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Offline moomooseTopic starter

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Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178346#msg178346
« on: October 17, 2010, 03:42:08 pm »
NAME:
Slow
ELEMENT:
Time
COST:
2 :time
TYPE:
Spell
ATK|HP:
TEXT:
Target creature's attack value is halved and regains 1 attack after each turn. 
Removes adrenaline
NAME:
Stop
ELEMENT:
Time
COST:
3 :time
TYPE:
Spell
ATK|HP:
TEXT:
Target creature's attack value is reduced to 0 and regains 1 attack after each turn. 
Removes adrenaline
ART:
public domain:
ctr- http://www.sxc.hu/photo/811463
clix- http://www.sxc.hu/photo/912499
IDEA:
moomoose
NOTES:
This expands time's creature control through time manipulation.  They provide a different tactic than reverse time and is more fitting to use on creatures with high attack values with either no skill or a skill that requires a successful attack to produce an effect.  With reverse time the spell can be useful for either on your own creature or your opponent's creatures, this spell would allow for you to strategically plan when it would be best to use slow/stop or reverse time. 

A :time icon with a timer/counter on it will be placed on the card of the effected creature.  If the attack value was reduced by 5, there will be a timer/counter of 5 on it, it will be reduced each time an attack point has been restored.  The timer/counter will be removed after the counter reaches 0. 

If adrenaline is on the target creature, it will be removed.  If adrenaline is applied after slow/stop has been applied and the counter/timer is still on the target creature, it will be removed after the first attack (meaning that two attacks will be done, two counters will be removed and the adrenaline will be gone).

The cost may be way too high, but for a first draft I'd rather go too high than too low, let me know what you think.
SERIES:
***Insert series name and link to series page (if any)***

moose dont say moo.

Offline Blasting-Light

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178349#msg178349
« Reply #1 on: October 17, 2010, 03:43:29 pm »
Very nice, this card would stop a life rush.

Offline Hyroen

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178360#msg178360
« Reply #2 on: October 17, 2010, 03:57:25 pm »
Brilliant moomoose, by far one of your most thorough ideas yet.
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Offline Nepycros

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178453#msg178453
« Reply #3 on: October 17, 2010, 06:02:23 pm »
It's perfect. Now, you finally gotten a way to stall all rush decks, and bring dragons to their -hypothetical- knees.
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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178460#msg178460
« Reply #4 on: October 17, 2010, 06:14:29 pm »
Nice card, really fitting  :time  theme, I think it would still be reasonable if cost reduced by at least 1  :time

Offline icecoldbro

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178464#msg178464
« Reply #5 on: October 17, 2010, 06:18:11 pm »
quite balanced as is dont think it would need a cost nerf
is the attack rounded up or down?
what happens if i use this on a 0 attack creature what would happen would it gain one attack a turn?

Mahon

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178468#msg178468
« Reply #6 on: October 17, 2010, 06:25:54 pm »
I like the idea! I am however questioning its usefulness.

Yes it will be awesome against Life rush, without a doubt. However against other match ups I could see it under performing. It doesn't prevent the creature from using abilities, doesn't stop the creature from being immolationed. It does buy you time but compare it to antimatter, costs 1 more quantum, and reverses the attack, and they don't gain it back. What if the effect prevented abilities from being used which actually makes sense with "Stop".

Offline EmeraldTiger

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178471#msg178471
« Reply #7 on: October 17, 2010, 06:32:08 pm »
So far only praises, maybe you should find out what the curators think. ;D
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Offline Shantu

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178474#msg178474
« Reply #8 on: October 17, 2010, 06:34:12 pm »
Nice idea, however, it seems too costly - consider that you could kill or rewind that creature for less quanta. I believe the cost should be 2 or 3 :time, either static or 2 unupped and 3 upped. Also, as Mahon said, Antimatter is just a lot better, even if it costs more.

Offline moomooseTopic starter

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178604#msg178604
« Reply #9 on: October 17, 2010, 08:53:21 pm »
icb- if its used on something with 0 atk, it would reduce it by 0, meaning the counter/timer would be 0, and not and any attack before going away, all it would do would be remove adrenaline should adrenaline be on a 0 atk creature for some reason.

like i said in the notes, i thought the cost was too high, was asking for feedback on cost, so thanks to those that offered up suggested numbers.  ive had the idea for a few months now, but cost is a bit tricky. 2 and 3 respectively seems like it could be OK.

mahon- if you reverse time a dragon, for example, if they have sufficient quanta to play it again right away, all you really did was remove 10 quanta from them.  however, if you slow/stop said dragon, you reduce its damage for a number of turns.

and yes, antimatter is clearly better, and that is fine.  antimatter is better than most cards.  if these cards were in the same element as antimatter, they would virtually useless by comparison.  but theyre in :time and its not a big deal.
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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178882#msg178882
« Reply #10 on: October 18, 2010, 04:13:56 am »
Nice idea, but what happens when you use this on an antimattered creature? Does it halve the healing? Does it give a negative counter?

Hodari

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Re: Slow | Stop https://elementscommunity.org/forum/index.php?topic=14124.msg178888#msg178888
« Reply #11 on: October 18, 2010, 04:34:07 am »
Nice idea, but what happens when you use this on an antimattered creature? Does it halve the healing? Does it give a negative counter?
I'd assume it does the same thing as any other creature..halves or changes to 0 and then add one per turn from there(so it'd be useful on your own antimattered creatures)

As for the card itself, looks good to me as well :)

 

anything
blarg: