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Hm. I am wondering whether this should be stackable. If it is, decks centered around Archangel could be brutal - say you have three angels and two of these cards in play, that means you could add 6 damage per turn for only 3 :light.I believe that would be fine, its costing you 6 cards to deploy at considerable cost. Growth costs 1 of an element and gives +2 Atk each round and its all built in on one card.
3. any vigorous, aggressive movement for the defense or advancement of an idea, cause, etc.: a crusade against child abuse.
–verb (used without object)
It took until the Forge for someone to complain, but this got the most votes in the Crucible. Also it just doesn't make sense - I mean, we have Blessing, Miracle, Holy Light, Angels, and a possible reference to Lucifer (Satan) in the Light element already.Nice explanation. :) That's pretty much why I hadn't changed Crusader's name either. I like the mechanics of the card. If it stacks, I think the card is perfectly fine as is. If not, it could possibly boost to +2|+0.
Plus we have several kinds of spiders and the Parasite, which many people might find creepy; the Lobotomizer, a reference to a medical mistake that was debilitating for many people; Plague, which wiped out a third of Europe; a reference to demons in Entropy; Cremation, which stands a slim chance of offending someone who's lost a loved one; the Druidic Staff, a reference to a group of people who performed human sacrifices...
Pardon the rant - I just hate it when people play the PC card over something silly. Anyone have anything to say about the mechanics of this card, rather than the cosmetics? I'm not making any cosmetic changes, I'm very happy with that aspect.
All that aside, I did say I like the mechanics and I agree that it could be boosted to +2|0.It does stack... would it be too strong if I still boosted it? Been toying with the idea before either of you mentioned it.
There's also mutants, but that's unreliable as always.Before you do, you should know that the game treats any HP gain as healing.
I'll boost this to +2|0 later today, unless someone objects.
Lol Kael, way to totally ignore one of the most important definitions of the word...Um what? The defintition Johanhowitzer used came from my post.
Before you do, you should know that the game treats any HP gain as healing.Do you mean Blessing, Chaos Power, Growth, etc.? The card text won't have to be clarified, though (that would be one LONG card text!). I think it's clear enough only actual healing spells and abilities are intended to work with this effect. What did you mean for me to change, exactly?
You'll have to lock the ability to Holy Light / Angel Heal rather than healing.
Also +2 stacking is uber compared to +1 stacking.
Yeah, right back at the start you thought it should not stack, but I suggested it would be ok at +1 per card. Going to +2 is much stronger, an angel by itself with a commision can heal itself and ablaze at the same time and I think this is too good at this cost range.QuoteBefore you do, you should know that the game treats any HP gain as healing.Do you mean Blessing, Chaos Power, Growth, etc.? The card text won't have to be clarified, though (that would be one LONG card text!). I think it's clear enough only actual healing spells and abilities are intended to work with this effect. What did you mean for me to change, exactly?
You'll have to lock the ability to Holy Light / Angel Heal rather than healing.
Also +2 stacking is uber compared to +1 stacking.
I am aware +2 is much more powerful than +1. Do you believe +2 would be overpowered? Say you have four of these out and a guardian angel with armagio companion. That's 23 :light and 5 :gravity to set up, and the armagio will gain 8 attack per turn at the cost of 1 :light, versus 4 attack for the same.
Kael, none of those cards count as healing. Healing is a positive addition to the Current HP of a creature to bring the difference between Full HP and Current HP (a.k.a. ∆hp) closer to zero. The cards you mentioned are buff cards that provide equal gain to both Current HP and Full HP, all the while having no effect on ∆hp.Game treats any adjustment to HP as Damage or Healing at this time. Its why Rage Potion causes damage with voodoo.
Actually, Rage Potion is damage, because it doesn't affect Full HP, just Current HP, which increases ∆hp. Any spell that alters ∆hp is considered to be damage or healing. Buffs and debuffs don't have a net effect on ∆hp, so they are not healing. This is why Stone Skin and Shard of Divinity read, "Add X to your maximum life points," instead of saying, "Heal yourself for up to X HPs." Heal is a strict healing card, while Stone Skin is a buff.What effects are currently able to reduce a creatures Max Hp?
There are none. The only one that comes to mind is Mutation, but that changes the whole creature, not just Full HP.Actually, Rage Potion is damage, because it doesn't affect Full HP, just Current HP, which increases ∆hp. Any spell that alters ∆hp is considered to be damage or healing. Buffs and debuffs don't have a net effect on ∆hp, so they are not healing. This is why Stone Skin and Shard of Divinity read, "Add X to your maximum life points," instead of saying, "Heal yourself for up to X HPs." Heal is a strict healing card, while Stone Skin is a buff.What effects are currently able to reduce a creatures Max Hp?
The game treats all manipulations to HP as healing / damage. I don't think its right but its the way the game has been made to work.There are none. The only one that comes to mind is Mutation, but that changes the whole creature, not just Full HP.Actually, Rage Potion is damage, because it doesn't affect Full HP, just Current HP, which increases ∆hp. Any spell that alters ∆hp is considered to be damage or healing. Buffs and debuffs don't have a net effect on ∆hp, so they are not healing. This is why Stone Skin and Shard of Divinity read, "Add X to your maximum life points," instead of saying, "Heal yourself for up to X HPs." Heal is a strict healing card, while Stone Skin is a buff.What effects are currently able to reduce a creatures Max Hp?
False. Scarabs that die because of their own 'swarm' passive skill die for the same reason that Vampires die to the destruction of Eclipse after a Firestorm - they have 0 hp. When Eclipse is played, it does not "heal" all Death and Darkness creatures. It simply buffs them +2|+1. When it is destroyed, that buff is removed. Again, the Vampires are not "attacked" or "damaged", but their buff is removed, and a check is made on their Current HP (this check is made constantly in almost all situations, with Spark as the lone exception). If the creature's Current HP is zero or less, then the creature dies. That is why Scarabs die to their 'swarm' passive skill.Splain why my scarab 1 has 3 of 7 after being blessed twice and being thunderbolted and Scarab 2 has 2 health but a Max Hp of 1
Seem's like a unneeded card to me.How is this unnecessary? It pairs wonderfully with Holy Light/Flash and Blessing/Improved Blessing. Why not just go around posting on every card page that it is unnecessary?
I agree with you both I just don't think that a card like this is needed at the current stage in the game. This card adds a lot of strategy though to it and depth, it's like an extra cartridge of ammo you hold in your back pocket.Neutral cards are mostly as basic as they possibly can (like Shield). This card is somewhat slanted towards Light because of Holy Flash and Blessing.
@johannhowitzer have you ever thought of making the card go in the neutral element?
If targeting yourself with holy flash increased your weapon damage by 1, that would be interesting for light/dark duos.It depends - if you had Morning Glory, which is immaterial, would it be affected?