in the game?
Title: Re: Desiccation | Desiccation
Post by: Pineapple on September 18, 2011, 08:16:21 am
Isnt that kinda like saying this creature isn't a unique idea because there are already creatures in the game?
Not at all. This card is the exact same thing as Rain of Fire and Thunderstorm, aside from the fact that its utility cost varies with how much the opponent swarms. To say that mass-CC and this are unique ideas is like saying that Devourer and a zero-cost Light monster that drains 1 quanta from the opponent and converts it into :light are unique ideas.
Title: Re: Desiccation | Desiccation
Post by: Tiko on September 18, 2011, 09:09:31 am
I don't see the point of the discussion about the 'uniqueness' of this card, and also why would it be the 'exact' same thing as Rain of Fire or Thunderstorm? Yes, it damages the opposing (and also, your) creatures. So? Warden delays a creature (but also attacks it if somehow buffed), so this makes it the exact same as Squid?

And just as a sidenote: The more complex an idea is the less likely it will happen; this is a simple idea based on simple and already existing mechanics, just as I noted in the first post; but the effect is something that haven't been introduced before. And it also would balance out Water's weaknesses in many aspects of the game. I personally find boring the many freeze effects the Idea section produces, without any regard for balance or redundancy, or if it would help the element in any way. And that goes not only for the Water ideas.
Title: Re: Desiccation | Desiccation
Post by: The_Mormegil on September 18, 2011, 09:24:23 am
I don't see the point of the discussion about the 'uniqueness' of this card, and also why would it be the 'exact' same thing as Rain of Fire or Thunderstorm? Yes, it damages the opposing (and also, your) creatures. So? Warden delays a creature (but also attacks it if somehow buffed), so this makes it the exact same as Squid?

And just as a sidenote: The more complex an idea is the less likely it will happen; this is a simple idea based on simple and already existing mechanics, just as I noted in the first post; but the effect is something that haven't been introduced before. And it also would balance out Water's weaknesses in many aspects of the game. I personally find boring the many freeze effects the Idea section produces, without any regard for balance or redundancy, or if it would help the element in any way. And that goes not only for the Water ideas.
As to reiterate, I'd liek to add that while this idea is something that would actually see play, be useful and change the game for the better, many so-called "unique" card ideas are just lacking in balance, depth, interest and if implemented can change the game for the worse. Take a look at the Crucible Archive, for instance: most of the cards there are just unfun, unbalanced and pretty useless if not damaging additions.

Playability and game balance trump originality any day. Of course, when you have playability, balance AND originality (i.e. Voodoo Doll), it's just an awesome concept.
Title: Re: Desiccation | Desiccation
Post by: rickerd on September 21, 2011, 04:35:33 pm
Maybe you can let it deal 3 dammage underwater.
Srry if this was allready posted I didn't read all reply's ;).
Title: Re: Desiccation | Desiccation
Post by: Tiko on February 07, 2012, 11:43:28 am
Well, thank you everyone who voted for Desiccation throughout the polls - it has finally reached the Armory. I'm really glad that so many people liked it.


Also, I would like to call out for a little help from all the art-wizards out there: Though I'm somewhat pleased with the current card art, it was just thrown together in an hour or so with the help of a few vectors and some basic manipulation. I'd really like to see a more Elements-ish look for this card, but my resources are too limited for even an average end-result, so if any of you have mood and/or time for the task, that'd be awesome. Personally, I'd like to keep the Nautilus shell, but even then, it's not necessary. I'm looking forward to see some quality drawings, hopefully :]

Many thanks again.
Title: Re: Desiccation | Desiccation
Post by: Silver on March 02, 2012, 08:08:54 am
Doing straight up damage is not really a water thing. Maybe -attack?
Title: Re: Desiccation | Desiccation
Post by: vrt on April 03, 2012, 06:39:53 pm
Glad to have helped, Tiko.


To anyone else, this does not mean requesting season is open again.
Title: Re: Desiccation | Desiccation
Post by: Tiko on April 03, 2012, 06:53:05 pm
Glad to have helped, Tiko.

Many thanks, vrt; glad you found the idea 'worthy'.
Title: Re: Desiccation | Desiccation
Post by: Selinea on April 19, 2012, 03:15:19 am
I voted for this card!

Just a question though. Since this card is better than thunderstorm, does this decrease air/water synergy?
Title: Re: Desiccation | Desiccation
Post by: The_Tao on April 19, 2012, 01:20:38 pm
It actually increases the  :air to :water synargy. Now if this were to make it in, you could use your leftover  :air quanta for either skyblitz or toadfish abilities. Quite the Aggro-control deck.


Wonderful card Tiko
Title: Re: Desiccation | Desiccation
Post by: FIQ on May 10, 2012, 09:21:43 pm
My guess is that this disables Cloak? (as everything else mass-CC)
Title: Re: Desiccation | Desiccation
Post by: neuroleptics on May 10, 2012, 09:31:35 pm
Another CC for water. Nice :) gaining  :water quanta too.
Title: Re: Desiccation | Desiccation
Post by: Kindred Frenzy on September 14, 2012, 03:10:57 am
i just have to say this cards picture is awesome. fits perfectly
Title: Re: Desiccation | Desiccation
Post by: OldTrees on September 14, 2012, 05:28:00 am
This is what a mass 1 damage CC spell should be like.
It definitely deserves its place in the Armory.
Title: Re: Desiccation | Desiccation
Post by: furballdn on September 15, 2012, 12:25:19 am
My personal thoughts: OP. Let me explain.

Assume the opponent has X creatures.

Tstorm does X damage for 1 :air.
Fstorm does 3X damage for 5 :fire.
dessication does 2X damage.

Dessication should cost between 1-5. Around 3 perhaps. How much does dessication actually cost? 4-2X :water. This means, as long as the opponent has 2 creatures, this card is basically free.

Now let's consider a standard event where the opponent has 5 creatures.
Tstorm does 5 damage for 1 :air.
Fstorm does 15 damage for 5 :fire.
dessication does 10 damage for -6 :water.

For being just slightly less stronger than RoF, there's an 11 :underworld quanta gap between fstorm and dessication.

Let us see what happens if both of them dealt the same amount of damage to 5 creatures (assume creatures have more than 6hp).

Fstorm does 30 damage for 2 cards + 10 :fire.
dessication does 30 damage for 3 cards + -18 :water.

For merely one card extra, there is a 28 quanta gap difference.
Title: Re: Desiccation | Desiccation
Post by: OldTrees on September 15, 2012, 04:22:50 am
@furballdn
Is Tstorm balanced?
Is the unupped version off Dessication imbalanced?

I honestly did not look at the upgraded Dessication. I do agree it is OP but I think the unupped is fine.
Title: Re: Desiccation | Desiccation
Post by: furballdn on September 15, 2012, 04:34:15 am
@furballdn
Is Tstorm balanced?
Is the unupped version off Dessication imbalanced?

I honestly did not look at the upgraded Dessication. I do agree it is OP but I think the unupped is fine.
Glad to see we at least agree upped version of dessication is OP. I will admit that I have not looked in detail of unupped, but just wanted to draw out how OP the upped version was.

Is Tstorm balanced? I do not know. It might be a bit on the UP weaker side.

Unupped dessication is a bit harder to analyze since it affects all creatures (a -2 cost modifier should be enacted), but it will also increase the amount of :water gained. As it stands now, the changes between upping and unupping make it seem that this card is almost two cards, like chaos seed and chaos power.
Title: Re: Desiccation | Desiccation
Post by: Tiko on September 15, 2012, 06:34:59 am
This is what a mass 1 damage CC spell should be like.
It definitely deserves its place in the Armory.

First of all, thank you for your compliment, even if it turned out to be ill-considered.

I always wondered what is missing from this topic, as other Card ideas often generate pages of theories and brainstorming, but now Desiccation has it too! And again, what would it take for you people to write down the word correctly?

I understand that everyone is biased towards his/her own card idea, and that said I'm no exception, but I found people tossing around the word 'OP' too easily. These comparsions were already made before, and while your theory may look and stand correct, imagine how would it look like in practice? Wouldn't the result be something similar like with the case of Flooding? Killing 18 creatures with only a single click - but have you ever happen to witness more than 5 creatures dying from it (unless you abused the way the AI works, of course)?

The upgraded/unupgraded card's balance is based off on the notable differences how the two opposing elements operate (apart from the aforementioned similar mass CC cards) by themselves. While Fstorm truly deals more damage and also costs slightly more to summon, if you think about it, Fire - in general - has no real problem to gather the quanta for it and also has various other forms of dealing (high) direct damage to targets; while on the other hand the setup of Water is slow and expensive, but also requires many forms of upkeep (Spirits, Squids, Nymphs, Flooding, not to mention all the off-element abilities). So if you look at that way, as long as you have a spare creature to sacrifice, Fstorm (with a handful of attackers and other utility cards) costs free also. Fire has an easy time filling in that 'quanta gap' - if nothing else - but with pure efficiency.

Planning with Desiccation also requires your opponent to actually play a steady amount of creatures or else your setup can fail critically, so most often than not using Freezes/Bolts are more preferable for actual CC, I guess. Also, the maximum quanta gain for both unupped/upped is 46 :water (-2 :water | -4 :water), which would mean a 10 damage-boosted Ice bolt. Or a few Crawlers/Toads/Drakes that are clogged in your hand. How would that turn out to be that horribly OP compared to other things like Novae, Fractal, or the already mentioned Immolation, where you have the possibility for a *much* higher damage burst?
Title: Re: Desiccation | Desiccation
Post by: OldTrees on September 15, 2012, 04:41:16 pm
Desiccation unupped is a better version of the UP Thunderstorm. Both in the value returned for the cost invested but also in the utility and versatility of the usage. (1 Desiccation is useful. 1 Thunderstorm is rarely useful)

People should remember: When I say OP I might mean needs to cost 1 more or I might mean 2 turn Sundial. Upgraded Desiccation is no where near the 2 turn Sundial.

A comparison Tiko used was Cremation + Damsalfly + Firestorm vs Upgraded Desiccations.
On the fire side we have 3 cards, 3 upgrades and a gain of 3 :fire + 1 of each other
On the water side we have 1.5 cards, 1.5 upgrades and a gain of 1.5 :water (with the estimate of 5 creatures)
From this I would conclude that it is imbalanced but not UP. (aka OP)

What if it dealt 1 damage upgraded like I initially misread? Cremation + Damsalfly + Firestorm vs Upgraded Desiccations.
On the fire side we have 3 cards, 3 upgrades and a gain of 3 :fire + 1 of each other
On the water side we have 3 cards, 3 upgrades and a gain of 3 :water (with the estimate of 5 creatures)
From this I would conclude that it is less imbalanced but is now UP.

What if it dealt 1 damage upgraded like I initially misread but cost less to cast? Cremation + Damsalfly + Firestorm vs Upgraded Desiccations.
On the fire side we have 3 cards, 3 upgrades and a gain of 3 :fire + 1 of each other
On the water side we have 3 cards, 3 upgrades and a gain of 6 :water (with the estimate of 5 creatures)
This looks about balanced to me.
Title: Re: Desiccation | Desiccation
Post by: skyironsword on October 03, 2012, 02:11:36 am
Oh wait. I just realized. The upped simply shifts all damage from your guys to the opponent... making it even LESS EFFECTIVE if your opponent has fewer guys out. Quanta generation will likely not increase. Only damage.

Still, 4 quanta is a bit  :o low.
Title: Re: Desiccation | Desiccation
Post by: TribalTrouble on October 08, 2012, 09:29:03 am
Does this disable Cloak?

Also, I almost fully believe that this is balanced. Only thing is, this would probably increase Bone Wall's power a lot as well. Unupped 3 Bone Yards, 6 Upped Cats, 4-5 Wall, 3 Flooding, 3 Plague, and 3 unupped Desiccation for gaining water needed for Flooding. All with Water Mark. (Plus Quanta Generators)
Note: Based off a Chapuz deck if I remember correctly. (except that had I think 6 plague instead of Desiccation)
Title: Re: Desiccation | Desiccation
Post by: ddevans96 on December 19, 2012, 05:08:14 am
New card:
Dry spell / Desiccation

Stalker page showed he was looking at this thread, too. Looks like we'll have another Reliquary card soon :3
Title: Re: Desiccation | Desiccation
Post by: Drake_XIV on December 19, 2012, 08:25:32 am
Ooh, I guess I get to move this up then...
Title: Re: Desiccation | Desiccation
Post by: Annele on December 19, 2012, 08:49:37 am
Ooh, I guess I get to move this up then...

Not now, it isn't in game yet. (And that privilege belongs to the Curator-in-Chief.)
Title: Re: Desiccation | Desiccation
Post by: Drake_XIV on December 19, 2012, 05:22:20 pm
Ooh, I guess I get to move this up then...

Not now, it isn't in game yet. (And that privilege belongs to the Curator-in-Chief.)

Of course.  Anyways, we'll see about who moves it up...
Title: Re: Desiccation | Desiccation
Post by: ddevans96 on December 20, 2012, 12:46:53 am
Curator-in-Chief? You've been Curator for an extra, what...two weeks?
Title: Re: Desiccation | Desiccation
Post by: Annele on December 20, 2012, 03:39:04 am
Curator-in-Chief? You've been Curator for an extra, what...two weeks?

At least two months, thank you very much. And that's what Kuro calls me, and he has powers.
Title: Re: Desiccation | Desiccation
Post by: ddevans96 on December 20, 2012, 05:19:24 am
I know, I'm teasing :P
Title: Re: Desiccation | Desiccation
Post by: Kuroaitou on December 20, 2012, 06:42:34 am
At least two months, thank you very much. And that's what Kuro calls me, and he has powers.

Oh come on now. I don't have any Curating powers! XD

But in all seriousness, just a thing; the person who moves the card into the Reliquary must (or generally) be the one who writes the article for the idea. Regardless of whoever writes what, make sure you update the changes to cards as they come about (i.e. - don't forget that Shard of Serendipity needs to be updated as well!).

Also, Curator-in-Chief is a tongue in cheek type of thing. :P

I was 'informally' granted the title after Kael left me as the sole Card Curator in 2010 (2011?), and as people curated and left, I pretty much was the longest-standing staff member in that position in regards to the CIA section. Thus, the CiC is technically given to the person with a) the longest duration of being a Curator and/or b) the most contributions to the CIA section.
Title: Re: Desiccation | Desiccation
Post by: eaglgenes101 on January 06, 2013, 04:03:47 am
*Poke* Needs to be moved to Reliquary.
Title: Re: Desiccation | Desiccation
Post by: kimham8a on January 06, 2013, 04:13:45 am
I have the dreaded feeling this will be used as much as thunderstorm...
At least with this mono :water can beat mono :fire for once like irl.
blarg: