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im just about out, to be honest.lol. i feel the same and i havent put up nearly as many as you.
the guard is entirely useless as is and in line for a buff of some sort independent of this card idea. graviton carrier is one idea which featured the guards to make them more used, but not more useful.
the statistics are in line with the cost of the card, its in the ballpark of what i had in mind. i really dont feel like going through and doing minor adjustments to stats when zanz himself is clearly capable, and has a history of, changing the stats to put them where he feels they should be. im just putting the mechanic out there.
read the notes, por favor
I definitely like the idea of having an additional permanent protection mechanism, though I'm a little iffy on having them return directly to your hand I can see why it may be better than deck to keep it from being abused as a means of preventing deck out. I'm also a little worried that this will overshadow enchant artifact a bit. Maybe give it a high (but not 100%) chance of activating or else limit the number of times it can salvage each round.
Otherwise, I really like this one. It will make :fire users work a little harder to shred through your permanents and help deal with shards of focus and earthquakes. Seems like a good idea to me.
Yes, randomness is more of an entropy thing, but fate egg is random and purely :time ... But the chance to fail is just an example. As long as a single salvager won't protect every permanent in your possession indefinitely it will be all good. That's my main concern, so anything to that effect works for me.
chance to miss is a random thing, thus it belongs more to :entropy, but i like your idea of one salvager being able to only recover a permanent a turn, wich indirectly makes the player wanting more than just 1 copy of the card in the field. basically the more there are, the more protected you are
EDIT: maybe giving him an ability to protect a target permanent you control, a zero-cost ability (because PA only costs 1 and protects permantly) but make it burrowed, halving its attack when its protecting the permanent. just an idea
I think if your hand is full they should be lost, or just go straight to your deck.
example- the opponent uses EQ on your stack of towers, your 2 towers are put back into your hand, the third is overfill and goes to the top of your deck.
I also think it's a bit too powerful because there is no counter (except denial) for a deck based on abusing PC, not even PC (the irony).
Usually, I would advise to drop the cost and nerf the ability, but the cost already seems pretty lenient as is. Maybe increase HP instead dropping the cost?
Anyways, my suggested nerf would be to either limit the ability to once/twice per game, once per turn, or only during the opponent's turn. You could also weaken the ability by reducing the %chance of salvaging from the current 100%, but RNG sucks.
Thoughts?
I also think it's a bit too powerful because there is no counter (except denial) for a deck based on abusing PC, not even PC (the irony).
Usually, I would advise to drop the cost and nerf the ability, but the cost already seems pretty lenient as is. Maybe increase HP instead dropping the cost?
Anyways, my suggested nerf would be to either limit the ability to once/twice per game, once per turn, or only during the opponent's turn. You could also weaken the ability by reducing the %chance of salvaging from the current 100%, but RNG sucks.
Thoughts?
I agree, limiting to opponents turn would probably do the trick.I also think it's a bit too powerful because there is no counter (except denial) for a deck based on abusing PC, not even PC (the irony).
Usually, I would advise to drop the cost and nerf the ability, but the cost already seems pretty lenient as is. Maybe increase HP instead dropping the cost?
Anyways, my suggested nerf would be to either limit the ability to once/twice per game, once per turn, or only during the opponent's turn. You could also weaken the ability by reducing the %chance of salvaging from the current 100%, but RNG sucks.
Thoughts?
you completely forgot to mention that CC was a counter to that PC abuse, if it were thru this card, wich makes it less overpowered than you would think. Still, the skill should be limited to the opponent's turn to avoid that kind of exploit like you said